Why are spells so OP broken roflstomp face?


Pathfinder First Edition General Discussion

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Aelryinth wrote:

Actually, it's exactly how physics works.

There's X amount of energy invested in the sling stone. If the sling stone suddenly weighs 1000x as much, the energy invested in it is not enough to maintain its speed, and it will instantly decelerate to match the infamous KE= .e mv^2 formula, where KE is constant and m just went to x1000. Velocity will drop like, well, a stone.

To see this in real life, put a rubber ball on top of a basketball and drop them on pavement. The basketball will bounce normally. The rubber ball will take off like a shot into the air, because the same amount of kinetic energy moves it much farther and faster then the basketball.

The sling stone is the rubber ball, and the boulder is the basketball, it just is operating in reverse.

That all said, it's magic, and it can work however the DM said it works. If we're using dimensional substitution and parallel phase-shifted mass that only tracks relative position and velocity and not kinetic energy, who cares?

In that event, Polymorphed Any Object spheres of acid changed into sling pellets work great, too. Or lava, if you've a volcano nearby. I'd wince and go paper airplanes of itemized lava, but the GM would likely kill me.

==Aelryinth

But what about conservation of momentum.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
WWWW wrote:
But what about conservation of momentum.

Doesn't conservation of momentum assume that mass is constant?

Silver Crusade

WWWW wrote:
Aelryinth wrote:

Actually, it's exactly how physics works.

There's X amount of energy invested in the sling stone. If the sling stone suddenly weighs 1000x as much, the energy invested in it is not enough to maintain its speed, and it will instantly decelerate to match the infamous KE= .e mv^2 formula, where KE is constant and m just went to x1000. Velocity will drop like, well, a stone.

To see this in real life, put a rubber ball on top of a basketball and drop them on pavement. The basketball will bounce normally. The rubber ball will take off like a shot into the air, because the same amount of kinetic energy moves it much farther and faster then the basketball.

The sling stone is the rubber ball, and the boulder is the basketball, it just is operating in reverse.

That all said, it's magic, and it can work however the DM said it works. If we're using dimensional substitution and parallel phase-shifted mass that only tracks relative position and velocity and not kinetic energy, who cares?

In that event, Polymorphed Any Object spheres of acid changed into sling pellets work great, too. Or lava, if you've a volcano nearby. I'd wince and go paper airplanes of itemized lava, but the GM would likely kill me.

==Aelryinth

But what about conservation of momentum.

Ask yourself this question.

When an objects mass and weight suddenly increase, where does the extra energy come from that is needed to carry the object along?


Ravingdork wrote:
WWWW wrote:
But what about conservation of momentum.
Doesn't conservation of momentum assume that mass is constant?

Eh, if we start directly dealing with the change in mass then we need to consider such things as the rest energy of the system via something like E=mc^2.

shallowsoul wrote:


Ask yourself this question.

When an objects mass and weight suddenly increase, where does the extra energy come from that is needed to carry the object along?

Presumably the same place that the extra momentum comes from.

Silver Crusade

Look, if you have to resort to using physics formulas then I would take that as an indicator that it wouldn't work.


shallowsoul wrote:
Look, if you have to resort to using physics formulas then I would take that as an indicator that it wouldn't work.

I seem to recall that the objection to the boulder trick also used a physics formula. KE=m(v^2)/2 I do believe.

Silver Crusade

WWWW wrote:
shallowsoul wrote:
Look, if you have to resort to using physics formulas then I would take that as an indicator that it wouldn't work.
I seem to recall that the objection to the boulder trick also used a physics formula. KE=m(v^2)/2 I do believe.

Actually, the old trick was to toss a pebble over someone's head and then dispel it so it would drop on them. It was never throw a pebble then suddenly dispel it so that instead of a small rock coming "at" you, it is now a boulder.


Look the pebble into boulder works... why? Because the rules say so. There's rules for slinging a rock that happens to be a shrunken boulder and there's rules for antimagic field suppressing the shrink item effect and making the rock back into a boulder. Please cite this rule that an object that increases in weight suddenly falls... cause it's not in my Core rulebook. Forget the physics, bring the rules.

Silver Crusade

Anzyr wrote:
Look the pebble into boulder works... why? Because the rules say so. There's rules for slinging a rock that happens to be a shrunken boulder and there's rules for antimagic field suppressing the shrink item effect and making the rock back into a boulder. Please cite this rule that an object that increases in weight suddenly falls... cause it's not in my Core rulebook. Forget the physics, bring the rules.

