Enchanted Realms Rulebook
Saves
Above we saw how the skills check worked. It is needed when a character initiatives some of his or her own skills to accomplish a task. Saves are essentially the opposite. When a force outside of the character could potentially affect or harm him or her, then there is often a save involved. Also, a save usually only uses 1d20 rather than multiple dice; however, advantage and disadvantage would still use the better or worse of 2d20.
Sometimes saves are that win-or-lose condition, but even saves can have a variance in outcome. A simple example would be a tremor incantation which attempts to knock the victim into a prone position. To determine if one stays on his or her feet, a save if rolled against Agility. If the TM is met, then the quake is experience but has no functional effect on the victim. Rolling under the TM is different. If barely missing the TM, then the victim is not knocked prone but is unable to use movement for a few seconds while recovering his or her balance. Having an adjusted score below 5 would not only result in the target being knocked prone but further would delay recovering to ones feet with a reaction for several seconds.