Sunder Spell


Homebrew and House Rules


So in our campaign, my paladin (1) / magus (7) has made it his mission in life to destroy a set of evil enchanted armors - something he feels uniquely qualified for. Now he's a LONG way from being able to sunder plate mail... so I came up with this, and the GM and I are trying to figure out if it is OP or not.

It has high potential damage (and can be doubled on a crit since it is a touch spell), but I think its not so far off from an equivalent level fighter. Maybe make it 1d4? Maybe have the hardness always apply?

Let me know your thoughts:

Wizard’s Sunder (working title)
School transmutation; Level sorcerer/wizard/magus 3
Casting Time 1 standard action
Components V, S, M (a twig)
Range Touch
Target One Large or smaller object
Duration instantaneous
Saving Throw Fortitude Spell Resistance yes

You can attempt to break or at least damage any one large or smaller object within range. The damage is 1d6 / caster level, max 10d6. If the saving throw is made, the hardness of the material applies. If the saving throw is not made, the spell bypasses hardness. The saving throw can be made by either the item, or the master of that item, whichever bonus is higher. Magic items can be affected by this spell.


As your PC is now, the spell will deal a minimum of 8 damage, a median of 28, and a max of 48. At full power, the spell will deal a minimum of 10 damage, a median of 35, and a max of 60.

A set of Steel Full Plate has a hardness of 10 and 45 HP. On average, it will take your PC using the fully powered spell two castings of this spell to fully destroy, not just break, the armor. This doesn't account for any metamagic feats applied to this spell to increase the power (Empower and Maximize come to mind).

An Empowered Wizard's Sunder at CL 10th cap would deal a minimum of 15 damage, a median of 52 damage, and a maximum of 90 damage. One casting of this is far more likely to reduce a suit of Steel Full Plate to ash. This would require the PC to have at least 13 levels of Magus if he were to use the feat and a 5th level spell slot, or to have a rod of Empower handy.

The spell may be a little over-powered compared to the challenge that the armor itself provides; reducing the damage to d4s would be the best rules / mechanical solution in my mind. However I feel the best way to look at the issue of the evil enchanted armor is to look at how destroying the armor works into the story.

If it's this character's life goal to destroy the armor, then maybe something more dramatic than a custom spell should be needed to destroy the armor. Part of your story could involve the party figuring out a specific ritual needed to disenchant the armor before your character would able to dismantle it, or heisting it from a powerful wizard who plans to summon a demon to don the armor and execute his wrath upon the land. Insomuch as this goal is fundamentally tied to your character's fundamental person, make the completion of the goal that much more exciting and engaging, I say.

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