Immunity to energy damage and secondary effects.


Rules Questions

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Lets say that you have a spell that a primary effect of fire damage, and a secondary effect that is not fire based.

You cast that spell on a creature with Immunity to fire.

It obviously does not take the fire damage. But does it still take the secondary effects?

One side is saying that if the creature fails its save and the spell passes spell resistance, then it comes under all effects of the spell, it is just immune to the fire damage, not the secondary effects that are not fire damage.

One side says that it is Immune to fire damage so it does not even need to make any saves, and thus does not succumb to the secondary effects.

This is not a question about a particular spell, it is a more general question that can be applied to all spells.

Does a creature with Immunity fire, for example, have to make save throw against a spell that deals fire damage, or does it automatically become immune to all effects of the spell not ever needing to make a save throw?


Depends on whether the secondary effect is a result of taking fire damage or if it's unrelated.

Can you please list the specific example you have in mind.

With DR, secondary effects delivered by a weapon do not have an effect if the DR negates the damage completely, like poisons. Injury poisons wont work if the damage that would deliver the poison is completely negated.

But this is energy resistance....


I believe that if a spell does fire damage and has a specific separate effect that happens (I don't know, maybe it dazes?), then it's immune to the fire damage only.

For example, Elemental Assessor uses the four different energy types to deal damage with one spell. Just because a fire dragon is immune to the fire damage, that doesn't mean that he's immune to the spell itself.

However, if it specifically says that "targets who take damage suffer blah blah...", then yeah, they'll be immune to that.
Rime Spell (the metamagic feat) specifically states that creatures who take cold damage from a rime'd spell suffer an additional effect, and creatures immune to cold take no cold damage.


Really depends on the wording of the spell/damage effect. Some effects, such as some kineticist's blast infusions, have wording that specifically allows the secondary effect to happen regardless if the target doesn't take damage from the blast (such as burning and flash infusions) while some state it only works if the target got damaged by the blast.


Well it is more of a concept question.

When someone cast a spell, the target has the option to make the save throw or to choose to fail the save throw.

Does this still apply when a creature has immunity to an energy type?

So, lets say that I cast a fireball on a creature with immunity to fire.

Mechanically, does it still have to make the save for half, or choose to fail for full damage? The fact that any damage, halved, or full is negated by the immunity should be irrelevant to this.

Then, if a creature does fail the save, by choice or a failed save, even though the damage is negated via immunity; does the failed save allow any secondary effects to take effect?

This is a mechanics question and not about any wording of a particular spell.

If a spell states that is the case it obviously is. But when it is not stated, mechanically how does it play out.


I don't think you can apply a general rule here. Edit: If the spell doesn't mention anything specifically, I think the only sane option is to look at the spell and decide whether not taking damage from it would still let the seconary effect work or not.

If for example, there was a dessicating fireball that burns the water out of your body the red dragon should be immune because well.. its not burnable.

On the other hand if the fireball blasts someone back from the concussive blast that should still go into effect


The fireball blast knocking someone back is an example of a secondary effect.

Does the creature still have to make a save throw against the fireball spell if it is immune to the fire damage?

If so, then would a failed save allow that secondary effect (knock-back) to take effect?

It is a concept question that should be able to be applied to any spell.


Xermaxm wrote:

The fireball blast knocking someone back is an example of a secondary effect.

Does the creature still have to make a save throw against the fireball spell if it is immune to the fire damage?

As was mentioned above, it depends upon the wording of the secondary effect.

There is, in fact, a "Concussive Spell" metamagic feat that does something like this, and it's worded as "A concussive spell causes creatures that take damage from a spell [...] to ..." Therefore, no damage, no rider effect.

Similar wording is found in the "Sicken Spell" feat: "When a creature takes damage from this spell, they become sickened..." Therefore, no damage, no rider effect. "Rime Spell" was already mentioned in this context.

