Area Of Effect Damage


Rules Questions


Two things I've thought about damage for area of effect:

1) Under Magic, it states that AoE spells need line of effect. Does this mean that if a large creature is in front of a medium creature and a fireball goes off, the medium create isn't effected d/t the large creature blocking line of effect?

2) Shouldn't large (and bigger creatures) take damage based on squares occupied when determining damage from an AoE spell? It seems I've always seen this done as "a creature can only be effected by a spell once," but nothing in an AoE is based on creatures; it's based on area. Therefore, shouldn't a larger creature, with more surface area under the effects of a spell take more damage? This seems like common sense (and in line with everything I know about science) to me, but again, I've never seen it done this way.

Thoughts?


1) Line of effect for AOEs is blocked by things like Wall of Force, an actual 50' high brick wall, a dungeon wall, etc, something that literally prevents movement through it.

If large creatures blocked line of effect for medium creatures, then AoEs of "60' line" would be blocked by the first person the line crosses, and cone effects would end if someone is right in front of the caster of a 60' Cone of Cold. And then it would be just as silly if the entire party just hid behind the enlarged rogue when the massive dragon unleashes it's breath weapon and be perfectly safe.

2) No. Creatures already get plenty of built in bonuses for size categories (AC, Str, Dex, stealth modifiers, reach, increased weapon damage dice, etc). Since Dex penalties are already built into the game for most large-size creatures, it means those creatures will have correspondingly lower Reflex saves. When a Fireball goes off, the creature makes the save and protects itself well enough to take less damage, or is completely unable to avoid the damage and takes all of it. Since larger creatures are more likely to fail Reflex saves due to their size penalties to Dex, the likelihood of them taking more damage from AoEs is already built into the game.

I wouldn't say you're over thinking things, but your thoughts go along lines that are already covered in the rules. I think house-ruling "basic" mechanics like Saving Throws would create alot more work and headache than you realize.


Appreciate the response but was looking for more of a rules-based response, which is my fault for not stating the rules to begin with.

for 1)
here's the quote from the rulebook on area of effect "burst, emination, spread" spells section: "[Bursts] can't affect creatures with total cover from its point of origin (in other words, its effects don't extend around corners)."

And on eminations: "An emanation spell functions like a burst spell, except that the effect continues to radiate from the point of origin for the duration of the spell."

Spreads can go around corners so they're safe...

So yeah, if you cast a burst spell like cone of cold, and there's a large creature (which takes up more than just that 1 square and which you wouldn't be able to see through or over) in that first square, it wouldn't continue on past him, per the RAW. Otherwise it would be "going around corners" which is stated as forbidden in the rules.

2) Yes a large creature is already less dexterous by being large, but that doesn't go to my point. In an AoE if you have four med creatures standing next to each other within the area, they all take damage. Why wouldn't a single creature occupying those same spaces not take damage for each space they occupy, as it is, by definition, an area of effect spell. It seems most people go with 'area of effect spells don't effect by area, but by creature,' which is what I'm wondering as it should be based on area.


For 1), let's look up total cover:

"If you don't have line of effect to your target (that is, you cannot draw any line from your square to your target's square without crossing a solid barrier), he is considered to have total cover from you. You can't make an attack against a target that has total cover."

The operative word here is 'solid barrier'. The word is not otherwise defined in the text, but we can infer that creatures do not constitute a 'solid barrier' (outside of just common sense) a few ways.

Firstly, we can infer that creatures are not solid barriers via the 'Aiming a spell' section, where we can find the following text:

"A line-shaped spell shoots away from you in a line in the direction you designate. It starts from any corner of your square and extends to the limit of its range or until it strikes a barrier that blocks line of effect. A line-shaped spell affects all creatures in squares through which the line passes."

If creatures blocked line of effect, a line-shaped spell would not be able to affect them by this logic. Thus creatures must not block line of effect (at least, not always).

