Hey, that guy is going to MindControl you or try to fool you with an illusion! Maybe, if you focus and struggle against his power, you can -- !

Nope.

Normally in fiction, powers have some chance of failure, whether through lack of skill, HeroicWillpower on the part of the would-be victim, or [[CompetitiveBalance some other factor]] that does not make the power 100% effective. But some powers are such that they work automatically if they hit, regardless of any special defenses, resistances, or countermeasures the person on the receiving end may have. You can't [[GlamourFailure see through the illusion]], you can't cure the [[UniversalPoison poison]], you can't [[FightingFromTheInside resist the mind control]], people hit by the DisintegratorRay die instantly 100% of the time no matter [[PlotArmor how important they are.]]

The TropeNamer here is ''DungeonsAndDragons'', where normally, harmful effects such as mind-controlling magic, dragon breath, illusions, or other supernatural nastiness allows the character affected to make a saving throw of the dice to negate or minimize the effect. Some spells and effects, unfortunately, such as the LevelDrain ability of a wraith, do NOT allow a saving throw to be made against them: if the move hits at all, it hits ''full effect'', end of story. In more modern editions of the game, these effects almost always have a chance to miss instead.

Contrast AlwaysAccurateAttack. Complete opposite of NoSell. May overlap with EvilIsNotAToy. Sometimes involves GameplayAndStorySegregation. See also UnblockableAttack. CompellingVoice is a SubTrope of this.

Do not confuse with AuthorsSavingThrow.
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!!Examples:

[[foldercontrol]]