On the other hand, the "Shadow Grasp" metamagic feat does not have this wording, and so it can still affect a creature that is naturally immune to the underlying spell with the rider effect.

So the answer is,.... it depends.


Yea and some alchemist bomb discoveries happen on a hit, whether or not a target takes damage, such as concussive bombs deafening a target or explosive setting a target on fire (doesn't matter if a target is immune to fire, it'll still be on fire; which could matter if the immunity is only temporary or if it's giving off a light source revealing it's location in the dark).

Xermaxm, do you have an example somewhere where it would be unclear?


Protoman wrote:

Yea and some alchemist bomb discoveries happen on a hit, whether or not a target takes damage, such as concussive bombs deafening a target or explosive setting a target on fire (doesn't matter if a target is immune to fire, it'll still be on fire; which could matter if the immunity is only temporary or if it's giving off a light source revealing it's location in the dark).

Xermaxm, do you have an example somewhere where it would be unclear?

This is another example of the concept.

Protoman wrote:
explosive setting a target on fire (doesn't matter if a target is immune to fire, it'll still be on fire; which could matter if the immunity is only temporary or if it's giving off a light source revealing it's location in the dark).

On order for this to be so, the mechanic would have to be that regardless of any immunity to damage types, a save throw must be made, and if failed the effects apply. Immunity being relevant to only damage of that type.

If this is an official mechanic, then it can be applied to any spell.

So the question is, is this what actually happens or is there some other mechanic in play?


Protoman wrote:

Yea and some alchemist bomb discoveries happen on a hit, whether or not a target takes damage, such as concussive bombs deafening a target or explosive setting a target on fire (doesn't matter if a target is immune to fire, it'll still be on fire; which could matter if the immunity is only temporary or if it's giving off a light source revealing it's location in the dark).

Xermaxm, do you have an example somewhere where it would be unclear?

Apparently not. He was asked for a specific example and just said that it was just a thought experiment and he doesn't have a specific example in mind. Total waste of time debating how something that doesn't actually exists works.

Bombs are irrelevant because they don't work like spells. The primary effect of the bomb and any secondary effects are separated mechanically. You make an attack roll to see if the bomb's primary effect happens, i.e. damage and then the creature saves to see if the secondary effect works, i.e. concussion. The description he gave is a spell with two effects, creature makes one single saving throw but is immune to one effect would the other apply. Unless he can give a specific example of such a spell existing then the discussion is pointless.

If he is thinking on creating something like this custom for his home game then the house rules forum is the place for it.


OldSkoolRPG wrote:
Unless he can give a specific example of such a spell existing then the discussion is pointless.

As this is a concept question relating to game mechanics, every spell is an example. As the mechanics would apply to every spell it is not pointless to ask.


Xermaxm wrote:
OldSkoolRPG wrote:
Unless he can give a specific example of such a spell existing then the discussion is pointless.

As this is a concept question relating to game mechanics, every spell is an example.

Actually, no. A spell, for example, that does not allow a saving throw (e.g. magic missile) is not an example, because there is no saving throw to be made.

A spell without a rider effect (again, magic missile is an example) is not an example because there is no secondary effect, so again the question would not arise.

I have, however, done your homework for you. An umbral shadow grasp fireball will entangle the target unless a saving throw is made. The wording of the "Shadow Grasp" feat does not make it conditional on the spell doing damage (unlike many other metamagic feats). Thus, based on the principle that the spell (and feat) do what the descriptions say they do, a red dragon would still need to succeed on a saving throw against such a spell, and if not, would be entangled.

... for all the good it does to entangle a dragon.


Xermaxm wrote:
OldSkoolRPG wrote:
Unless he can give a specific example of such a spell existing then the discussion is pointless.

As this is a concept question relating to game mechanics, every spell is an example. As the mechanics would apply to every spell it is not pointless to ask.

It is pointless though, because it unfortunately depends on the specific spell and the wording of the spell.