We can also infer the same from the following text on cover:

"To determine whether your target has cover from your ranged attack, choose a corner of your square. If any line from this corner to any corner of the target's square passes through a square or border that blocks line of effect or provides cover, or through a square occupied by a creature, the target has cover (+4 to AC).."

The text clearly states that passing through a creature provides soft cover, and also separates creatures from squares or borders that block line of effect. Note that creatures behind other creatures DO have soft cover (+4 to AC), but this doesn't help them against spells that don't require an attack roll.

The following text in the spell (ray) section does give some provision for line of sight blocking:

"Intervening creatures and obstacles, however, can block your line of sight or provide cover for the creature at which you're aiming."

So it is within a GM's purview to allow an exceptionally large and bulky monster (say, a huge troll) to block line of sight to targets behind it. Line of sight is NOT line of effect however, so a lightning bolt (for example) would still pass through the troll's square in this case.


For 2), things are a little more complicated. I think it is assumed that most players would apply common sense to realise an area spell would still only affect a large creature once, not once per 5ft, and thus word count wasn't spent explaining this concept.

However, damaging AOE spells (in fact, damage of any variety) very explicitly target creatures or objects and not individual squares, so there is no RAW confusion regardless. The text you are seeking is actually found in spell texts rather than a general statement.

For example, lightning bolt and fireball:

"A fireball spell generates a searing explosion of flame that detonates with a low roar and deals 1d6 points of fire damage per caster level (maximum 10d6) to every creature within the area. Unattended objects also take this damage. The explosion creates almost no pressure."

"You release a powerful stroke of electrical energy that deals 1d6 points of electricity damage per caster level (maximum 10d6) to each creature within its area. The bolt begins at your fingertips....."

Or, for a different spin on this, blasphemy:

"Any nonevil creature within the area of a blasphemy spell suffers the following ill effects:"

Note that the target is always creatures in the area, not the area per se. As an aside, spells like blasphemy or AOE mind-affecting spells are particularly good at pointing out why spells explicitly target creatures, not squares: if they didn't, such a spell would require multiple saves just like any other AOE effect -- why would a larger creature (say, a dragon) be many orders of magnitude easier to affect with these spells (as they would have to save multiple times)?

Hope that all helps! Always been very careful when trying to pick apart Pathfinder rules text. The 3.x ruleset isn't an 'explicit', binding ruleset like, say, chess or MtG, but rather a loose, 'implicit' ruleset where the players must interpret and adapt the rules as they play. Often the text is not tightly worded, in part due to word limits but also in part because the authors expected players to apply common sense to the ruleset as a norm.


Thanks Blakmane, though I'd say common sense would apply to affecting the creatures every 5 feet, as it would happen in real life (ie increased surface space = more effective energy transfer).

As for the rules however, I've seen a lot of spells state it effects creatures, which was what I was originally pointing out, that AoE's actually are based on effecting creatures not areas, which seems wrong, prima facie. Further, Cone Of Cold does not state it effects creatures at all. I'd agree that a lot of creatures don't count as a "solid barrier" but certainly there are some that would (a huge elemental, golemn, dragon, etc.)

More, here's what started me thinking on this and is specifically relevant to 2): Wall Of Fire

"One side of the wall, selected by you, sends forth waves of heat, dealing 2d4 points of fire damage to creatures within 10 feet and 1d4 points of fire damage to those past 10 feet but within 20 feet. The wall deals this damage when it appears, and to all creatures in the area on your turn each round. In addition, the wall deals 2d6 points of fire damage + 1 point of fire damage per caster level (maximum +20) to any creature passing through it."

Here it states that creatures within 10' take 2d4 damage AND creatures between 10' and 20' take 1d4. Per the wording, if a large creature is straddling that 10' line and has occupied squares in both areas, they would take that damage for both areas, being both a creature within 10' and a creature within 20'.

