Just a quick post to save for later something I posted on RPGNet in answer to a question. It will probably be relevant to Liber Zero as well. It's about the hierarchy or priority of saving throws. You have three main saves in old-school D&D, but not the same ones as 3e: Death, Wands, and Spells. They all apply to magic, or instant death from poison; non-magical effects perhaps didn't get saving throws in the LBBs, just ordinary d6 rolls, like the "save" vs. traps (1 or 2 in 6.) [This is something that bears further thought... ]
Death Magic/Poison is the easiest to survive, Wands the second easiest, Spells the hardest. However, Magic-Users improve faster on their save vs. Spells, until it becomes their easiest save.
There are two extra saves: Polymorph and Breath. These are distinct from the main three because they vary much more between classes. Fighters treat both as if they were less effective spells: +1 to save vs. Breath, +2 to save vs. Polymorph. M-Us treat Polymorph as if it were Death Magic (in other words, the best possible save,) but Clerics treat it as if it were an ordinary Spell; both treat Magical Breath effects as if they were Fighters of the same level resisting Spells (more or less.)
There's thus a hierarchy: use Death for any death magic, Wands for any wand (but not a staff, in OD&D.) For everything else, use Spell, unless something breathes on you or tries to change your form, in which case you use Breath or Polymorph. A Wand of Polymorph thus does not count as Polymorph because all wands use save vs. Wands.