If we combed through all the spells we could in fact tell you for each individual spell whether or not the rider effect would happen whether or not the creature takes damage.

But it will not be the same for all spells.

So without a specific spell in mind, we can only tell you it depends on the specific spell and its wording.


It is a mechanics question. Casting a spell and how it's effects are applied or negated are a set of mechanics that apply the same for every spell. The wording of any particular spell is compared to these mechanics to see how the particular spell functions.

I am asking what the base mechanics are. So that any particular spell can be compared to those mechanics.

It is pointless to single out a particular spell unless you have a base mechanic of how spells effects apply and are negated.

Understanding the game mechanics comes first. Then you can apply the individual instance to those mechanics and know how they resulve.


Xermaxm wrote:

The fireball blast knocking someone back is an example of a secondary effect.

Does the creature still have to make a save throw against the fireball spell if it is immune to the fire damage?

If so, then would a failed save allow that secondary effect (knock-back) to take effect?

It is a concept question that should be able to be applied to any spell.

There are multiple angles of approach to the concept going on here, though, and you need to make sure you're getting that. How exactly a spell with more than one effect should interact with someone immune to one of those effects depends on how those effects are designed to work - and that varies from spell to spell.

If a secondary effect is dependent on the first, then immunity to the first would render the second one just as moot.

If the secondary effect is independent of the first, then immunity to one effect doesn't change how the other one affects the spell target.


Xermaxm wrote:
OldSkoolRPG wrote:
Unless he can give a specific example of such a spell existing then the discussion is pointless.

As this is a concept question relating to game mechanics, every spell is an example. As the mechanics would apply to every spell it is not pointless to ask.

No, every spell is not an example. No spell has the characteristics that you describe. If I ask a question about AoEs you can't say that magic missile is an example, because well it is a spell and spells have mechanics. Only AoE spells are relevant to questions about AoEs. Only force spells are relevant to questions about spells with force effects. Only spells that fit your description are relevant to your questions about spells that fit your description and such spells do not exist. Upon such a time as the dev team develops such a spell then the question can be asked and answered based upon the wording of that spell's text. Until then it can't be answered because there are no relevant rules to look up.


Xermaxm wrote:


It is pointless to single out a particular spell unless you have a base mechanic of how spells effects apply and are negated.

The base mechanics are that the spell does what the spell says it does. Conditions are negated individually, unless otherwise noted.

For example, the holy word spell inflicts a combination of "[k]illed, paralyzed, blinded, [and] deafened" on low-level creatures in the area of effect. A creature immune to paralysis is not automatically immune to blinding and deafening -- or dying.


The base game mechanics is "read and do what that specific spell says when it comes to any potential secondary effects."

Your "mechanics question" and "concept question" is asking for a universal answer that isn't provided with the Pathfinder rules. There is no blanket mechanic ruling applying to all spells because each spell IS different because different writers wrote different spells with differing regards to wording.

Grand Lodge

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Xermaxm wrote:
I am asking what the base mechanics are. So that any particular spell can be compared to those mechanics.

The base mechanic is 'the spell does what it says it does'. There is no general rule governing the interaction you are describing. Thus, we must look at the specific cases.


Orfamay Quest wrote:
Actually, no. A spell, for example, that does not allow a saving throw (e.g. magic missile) is not an example, because there is no saving throw to be made.

Okay, this is how game mechanics work.

You cast a spell.
1) does it pass any spell resistance?
The creature does not have spell resistance. (this step still applies mechanically).

2) does it pass it's save throw?
The spell does not allow a save throw. (this step still applies mechanically).

3) Spell resistance has been passed, and the save has failed (automatically). the effects of the spell apply.

4) apply damage reduction effects of the energy type
The creature is Immune to the damage type and all damage is reduced to zero. (This step still applies).

The question now arises mechanically, what comes next?

5) ?

These are game mechanics, they function the same for every spell cast.

Shadow Lodge

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Xermaxm wrote:

The question now arises mechanically, what comes next?