Further, it states the wall deals damage "to any creature passing through it." A large+ creature passes though a wall of fire at multiple squares and therefore should take damage for passing through multiple squares and there's no additional wording of the spell to negate this.


There are a few aoe spells that DO hit large creatures more that once, but they are rare.

Ice Spear is one, although not a true aoe spell. Just that each "spear" ends up effecting an area.

http://www.d20pfsrd.com/magic/all-spells/i/ice-spears


Try it this angle. If aoe things aftected every square alchemists would obliterate anything of large size or bigger.


By RAW, creatures provide soft cover, not total cover, therefore they do not block burst spells. Now, if it is really something your table wants to explore, you could of course rule it otherwise. But it makes AoE effects take much longer to handle, which slows down play. If you are going to make sure to actually make it enjoyable for everyone, I see no problem with it, but if the wizard casting a fireball means everyone else has to twiddle their thumbs for 5 minutes while the effect lines are figured out, I don't agree with it.

If you ARE going to handle this all, I think the first thing to do is to break a spell's effect into a full and weak/partial effect. A square that is fully engulfed takes the full, as written, effect of the spell. A square that is partially engulfed has a weakened effect. Any soft cover provides the 'weakened' effect. Weakended effects are blocked totally by soft cover, so it'll get through the first creature, and hit the second creature weaker, and then be effectively stopped. In the case of a reflex saving throw for half type spell, then treat weak squares as if the victim had improved evasion (save for none, fail for half). Characters with improved evasion in weak squares are effectively immune. Other, non reflex save spells, you could perhaps give a +4 on saving throws. You'd have to come up on the fly with so many special cases for the various spells out there, you're looking at a lot of work. Bane for instance. It affects all enemies with fear and doubt in the radius, but it's listed as a burst effect. So do creatures that get hit with the burst shade others from it? do only enemies get hit with it, and it ignores friends? Or is it actually an aura and not a burst, and the burst wording was used simply to show the shape it should use? These are the problems you will have to decide.

Regarding the creatures providing soft cover - does this apply only if that creature fails it's saving throw? if it has dodged the effect by jumping out of the way, does that mean the effect has fully passed him by, and therefore creatures behind him do not have any cover at all? Does that mean you have to handle reflex saves in successive radii from the point of origin?

If this was a different game, that was focused only on the battlefield, this could be a lot of fun. But, it's a roleplaying game, and a storytelling game - keep that in mind before jumping into this particular rabbit hole.


Spike Stones is another:

"(E)ach creature moving through the area takes 1d8 points of piercing damage for each 5 feet of movement through the spiked area.

Any creature that takes damage from this spell must also succeed on a Reflex save to avoid injuries to its feet and legs."

I'm reading this as every 5' equals damage and therefore a new saving throw too. So if you move 15' on your turn, it's three damage rolls and three saving throw rolls.

I kind of want to go with the development team is moving towards this way of thinking as opposed to the fireball wording which is probably anachronistic from original D&D. Ice Spear is a 2011 copyright so I'd say it's a more modern interpretation over spells in the original release. Though, I fully admit this is just my hypothesis.


Mojorat - Any AoE user would be more effective, but again, it's an area of effect, not a creatures effected.

CraziFuzzy, don't get me started on Reflex saves. I still have yet to figure out how a 10'x 10' aqueous orb rolls into a 5' x 5' square occupied by someone casting a spell, that caster makes his initial Reflex saving throw against the orb, which in game terms means he is "unaffected" and doesn't need to make a concentration roll for his casting, yet now he is now standing in the middle of a 10' x 10' violently churning washing-machine like orb and somehow completely outside of it at the same time...


Krith wrote:
Mojorat - Any AoE user would be more effective, but again, it's an area of effect, not a creatures effected.

Aoe spells are also some of the most damaging, too.


Draco18s wrote:
Krith wrote:
Mojorat - Any AoE user would be more effective, but again, it's an area of effect, not a creatures effected.
Aoe spells are also some of the most damaging, too.

