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My paladin crusader is supposed to be fully immune to poison, yet keeps getting put to sleep by the spider venom of the spiders in the Chapter 10 Crusader cave area. I thought he had fallen under a spell, but there were no casters in the area (the corrupted nymph had been killed at the beginning of the battle), and no indication of a sleep spell/ability being used in the chat box. However, after being attacked and hit by one of the gargantuan spiders, my paladin crusader fell asleep twice.

I believe this is a bug, but wanted to see if someone else had encountered this issue. I might be completely wrong about this, but if so I was hoping to get an alternative explanation. Thanks in advance!

I have included a screenshot showing that my paladin (Robert Hillendale) had to make a saving throw immediately after being hit. I believe the class should be immune to this, but wasn't sure if that was the case.
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Handling of Immunity and Saving Throw seems backward to me. The logic seems to be:

- If the attack is magical, check Magic Resistance to see if that negates the effect.
- If Magic Resistance did not help, try a Saving Throw vs the relevant type to see if that can negate or mitigate the attack.
- If the Saving Throw did not negate, then check whether the defender is explicitly immune to the effect.

Under those rules, your Cavalier (not Crusader) would make a Saving Throw vs Death and, on failure, his immunity to poison would prevent the damage. This has the unfortunate effect that you get a Save message on success, even though a failed save is harmless.

Wiki: Gargantuan Spider is silent on the details relevant to your question. Unfortunately, this monster appears to be unique to Siege of Dragonspear, so users without that DLC cannot examine its statistics to address your question further. Can you get the same unwanted sleep from any monsters that are present in Baldur's Gate or Baldur's Gate 2? More people have those games, and their data is better explored, than Siege of Dragonspear.

I recently had an instance where a Skeleton Warrior (90% Magic Resistance) stood in a Stinking Cloud (Save vs. Death at +2 or sleep). The status window reported the Skeleton Warrior as sometimes being protected by Magic Resistance and sometimes as protected by a Save - but even when neither of those appeared, the Skeleton Warrior remained active, because undead are immune to Stinking Cloud. From my perspective, it is just misleading and noisy to have a unit making conditional attempts to avoid the effects against which it is permanently immune.
it makes a difference for some effects which happen on hit not on damage, pets turning hostile and contingency firing spring to mind