Mmmm the rules don't say it works 100% without argument. If there is doubt then GM decides.

Edit: Read the rules on weight and thrown weapons.

Edit edit: That's 95% of where the s*$*e cheese comes from, subjective reading of the rules.


No the rules do. They say that the pebble attack hit the enemy AC (assuming you rolled high enough), and that in an antimagic field it returns to being a boulder. So yes... 100% works. Cite a rule that states otherwise.

Silver Crusade

Anzyr wrote:
No the rules do. They say that the pebble attack hit the enemy AC (assuming you rolled high enough), and that in an antimagic field it returns to being a boulder. So yes... 100% works. Cite a rule that states otherwise.

Show me then!


Sure, in order to make a ranged attack with a sling we look at this rule:

An attack with a projectile weapon, such as a bow and arrow. A basic ranged attack is a d20 roll + base attack bonus + Dexterity modifier + any related or magical bonuses.

And in order to know if we hit we need the enemies AC which can be found with this rule:

All creatures in the game have an Armor Class. This score represents how hard it is to hit a creature in combat. As with other scores, higher is better. This is the target number enemies need to hit you. Your basic AC is 10 + Dex modifier + armor bonus + shield bonus + spells or magic items that grant an AC bonus.

Now we need to see what happens when a shrunken item interacts with an antimagic field. So we need to know:

School transmutation; Level sorcerer/wizard 3
CASTING

Casting Time 1 standard action
Components V, S
EFFECT

Range touch
Target one touched object of up to 2 cu. ft./level
Duration 1 day/level; see text
Saving Throw Will negates (object); Spell Resistance yes (object)

You are able to shrink one non-magical item (if it is within the size limit) to 1/16 of its normal size in each dimension (to about 1/4,000 the original volume and mass). This change effectively reduces the object's size by four categories. Optionally, you can also change its now shrunken composition to a cloth-like one. Objects changed by a shrink item spell can be returned to normal composition and size merely by tossing them onto any solid surface or by a word of command from the original caster. Even a burning fire and its fuel can be shrunk by this spell. Restoring the shrunken object to its normal size and composition ends the spell.

Shrink item can be made permanent with a permanency spell, in which case the affected object can be shrunk and expanded an indefinite number of times, but only by the original caster.

So now we know that you can reduce a boulder to 1/16th its normal size. More importantly we know that shrink item has a duration, which comes up when we look at antimagic field:

School abjuration; Level cleric/oracle 8, sorcerer/wizard 6; Domain magic 6, protection 6
CASTING

Casting Time 1 standard action
Components V, S, M/DF (pinch of powdered iron or iron filings)
EFFECT

Range 10 ft.
Area 10-ft.-radius emanation, centered on you
Duration 10 min./level (D)
Saving Throw none; Spell Resistance see text

DESCRIPTION

An invisible barrier surrounds you and moves with you. The space within this barrier is impervious to most magical effects, including spells, spell-like abilities, and supernatural abilities. Likewise, it prevents the functioning of any magic items or spells within its confines.

An antimagic field suppresses any spell or magical effect used within, brought into, or cast into the area, but does not dispel it. Time spent within an antimagic field counts against the suppressed spell's duration.

Summoned creatures of any type wink out if they enter an antimagic field. They reappear in the same spot once the field goes away. Time spent winked out counts normally against the duration of the conjuration that is maintaining the creature. If you cast antimagic field in an area occupied by a summoned creature that has spell resistance, you must make a caster level check (1d20 + caster level) against the creature's spell resistance to make it wink out. (The effects of instantaneous conjurations are not affected by an antimagic field because the conjuration itself is no longer in effect, only its result.)

A normal creature can enter the area, as can normal missiles. Furthermore, while a magic sword does not function magically within the area, it is still a sword (and a masterwork sword at that). The spell has no effect on golems and other constructs that are imbued with magic during their creation process and are thereafter self-supporting (unless they have been summoned, in which case they are treated like any other summoned creatures). Elementals, undead, and outsider are likewise unaffected unless summoned. These creatures' spell-like or supernatural abilities may be temporarily nullified by the field. Dispel magic does not remove the field.