[[folder: Anime And Manga ]]
* Geasses in general work like this in ''Anime/CodeGeass''. The only thing that even has a chance of countering one is another Geass, but that's more of a case of bypassing some aspect of their Geass, like a telepath not being able to read something that the target doesn't know about, or thinking that something is true because their target believes it is. [[spoiler:A Code Bearer seems to have some ability, but it's not elaborated on, or Jeremiah's [[AntiMagic Geass Canceller]], which also has no saving throw, but that's like how healing spells don't.]]
** There are two exceptions to this: In the first season, [[spoiler:Euphemia]] manages to resist for a moment, which Lelouch later deduces was because the command was just so completely against every facet of her character. In the second, [[spoiler:Nunnally]] also manages to break out of a geass; [[spoiler:her father's artificially-induced blindness]], but that took ''years''.
*** There's also that it may be that [[spoiler:Charles is dead at this point,]] and that his ability is not blindness, with that particular one being a side-effect of some sort and said character's never being said to recover from the ''actual'' affliction.
* Happens in ''DragonBallGT'' during the Super #17 arc. Regular #17 is being mind controlled by a second version of himself, and attacks #18, his sister. Krillin tries to bring him out, and he nearly goes back to normal before the other #17 enters his mind again and makes him shake off the good influence, at which point he kills Krillin instead.
* This is the reason Aizen's Zanpukutou in Manga/{{Bleach}} is considered overpowered. If you've seen his sword, he's hypnotized you and can control all your senses as he pleases. It's essentially permanent, undetectable, and it's not even the final form of his sword.
** Tsukishima from the Full Bring Arc has a similarly broken power, he inserts himself into the past of anything he cuts. For a person, this could mean anything from, "Tsukishima is my best friend forever and I don't want to fight him," to "Tsukishima has known me for a long time, therefore he knows all my powers and weaknesses." All it takes is a nick, and it's in effect.
*** It still fails against Byakuya because the latter considers his [[PillarsOfMoralCharacter honour-debt to Ichigo]] [[HonorBeforeReason more important than anything else]]. He therefore kills Tsukishima while acknowledging that he was the most important person in his life. His actual method for killing him was something he invented during the battle, after Tsukishima used his ability to learn all of Byakuya's existing techniques.
** There's also Barragan's deathly aura. As Sui Feng found out the hard way, anything it touches will decay unto dust, and like the Amaterasu example below, the only way to stop it is [[LifeOrLimbDecision to cut off the afflicted body part]]. Indeed, his skill was so far into this trope that it allowed him to be HoistByHisOwnPetard when the attack was turned against him.
** As Nodt has the power to inflict irrational fear of death. It can technically be opposed by willpower, but only in the sense that it takes longer to reach full effect. Once it does, though, the fear keeps building until either you die or the Reishi that he injected into you is purged.
* The Mangekyo Sharingan's Amaterasu attack in ''Manga/{{Naruto}}'' works like this. Everything in its range catches fire, and there's no way for the fire to be put out... ever. If it gets on you, the only way to stop it is to sever that limb.
* Once your name is written in the ''Manga/DeathNote'', you're going to die. No exceptions.
** Even in the original manga there was one exception - the Note can only target humans in a specific if broad age range. (The story just never includes anyone old enough or young enough to be immune.) This trope applies in that once the Note ''is'' going to kill you, the basic fact of your death is unavoidable.
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[[folder:Literature]]
* In the first book of ''Literature/TheDresdenFiles'', nothing can protect you from the BigBad's lightning-powered heart-ripping spell. Except, of course, striking first.
** The [[TabletopGame/TheDresdenFiles RPG]] rulebook clarifies that this is the result of the absurd amount of power[[note]]Nobody in their right mind would use lightning to power one, it's far too dangerous[[/note]] in the spell, measured in shifts of power. A typical "attack" spell used in combat can have between 3-10, which can kill, but the target has the chance to mitigate it or negate it via his defensive roll and taking consequences instead. The heart-exploding spell generated over ''35'' shifts, which is enough to simply overwhelm each and every way a character can mitigate damage.
** The rules for a [[RubeGoldbergHatesYourGuts lethal Entropy Curse]] are similar, in that to avoid it, you'd have to roll somewhere in the mid 20s to dodge the "attack," with a skill that likely maxes out at 5, and dice that on their best roll will only add a +4.
** All that said, the RPG book is explicit and insistent in averting this trope inasmuch as you ''always'' get a defense roll. Some tactics might effectively reduce or augment the defense roll, and in situations such as the Entropy curse a defense roll might, in fact, be meaningless, but you ''always'' get the chance to defend.
* Most spells in the ''Literature/HarryPotter'' series seem to allow for no chance to resist if they are properly cast and hit the target. However, there are counterspells. The one spell that there is "no" counterspell for is the Killing Curse. It's a major plot point that Harry Potter himself is the only one to have survived it, and that turns out to be due to circumstances that gave him uniquely strong protection. That said, it is possible to get around this by putting a physical obstacle in the path of the [[ProjectileSpell spell's energy]]. There's also a very evil form of ritual magic that can be used to survive the Killing Curse, but ''part'' of you would ''still'' die and what's left would be [[NotEvenHuman something less than fully human]] even when (or rather if) you recover your physical form.
* In ''Literature/TheWheelOfTime'', balefire is this. Anything it hits- whether that be a physical object, a person, a ''city''- will be instantly and irrevocably erased from existence. The only way to survive is to dodge it or kill the person making it before they let loose. However, [[EleventhHourSuperpower in the last book]], someone discovers an antithesis, turning a one-sided onslaught into a BeamOWar.
** It can't destroy [[MadeOfIndestructium Cuendillar]], though. And it's possible to divert it with [[AmplifierArtifact Callandor]]. [[spoiler:And in the [[DreamLand World of Dreams]], where [[YourMindMakesItReal reality is shaped by thought]], it's possible to negate Balefire with a sufficient application of will. It's implied that the character who does so was able to simply because [[AchievementsInIgnorance he didn't know it was supposed to be unblockable.]]]]
* In ''Literature/{{Xanth}}'', this trope is the reason the Magician Trent is considered so dangerous before his HeelFaceTurn. His BalefulPolymorph powers work on everyone, period. When he tries to use them against Bink, who has permanent AntiMagic, the only possible counters the antimagic can create are for Trent to miss or to hit something else, and it has to cause increasingly implausible events in order to blog Trent's attacks. The transformation magic is that powerful, there's no defense against actually getting hit. Notably, this is the first time Bink's antimagic is ever forced to reveal its own existence in order to protect him from magical harm; for his entire life up to that point it had operated subtly enough that nobody even suspected Bink ''had'' a magical ability.
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[[folder: Live Action Television ]]
* In the ''Series/PowerRangersTurbo'' movie, when Kimberly and Jason were BrainwashedAndCrazy they tried ThePowerOfFriendship which had a very minimal effect, and the only solution was some magic from the local wizard.
* ''Series/StarTrekTheNextGeneration'': Picard in "The Best of Both Worlds" told the Borg hive he would fight them with all his strength. The Borg replied "Strength is irrelevant." In the follow-up episode after the two-parter, Picard tearfully confessed that he was completely helpless.
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[[folder: Visual Novel ]]
* In VisualNovel/{{Tsukihime}} and LightNovel/KaraNoKyoukai, if someone bearing the Mystic Eyes of Death Perception hits you in your point of death, you die. Doesn't matter if you can reincarnate, you are a gestalt entity of 666 different beasts that ordinarily have to all be killed at the same moment, you can locally reverse time to instantly repair any damage done to you, the world itself actively works to sustain your continued existence, or if you aren't even alive to begin with, you die. Period. At best, you can hold on for about thirty seconds if you've lived for a really long time before this. The only way it can fail is if the target's "concept of death" is too alien for the person with the Eyes to comperehend, in which case the result is instead a NoSell. The extraterrestrial [[EldritchAbomination ORT]] is by WordOfGod an example of this.
** In at least one timeline, Shiki had to fight a creature with ''no'' point of death. He ''still'' killed it by ''giving'' it a point of death.
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[[folder:Webcomics]]
* ''Webcomic/KnightsOfBuenaVista'' does a variation. Walter the GameMaster is so annoyed with Adriana's MinMaxing that he doesn't allow her to make a saving throw against a HypnotizeThePrincess spell (although he does come up with a reasonable justification).
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!!!Actual games and references to games

