Actually, I've read through a bunch of spell descriptions and it's starting to get obvious that the spell descriptions say whether saving throws are allowed or not, and by default they _probably_ are allowed (or at the discretion of the GM, ofc), but those default cases seem pretty rare. (Sleep comes to mind)
Here are some examples:
Magic Missile
... The caster can throw the full force of the missile at a single target, but if the caster is 2nd level or higher, he can choose to divide the dice of damage between targets as he wishes. Dice must be assigned to targets before any damage is rolled, and targets of these divided dice are allowed a saving throw versus Magic, with success meaning that the target takes half damage. ...
Full foce = no saving throw (although Im not sure on this one, tbh)
Divided = saving throws for half damage
Ray of Emfeeblement
When this spell is cast, a coruscating ray shoots from the caster’s hand. The target of the spell suffers a penalty to his Strength equal to 25%, +2% per caster level beyond level 3. This penalty applies equally to mêlée and missile damage inflicted by an affected creature as well. A successful saving throw versus Magic negates the effect.
An example against your argument, David: Exact opposite of what Power Word Kill says.
But I still agree with you, due to one line in the rulebook, describing saving throws:
Magic includes any magical effect from a cast spell or innate ability.
Although I'm wondering: Doesn't that make Magic-Users kind of far weaker?