I used alchemist as an example because they have the most throw away (hah) aoe damage. Ie a wizard does it sometimes but alchemists do it /all/ the time.

Its wholey unreasonable to expect an ogre takes 20d4 from a burning hands. It doesn't work like this was never intended to. Move along.


heh. I appreciate the dismissive nature of your post, Mojorat. If anyone else cares, I'd reply with "why is it unreasonable that burning hands does 5d4 damage to 4 different squares for a total of 20d4 damage, but it's reasonable for burning hands to do 5d4 damage to 4 different squares for a total of 20d4 damage?"

Obviously the first part of that is referencing a large creature and the second part four medium creatures, but the logic is the same either way.

Further, I'm not sure why it's reasonable to go with "if a quarter (or less for larger than large creatures) of your body is within the effected area, you take the same amount of damage as if your entire body was within that area." So a colossal creature's foot being effected by a fireball is the same thing as it's entire body being effected? Again not sure why that's more reasonable...

I'd also say that BHs would have to be perfectly placed to do that with a single creature as line of effect clearly states "A line of effect is a straight, UNBLOCKED path that indicates what a spell can affect." And, arguments in previous posts included, if the large creature was adjacent to the BH caster, I'd certainly agree that it wouldn't effect more than the first square as that large creature would mean that square isn't "unblocked."

And under "area" in the magic section it states "If the far edge of a square is within the spell's area, anything within that square is within the spell's area."

I'm reading this as each square contains the effect of the spell. But again, just my interpretation.


The AoE thing started out merely wrong, and is now much, much, wronger. This is not a change-in-direction. The game has always had some spells which applied multiple effects, so multiple effects could hit a single target; that ranges from magic missile to meteor swarm, even in first edition. Ice spear isn't a "new direction", and no new direction is under consideration. It's a distinction between a single effect and multiple effects, nothing more. The game would be completely, totally, unsalvageably, wrecked if fireballs did 8x or more damage to colossal creatures.

It's unreasonable to do 20d4 damage to a single large target, but not 5d4 damage to four separate targets, because it renders large creatures incredibly vulnerable to trivial damage. 20d4 damage is in the range of damage output associated with 6th-7th level spells. Yes, 20d4 across several targets is a similar number of hit points total -- but those targets all have their own hit point pools. If we "solve" this by giving large creatures 4x hit points, and huge creatures even more hit points, then we've completely eradicated martial classes from the game when large creatures are in play.

Solution: Don't try to "fix" something that is currently working very well.

Liberty's Edge

If you double all the dimension of a item the volume in multiplied 8 times, the surface 4, so the transmitted energy for unit of mass is less, not more.

Now try an experiment:
- take a page from a book and put it in a fire for a few seconds: it catch fire and burn.
- take the book and put it in the fire for the same amount of time. It is scorched but it don't start to burn and it isn't destroyed.


volume is different than surface area. A book and a page have roughly the same surface area, depending on how thick the book is. Surface area effected determines how badly the book or page is effected. If you take a match to the book, it'll leave a burn mark, but if you toss the book in a fire, all sides will be damaged by the flame, ie more surface area effected does more damage.


the match was a poor example. Let's keep the fire at the same constant level of effect: it would be better to say holding the book so one corner is in the fire vs having the entire book be in the fire. I don't think anyone would argue the book being wholly in the fire would damage it more.


Krith wrote:
the match was a poor example. Let's keep the fire at the same constant level of effect: it would be better to say holding the book so one corner is in the fire vs having the entire book be in the fire. I don't think anyone would argue the book being wholly in the fire would damage it more.

I think you are perhaps misunderstanding a thing.

D&D, and Pathfinder, are games. They are things that are there to be fun and provide an engaging experience. To do this, they have rules which are designed to allow you to tell fun and interesting stories.