5) ?

These are game mechanics, they function the same for every spell cast.

Here you are.

Descriptive Text wrote:
This portion of a spell description details what the spell does and how it works. If one of the previous entries in the description includes "see text," this is where the explanation is found.


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Xermaxm wrote:


The question now arises mechanically, what comes next?

5) ?

These are game mechanics, they function the same for every spell cast.

Step 5) Read the spell.

The same game mechanic for every spell cast.

Actually you know what, I'm throwing in "Read the Freaking Manual" as the universal game mechanic here.


Protoman wrote:
Xermaxm wrote:


The question now arises mechanically, what comes next?

5) ?

These are game mechanics, they function the same for every spell cast.

Step 5) Read the spell.

The same for every spell cast.

The game mechanics are independent of the spell, and apply the same for every spell. If you do not know the game mechanics for resolving spell effects then say that you do not know the mechanics.

If your response is to read the spell, then you do not know the game mechanics.

As I stated before, the wording of the spell is applied to the game mechanics, they themselves are not the mechanic.


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Xermaxm wrote:


The game mechanics are independent of the spell, and apply the same for every spell.

This was wrong the first time you suggested it, and continues to be wrong. Different spells have different mechanics.

Repeating a wrong statement will not make it suddenly become correct.


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Xermaxm wrote:
The game mechanics are independent of the spell,

No. They're not. Many spells have conditions, special abilities, rules, exceptions, and their own rules about how things work that don't follow your flowchart. Not agreeing with your flowchart in the face of evidence that says that its clearly wrong is not rules ignorance.

Grand Lodge

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Xermaxm wrote:
The game mechanics are independent of the spell, and apply the same for every spell. If you do not know the game mechanics for resolving spell effects then say that you do not know the mechanics.

There is no general game mechanic for what you are asking.


Orfamay Quest wrote:
Xermaxm wrote:


The game mechanics are independent of the spell, and apply the same for every spell.

This was wrong the first time you suggested it, and continues to be wrong. Different spells have different mechanics.

Repeating a wrong statement will not make it suddenly become correct.

I am not the one who is wrong on this aspect.


As others have said, there is no general or blanket rule for what you're asking about, and the text of any individual spell is all that matters in this case.

The concept that's being referred to but hasn't been explicitly stated to you in this thread is "specific trumps general". In the general case of spells, each and every spell is its own specific case when dealing with the interactions of saves, immunities, and resistances. Everything depends on the wording of the spell(s) in question.


You can accept that the application of the primary effect can differ from spell to spell (ranged attack, auto-hit, saving throw or no saving throw) etc, so why's it so hard to accept that application of secondary effects differ too?

In the spirit of Inigo Montoya:
You keep using that phrase "game mechanics", I do not think it means what you think it means.


TriOmegaZero wrote:
Xermaxm wrote:
The game mechanics are independent of the spell, and apply the same for every spell. If you do not know the game mechanics for resolving spell effects then say that you do not know the mechanics.
There is no general game mechanic for what you are asking.

Thank you!

If this is the case then I ask that Paizo lay out the mechanics for resolving spells.

Grand Lodge

Xermaxm wrote:
If this is the case then I ask that Paizo lay out the mechanics for resolving spells.

Paizo will tell you 'read the spell'. And point you to the Magic section of the Core rules.


Xermaxm wrote:
Orfamay Quest wrote:
Actually, no. A spell, for example, that does not allow a saving throw (e.g. magic missile) is not an example, because there is no saving throw to be made.

Okay, this is how game mechanics work.

You cast a spell.
1) does it pass any spell resistance?
The creature does not have spell resistance. (this step still applies mechanically).

2) does it pass it's save throw?
The spell does not allow a save throw. (this step still applies mechanically).

3) Spell resistance has been passed, and the save has failed (automatically). the effects of the spell apply.

4) apply damage reduction effects of the energy type
The creature is Immune to the damage type and all damage is reduced to zero. (This step still applies).