[[folder: Tabletop RPG ]]
* ''TabletopGame/{{Warhammer 40000}}'' has many weapons that bypass Armor Saves and a few ones that bypass ''Invulnerable'' Saves. The wording on one of these attacks simply states that the affected model is "removed from play with no saves of any kind allowed".
** A favourite tactic of Chaos players in the days of 3.5 Edition was to create one of these by taking a Chaos Lord with the "[[OneWingedAngel Daemonic Stature]]" daemonic gift and the "[[ImpossiblyCoolWeapon Dreadaxe]]" [[SentientWeapon daemonic weapon.]] [[HilarityEnsues Hilarity ensued]], then [[{{Nerf}} nerfing]].
** ''TabletopGame/{{Warhammer 40000}}'' has since jumped on the "unorthodox saves" bandwagon with Fifth edition Blood Angels and Necron codexes.
* ''TabletopGame/{{Warhammer}}'' tends not to have outright remove-from-play spells, instead using spells that require rolls against characteristics not typically used for resisting damage (often Initiative); of these the much-maligned [[GameBreaker Purple Sun of Xereus]] (stays on the table and moves randomly, everything in its path must save on Initiative or die) is probably the most famous.
** The Tomb Kings as of Eighth Edition have a unit that can hit a target's Initiative instead of their regular stats. The attack is at Strength 1, but it ignores saves - and if it hits, you ''turn to sand''. No coming back from that. In the Battle Report that introduced them, they took out an entire unit (squad with 20+ members) this way.
* ''DungeonsAndDragons''
** If you are level 4 or below in Rules Cyclopedia ''DungeonsAndDragons'', if someone casts a Sleep spell upon you, you're as good as sleeping, as it doesn't give you a saving throw against it. If you don't have any friends to protect you or wake you up when you're under the spell's influence, you're pretty much at the mercy of whoever cast the spell on you, as anyone can use a bladed weapon to kill you instantly no matter how many HP you have.
** As mentioned above, the LevelDrain attacks of many [[TheUndead undead]] do not allow a saving throw, except for special circumstances.
** Do not look at a Catoblepas straight in the eyes unless you want to die.
** Do not ''touch'' a [[ArtifactOfDoom Sphere]] of [[DisintegratorRay Annihilation]] unless you want to be blasted out of existence. Notably, an upgraded and ''sentient'' version (the Blackball) released to fight characters of level 38+ (out of a possible 20) was still less scary, since it allowed an (admittedly, very difficult) save.
** In the 1st edition, a Nightcrawler's sting attack has a 1 in 8 chance of killing a character outright, without a saving throw.
** The only defense against Holy Word and its sister spells (Dictum, Word of Chaos, and Blasphemy) are being a high enough level, spell resistance (which is not quite the same as a saving throw), and having the right alignment.
** The Power Word spells' success is based on how many hitpoints the target has. If you're too tough, it's a NoSell, but if you're not, it's No Saving Throw.
** 3rd edition contains the spell Cloudkill, which summons a cloud of gas which, on contact, kills everything level 3 or lower, no save required.
** Forcecage traps a creature inside it with no saving throw or spell resistance, keeping them trapped unless they have magical means of escape.
** And, of course, the old standby Magic Missile. Automatically hits, bypassing armor and damage reduction, allows no save, hits even incorporeal creatures. The tradeoff is that it doesn't do very much damage. And there are a few spells that can block it.
** Fourth edition turned lava into this. If you touch it, you'd better be immune to fire. If you're not, [[ChunkySalsaRule you just died]].
* ''MutantsAndMasterminds'' second edition has NoSavingThrow as a [[PointBuildSystem extra you can apply to one of your powers]]. When the power resolves, the target is treated as though they failed their saving throw by one point. For damage effects[[note]]MutantsAndMasterminds doesn't use HitPoints. Characters make a SavingThrow to shrug off damage instead, with failed saves applying stacking penalties to future saves until someone passes the critical failure threshold and is knocked out.[[/note]] this results only in ScratchDamage. But for Save-Or-Lose effects like [[MindManipulation Mind Control]], [[BalefulPolymorph Transform]], or [[PowerNullifier Power Control]], this ability becomes a GameBreaker. It's typically reserved for NPC Villains.
** A different example from the same game is the Perception range commonly seen on mental powers. While not a literal example (as the target is still allowed a SavingThrow), it automatically hits any target the user can perceive. A Perception Range power with the No Saving Throw modifier is unavoidable and irresistible unless you can find some way to avoid being seen.
* In ''{{GURPS}}'' 4e the radiation rules are almost a parody of this. A very large dose of rads still lets you roll to resist but all the results, including a critical success, are death. Success only means you die ''more slowly''.
[[/folder]]