It is no fun at all to have a story in which the mighty hero can't do a damn thing to the dragon because the dragon is so large that the hero's sword simply has no effect on it. So we don't. The closest you get is size modifiers on to-hit rolls, which are a sort of backwards way of indicating that a given amount of hit points represents more skill if you're small than the same number of hit points would represent if you were very large.

It is also no fun at all to have a story in which a large creature dies instantly when hit by an area-of-effect attack, but that would happen if we used this area thing.

Here's a thought experiment for you: What should we do if we change the rules to use 2.5' squares? A human is suddenly taking up four squares, and an ogre is now taking 16. But a tiny creature is only taking up one square. So now, burning hands would do 20d4 to a human, 5d4 to a pseudodragon, or 80d4 to an ogre. But it seems wrong to increase spell damage that much, so let's divide spell damage by four. So now, suddenly, tiny creatures take a quarter as much damage. Come to think of it, if we accept your interpretation, tiny creatures should just plain always take less damage, since they don't fill a space entirely even now.

If you want a useful question, consider whether it might make sense to give large creatures a save bonus or reduced damage if only part of their space is in the area of a spell. That would actually make some sense, and would not massively violate the underlying mechanics that make the game work, or produce ludicrous results. And we could do that, but mostly we don't bother because it's too much detail to track and not interesting enough.


You are using to much of a " real life" approach for yiur interpreting . The game is an abstraction not a simulation. I would suggest playing with an experienced group if possible to get a better understanding off how things work.
As an example even if you are paralyzed you get a reflex save. yes that is a rule.


I think you misunderstand my approach to this. I'm not looking for a way to take down large creatures by increasing the damage output of AoE spells. As a player, I like to overcome situations using my abilities in clever ways, rather than min/maxing and going "oh that's an 5 HD monster, so I should use spell X which should average out to XX amount of damage and be enough to kill that 5 HD monster...

Recently, I've tried stuff like using Create Water on an ash cloud spell (not sure what's actually called but some guy made a big ash cloud that blocked everyone's vision but apparently he could see through it). I, and our other players, thought it was a clever use of the spell: rain weighs down ash and clears the area, as it would in real life. I tried this and the DM read the spell Create Water and decided it would make enough rain to cover three squares. He also said that whereas the rain weighed down the ash and cleared the spot, the billowing ash cloud was already starting to creep back into those areas as soon as the instant spell ended. Fair enough. No problems with that and on my next turn I tried something else.

With this question, I'm not looking for ways to up damage to take out big creatures using AoE spells, I'm looking for realistic interpretations of a fantasy world so that cleverness can be rewarded as opposed to using rote actions over and over again; I feel that's the difference between tabletop RPG's and video games. Video games, just go ahead and click the buttons until the enemy is dead. Tabletop games allows for thinking outside the box.

However, to come up with those ideas, you need to know how the game works. If I were to set up four different non-magical traps, in four adjacent squares in a box formation and a large creature teleported onto those exact four squares, that large creature would take trap damage four times. Why do spells work differently, yet it has the same AoE component?

Go back to my posting on the Wall of Fire, the spell that made me think of this. Based on these reactions, a large creature crossing the WoF would only take damage once even though he's crossing two parts of the wall twice each. What if there were two separate WoF cast next to each other and the large creature passed through, straddling the line where they met? Would you say he still only takes damage once even though he's crossing two separate spells? What if that WoF was created going down a long 5' hallway? Would a medium creature running down the wall length-wise only take damage once? That would seem to nerf a great use of the spell to make sure no one runs down that hallway.

Now the flip side of my post still holds as well: if you waste a cone spell with a "burst" description by hitting the large creature right in front of you, there shouldn't be a continuation of the spell as there isn't an 'unblocked' line of effect passed the large creature. This could make for strategic placement of either other monsters (hiding behind their own meat shield) or other PC party members (I don't need to worry about hitting my friend who's flanking the creature).