The question now arises mechanically, what comes next?

5) ?

These are game mechanics, they function the same for every spell cast.

That is usually the order in which things are performed because it makes logical sense to do those things at that time because of the rules text.

There is rules text about spell resistance that tells you when and how to apply it. There is rules text about saving throws. There is rules text about applying energy resistances. There is no rules text for what you are describing.

The question you ask would only arise mechanically if there were rules text that explicitly or implicitly indicate a next step. Such rules text does not exist so there is no next step.

Your question is like a 5 year old asking their father "Daddy, what if I sneezed and my head exploded." Dad replies, "That would never and could never happen." Then the kid says, "Yeah, but what if."


Vanykrye wrote:

As others have said, there is no general or blanket rule for what you're asking about, and the text of any individual spell is all that matters in this case.

The concept that's being referred to but hasn't been explicitly stated to you in this thread is "specific trumps general". In the general case of spells, each and every spell is its own specific case when dealing with the interactions of saves, immunities, and resistances. Everything depends on the wording of the spell(s) in question.

This is true, but not every spell is explicit in how each of it's components resolves. The game mechanics for resolving the spells effects would then dictate how this is done.

In any case the spells wording is applied based off of the game mechanics. Weather the spell is explicit in in explanation or vague. The wording would still be compared to the game mechanics.

If the spell is to be applied as it is printed, that is a game mechanic. If the printing is vague on how this is to be done, then another game mechanic would explain how to resulve it. It gets compaired either way.


OldSkoolRPG wrote:
Your question is like a 5 year old asking their father "Daddy, what if I sneezed and my head exploded." Dad replies, "That would never and could never happen." Then the kid says, "Yeah, but what if."

No, this question is the result of a group of engineers who play D&D.

We dissect every spells wording and how it applies mechanically.

Many spells are self resolving, many are not.

The base question of this thread is a question that arose when we could not find anything mechanical in the game that would resolve the issue clearly.


Xermaxm wrote:
OldSkoolRPG wrote:
Your question is like a 5 year old asking their father "Daddy, what if I sneezed and my head exploded." Dad replies, "That would never and could never happen." Then the kid says, "Yeah, but what if."

No, this question is the result of a group of engineers who play D&D.

We dissect every spells wording and how it applies mechanically.

Many spells are self resolving, many are not.

The base question of this thread is a question that arose when we could not find anything mechanical in the game that would resolve the issue clearly.

Like he said, 5 year olds.

Source: Am chemical engineer, many of my friends are chemists, chemical engineers, and computer engineers.

For future reference, anyone who insist on being a pedant about the rules is going to be a problem.

Remember this and resolves 90% of problems, the rules tell you what you can do, not what you can't. If the rules don't say you can, then you can't.

Shadow Lodge

Yeah, I get that from one of my friends who is a programmer. He asks me questions about the rules until I want to scream "MAKE UP YOUR OWN MIND ABOUT IT" at him.


Xermaxm wrote:
OldSkoolRPG wrote:
Your question is like a 5 year old asking their father "Daddy, what if I sneezed and my head exploded." Dad replies, "That would never and could never happen." Then the kid says, "Yeah, but what if."

No, this question is the result of a group of engineers who play D&D.

We dissect every spells wording and how it applies mechanically.

Many spells are self resolving, many are not.

The base question of this thread is a question that arose when we could not find anything mechanical in the game that would resolve the issue clearly.

Because the dev team doesn't just make rules up for things that don't exist and that they don't intend to ever develop.

Also you are not dissecting the wording of a spell and determining how it applies mechanically. No such spell exists.

Edit: Ahhh, engineers...the oompa loompas of science. Its not that you are not good at what you do. Its that what you do is not worth doing. (Just kidding, Sheldon Cooper quotes just sprang to mind lol)


Protoman wrote:

In the spirit of Inigo Montoya:

You keep using that phrase "game mechanics", I do not think it means what you think it means.