[[folder:Other]]
* Generally speaking, any videogame attack that inflicts a OneHitKill. It [[UselessUsefulSpell may not hit very often]], but when it does...
* In ''Film/TheGamers: Dorkness Rising'', there's another literal example. Two PC's encounter a death demon, and his compelling fear aura is so powerful they can't roll high enough to resist so the DM assumed that they were compelled. However, the RulesLawyer says that on a 20 any action is an automatic success, and insists on rolling... a 1. He becomes [[WeakWilled completely compelled]].
* The most basic magical attacks from the wizard's staves in ''VideoGame/DragonAgeOrigins'' can't be run away from, regardless of the target's defences. On the downside, their damage is not that high, and it's impossible to land a CriticalHit with a staff.
* In ''MagicTheGathering'', spells with Split Second prevent almost all possible responses from even being ''attempted'', so anything you could normally do to save the target doesn't work. Uncounterable spells could also count, since countering a spell is sometimes the only way of stopping it.
** Early editions of Magic distinguished between "destroy" effects (which a creature could survive by regenerating) and "bury" effects (which cannot be regenerated). Later editions drop the "bury" terminology and replace it with "Destroy target creature. That creature cannot regenerate this turn," for the same effect. Later still, it adds the concept of "Exile," which [[UpToEleven also prevents it from being targeted by spells that return creatures from the graveyard]]. Then there are spells that can bring cards back from even exile, and even a joke card that puts a creature into totally, completely, we-really-mean-it, this-creature-cannot-be-brought-back-under-any-circumstances exile.
* In ''VideoGame/WorldOfWarcraft'', certain loss-of-control spells are categorized as "charm" effects, where you lose control of your character in a way that it's as if someone else has taken control of it. These differ from "mind control" effects in that it's impossible to resist them, and impossible to break out of them once they happen[[note]]For example, mages can break out of a mind control effect by using Ice Block; with a charm effect, the player cannot trigger Ice Block at all[[/note]]; the only thing a player can do is wait until the effect finishes or the player is killed. These effects are thankfully rare, and are generally used as a mechanic in a boss fight, either as a periodic nuisance or as a condition resulting from poor play.
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