My point on this post was to see what others' opinions were and whether or not there were good alternatives to allow for more strategic play other than effects like "well that's just how it is," that box us into rules that don't make sense. Take a look at the Aqueous Orb situation that I wrote about earlier. It doesn't make sense that a med creature standing in the same 5' x 5' square as a 10' x 10' orb of churning water and picked up debris is standing there casting without so much as a concentration check...

But maybe that's just me. If you're still reading, hopefully this at least was worthwhile. If not, apologies. Thanks.


Many creative thoughts are outside the rules or directly against the rules so it may take GM Fiat depending on the particular idea. If the GM is encouraging out of the box thinking then he will have to overlook the rules at times.


In effect here, you're poking at parts of the rules that were designed around balance, NOT for any sense of realism. Combat trends towards this the most. The game encourages creativity to an extent, but most of it falls under rule zero.

Area spells are by far one of the strangest items. The effects of a fireball wouldn't just completely stop at 30ft for instance. Nor would it likely only cover half that area, just because the center is at the edge of its range. These things are usually best to chalk up to "It's magic." My group realized long ago trying to apply real world physics and science just leads to headaches.

If you and your GM wish to make some of these thoughts into houserules, go for it of course. Just be aware of the repercussions. Someone posted earlier that each spell only affects a creature once. Imo that's pretty much the golden rule for area spells. Otherwise things start getting weird and the game bogs down.


I only skimmed the post until just now. I would be careful about adding realism. It can cause unforseen problems.


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If you want ways to reward clever thought, "make AoE spells do many-times damage to large targets" is pretty much the exact opposite, because that would eliminate the vast majority of strategy. Right now, AoE spells are usually good on mooks, but not very rewarding against single tough targets... which are often large. And martials can often do very good single-target damage.

If AoEs had this effect, then the solution to nearly every possible target would be "AoE damage" or possibly "enlarge person, then AoE damage".

Liberty's Edge

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Krith wrote:
volume is different than surface area. A book and a page have roughly the same surface area, depending on how thick the book is. Surface area effected determines how badly the book or page is effected. If you take a match to the book, it'll leave a burn mark, but if you toss the book in a fire, all sides will be damaged by the flame, ie more surface area effected does more damage.

Hit point are more an effect of the volume of the creature than the surface area of the creature.

Put a ant in a camp fire. It die immediately. Now step (figuratively, please don't do it really) in the same camp fire for the same time that was required to kill the ant. You wouldn't even get 3rd degree burns.

If you place the ant on a heated stone beside said camp fire it die while there is people that walk on a bed of red hot coals without suffering any serious damage.

Krith wrote:
the match was a poor example. Let's keep the fire at the same constant level of effect: it would be better to say holding the book so one corner is in the fire vs having the entire book be in the fire. I don't think anyone would argue the book being wholly in the fire would damage it more.

Putting a single page or a small pamphlet in a fire would utterly destroy it. The book would only be scorched. Probably it will be still wholly readable.

Liberty's Edge

Kalriostraz wrote:

In effect here, you're poking at parts of the rules that were designed around balance, NOT for any sense of realism. Combat trends towards this the most. The game encourages creativity to an extent, but most of it falls under rule zero.

Area spells are by far one of the strangest items. The effects of a fireball wouldn't just completely stop at 30ft for instance. Nor would it likely only cover half that area, just because the center is at the edge of its range. These things are usually best to chalk up to "It's magic." My group realized long ago trying to apply real world physics and science just leads to headaches.

If you and your GM wish to make some of these thoughts into houserules, go for it of course. Just be aware of the repercussions. Someone posted earlier that each spell only affects a creature once. Imo that's pretty much the golden rule for area spells. Otherwise things start getting weird and the game bogs down.

The 1st and 2nd edition AD&D fireball had a fixed volume, not a fixed radius.

So if it was cast slightly above ground height in an open space it had approximately a 25' radius. In a building it did filled 33 10' cubes.
it wasn't much used indoor.
A lighting bolt being reflected by a surface that it was unable to destroy was even more fun.

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