Two or more antimagic fields sharing any of the same space have no effect on each other. Certain spells, such as wall of force, prismatic sphere, and prismatic wall, remain unaffected by antimagic field. Artifacts and deities are unaffected by mortal magic such as this.

Should a creature be larger than the area enclosed by the barrier, any part of it that lies outside the barrier is unaffected by the field.

Antimagic field says it suppresses any spell or magical effect brought into it (but does not dispel it). Since the stone was brought into the field (as it surrounds the creature you hit with your sling attack) the shrink item spell is suppressed and the boulder goes from 1/16th its size to normal.

Now... please show me a rule that says otherwise.


Those arguing a physics based answer should also be arguing that the commoner railgun works as well in order to be consistent.


Anzyr wrote:
Look the pebble into boulder works... why? Because the rules say so. There's rules for slinging a rock that happens to be a shrunken boulder and there's rules for antimagic field suppressing the shrink item effect and making the rock back into a boulder. Please cite this rule that an object that increases in weight suddenly falls... cause it's not in my Core rulebook. Forget the physics, bring the rules.

hmmmm this is true as far as the rules go. If I ready a spell to enlarge a projectile coming at me, it would not miss.

Therefore, the spell must be adding inertia and mass to the object. Because magic.

But then shrink object has to be adding inertia to the displaced mass to keep it's inertia/mass constant. Which is a very interesting effect, even beyond the non-dimensional displacement of mass without effecting the details of the structure.

Because magic.


DrDeth wrote:
Lemmy wrote:

Unfortunately, I have never seen any spell being nerfed by errata. Martial options, OTOH, are screwed with all the time.

Protection From Evil: Does the "protection against possession and mental control" aspect work against non-evil controlling spells and effects?

Looks like a clarification, not a complete rewriting of the spell. Wouldn't necessarily call this a nerf, as the spell doesn't do something COMPLETELY different. Just looks like it's clarified to what it should have done in the first place.

DrDeth wrote:

Protection From Evil: Does this work against all charm and compulsion effects? Or just against charm and compulsion effects where the caster is able to exercise control over the target, such as charm person, command, and dominate person (and thus not effects like sleep or confusion, as the caster does not have ongoing influence or puppet-like control of the target)?

Again...I feel like a clarification.

DrDeth wrote:


Cold Ice Strike (page 211): What are the components for this spell? Is its casting time 1 swift action?
The Components should be: V, S
The casting time is 1 swift action.

Looks like a complete misprint of the spell...I will again grant you, less powerful than before...but honestly not terrible. I'm having a hard time feeling bad about this, wish martials had an attack that was a swift action.

DrDeth wrote:


Terrible Remorse: If I make my saving throw against terrible remorse (page 243), do I become...

Again as was stated that it is confusing in how it reads...sounds like a clarification of a rule. Not a complete change and nerf. Most recently look at Crane Wing. It has completely changed in it's effect and how it can be used. Be like saying Protection from Evil now only works on odd numbered rounds and only against something smaller in size from you.

I see a lot of clarifications that make the spells less than they once were, but nothing that utterly changes the entire concept of the spell. Closest one is cold ice strike. But I think they utterly dropped the ball and printed the wrong version. After all the original sttd it has a material component but never specified what it might be.


shallowsoul wrote:
WWWW wrote:
shallowsoul wrote:
Look, if you have to resort to using physics formulas then I would take that as an indicator that it wouldn't work.
I seem to recall that the objection to the boulder trick also used a physics formula. KE=m(v^2)/2 I do believe.
Actually, the old trick was to toss a pebble over someone's head and then dispel it so it would drop on them. It was never throw a pebble then suddenly dispel it so that instead of a small rock coming "at" you, it is now a boulder.

While "The Old Trick" may have been that it does not seem like the trick were were discussing.


The problem with shrink item not reverting is that it has a duration. The natural size and weight of the object are being magically distorted while the spell is in effect. When the duration runs out, the object returns to the original form.

If it were instantaneous, then I would say it would stay shrunken.

A person transmuted via the flesh to stone spell, for example, won't suddenly turn back to flesh in an AMF. The magic was fully expended when the spell was cast. They are stone now, no magic involved. Only magic can change them back.

The shrunken item would revert, but how many people are carrying the shrunken cone around on their head their whole career, and how many are just using it as a convenient thought experiment on how they'd beat the AMF?


I've used on a few 3.5 characters, but only 1 PF so character so far. Though that was my only character that could cast shrink item...

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