No, I do know what it means.

https://www.google.com/#safe=off&q=game+mechanics


OldSkoolRPG wrote:


Because the dev team doesn't just make rules up for things that don't exist and that they don't intend to ever develop.

Also you are not dissecting the wording of a spell and determining how it applies mechanically. No such spell exists.

Yes, such spells do exist. There are several spells that this applies directly to. I am not giving a spell because it is irrelevant. The only thing that is relevant is the games mechanics for resolving spells and spell effects. If I were to name a particular spell then any response would not be on the game mechanics, but instead on the interpretation of that particular spell.

We can interpret every spell ourselves once the game mechanics are understood.

There is no spell wording that needs to be read to resolve this question. Only an explanation of the game mechanics can do so.

Grand Lodge

Spells ARE game mechanics. So there is no need for a general rule about this.

The general rule would be 'the secondary effects apply if the spell says they apply'.


Xermaxm wrote:


Yes, such spells do exist. There are several spells that this applies directly to. I am not giving a spell because it is irrelevant. The only thing that is relevant is the games mechanics for resolving spells and spell effects. If I were to name a particular spell then any response would not be on the game mechanics, but instead on the interpretation of that particular spell.

Load of crap. You aren't giving an example of a spell that it applies to because you can't. If you could you would just to prove those of us saying such spells don't exist wrong.

You: How do such spells work.
Everyone Else: Such spells don't exist.
You: Uh huh.
Everyone Else: Give us an example.
You: I don't have to but they exist.

Yep, just like a 5 year old.

Quote:


There is no spell wording that needs to be read to resolve this question. Only an explanation of the game mechanics can do so.

Shoveling on more crap.


TriOmegaZero wrote:

Spells ARE game mechanics. So there is no need for a general rule about this.

The general rule would be 'the secondary effects apply if the spell says they apply'.

No, they are subject to game mechanics.

Grand Lodge

That's a meaningless statement.


Xermaxm wrote:
TriOmegaZero wrote:

Spells ARE game mechanics. So there is no need for a general rule about this.

The general rule would be 'the secondary effects apply if the spell says they apply'.

No, they are subject to game mechanics.

What you're saying is that they're subject to overarching, consistent rules.

While that's true in some cases (polymorph spells for example, have most of their rules in the magic chapter, not with the individual spells) its not true here.


Xermaxm wrote:
TriOmegaZero wrote:

Spells ARE game mechanics. So there is no need for a general rule about this.

The general rule would be 'the secondary effects apply if the spell says they apply'.

No, they are subject to game mechanics.

You pulled up a google search definition but you're demonstrating a very vague and apparently different interpretation of how it's applied to spells compared to everyone else. Everyone that's actually read the rules don't expect universal game mechanic to apply to spells and potential spell effects.

You and your friends are needing game mechanics to fully interpret rules on your own seems like Pathfinder (and probably D&D 3.5 and earlier) is new to you if you expect such uniformity of spell wording.


Xermaxm wrote:
TriOmegaZero wrote:

Spells ARE game mechanics. So there is no need for a general rule about this.

The general rule would be 'the secondary effects apply if the spell says they apply'.

No, they are subject to game mechanics.

You are starting from an incomplete/incorrect assumption.

Certain parts of every spell are subject to general rules based on the Magic section of the Core Rulebook, yes, but each and every spell is it's own set of game mechanics that either confirm or specifically overrule the Magic section, or can add additional rules that don't otherwise exist.


It is clear to me at this point that it will take someone at Paizo to answer my question.


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Xermaxm wrote:
It is clear to me at this point that it will take someone at Paizo to answer my question.

It will take someone from paizo for you to believe the answer. Thats not the same thing.


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BigNorseWolf wrote:
Xermaxm wrote:
It is clear to me at this point that it will take someone at Paizo to answer my question.
It will take someone from paizo for you to believe the answer. Thats not the same thing.

This!

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