Casting "Shatter" on a weapon, what are the specific rules?


Rules Questions


So I've had "shatter" come up a few times in my campaign.

For some reason up until now I was sure there was a DC associated with casting it on a weapon or object, but no upon closer inspection of the spell it doesn't mention this. We're playing Rise of the Runelords and up until recently we didn't have the Anniversary Edition so all the rules in the book were referencing D&D 3.5E, as far as I'm aware, so this may be where some of my confusion has arisen.

The specific text related to targeting an object with shatter is as follows:

Quote:
"Alternatively, you can target shatter against a single solid non-magical object, regardless of composition, weighing up to 10 pounds per caster level. Targeted against a crystalline creature (of any weight), shatter deals 1d6 points of sonic damage per caster level (maximum 10d6), with a Fortitude save for half damage."

So I believe I'm correct in assuming there is no longer a DC related to this. Is there a saving throw related to casting it on an object? From what I read it incurs a will save, but I'd like to be sure. Again, the saving throw text for the spell is as follows:

Quote:
"Saving Throw Will negates (object); Will negates (object) or Fortitude half; see text; Spell"

I *think* I'm reading this all correctly, but I'd just like some help clearing up some of my confusion. While I have a tonne of experience with CRPGs I've wanted to play tabletop for a few decades now and only this year did I find a group, so I don't have a lot of experience reading these spell blocks.

My final question related to shatter is to do with broken objects. If an object (more specifically, a weapon) has been broken, how does the PC go about repairing it? I've not been able to find this information in the manual, if anyone can point me in the right direction I'd be happy to do the reading myself. Thanks!


Make Whole or Mend will fix your weapon, but if it's magically enchanted you'll need a caster with double the CL of the item to restore magical properties.

With Shatter, unless I'm mistaken, it only works on non-magical items and I have a vague recollection that a held item always gets a save, but I'll have to dig deeper to see if my memory is accurate.


Magical Items: Magic items always get saving throws. A magic item's Fortitude, Reflex, and Will save bonuses are equal to 2 + half its caster level. An attended magic item either makes saving throws as its owner or uses its own saving throw bonus, whichever is better.

Unattended Non-Magical Items: Non-magical, unattended items never make saving throws. They are considered to have failed their saving throws, so they are always fully affected by spells and other attacks that allow saving throws to resist or negate. An item attended by a character (being grasped, touched, or worn) makes saving throws as the character (that is, using the character's saving throw bonus).


Shatter - "Saving Throw Will negates (object); Will negates (object) or Fortitude half; see text"

Saving Throw - "(object): The spell can be cast on objects, which receive saving throws only if they are magical or if they are attended (held, worn, grasped, or the like) by a creature resisting the spell, in which case the object uses the creature's saving throw bonus unless its own bonus is greater."

When used as an area attack, all non-magical unattended crystal/glass/etc objects are shattered. No save. Magical or attended objects are not affected.

When used against one solid non-magical object, it will be shattered if unattended, but if it's attended it will get a Will saving throw (assuming whoever is holding it doesn't want it to shatter).

When used against one crystalline creature, it deals 1d6/CL(max10) with a Fort save for half.

Personally, I believe the spell is not intended to give objects the Broken condition (IE: item at half hitpoints), I think it should be destroyed.

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