Why does Break Enchantment have a CL cap?


Pathfinder First Edition General Discussion


This spell frees victims from enchantments, transmutations, and curses. Break enchantment can reverse even an instantaneous effect. For each such effect, you make a caster level check (1d20 + caster level, maximum +15) against a DC of 11 + caster level of the effect. Success means that the creature is free of the spell, curse, or effect. For a cursed magic item, the DC is equal to the DC of the curse.

If the spell is one that cannot be dispelled by dispel magic, break enchantment works only if that spell is 5th level or lower.

If the effect comes from a permanent magic item, break enchantment does not remove the curse from the item, but it does free the victim from the item's effects.

I don't understand the game design motivation behind the cap at +15. Why should a 20th-level spellcaster have a harder time breaking a CL 20 enchantment than a 10th-level spellcaster has breaking a CL 10 enchantment?

Lots of spells have similar caps on how much damage they do, but that's because (I think) at higher levels you're supposed to use a higher-level damaging spell. But there is no greater break enchantment to use.

Is there some way in which a lack of CL cap here would break high-level play that I'm not seeing?


Because by the time you're beyond CL 15 you'll have so many 5th level slots that you can just attempt it repeatedly until you succeed.


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I agree that the cap doesn't make sense. At 25+ two wizards of the same level would be unable to break each other's enchantments even on a 20.


Probably not a lot of design pressure to create a Greater version, particularly since by the time you can't use Dasrak's spamming it method (and are up against the issue LordKailas points out) you are in the largely uncharted territory of 21+ level play. Hopefully when play does reach that territory the DM is more than capable of a designing a solution as needed.

1) Spell research and create the Greater version
2) There's always Mage's Disjunction with the complication of only disjoining the desired enchantment.
3) Design a Mythic use of Break Enchantment that'll take care of the problem.
4) If it's not PFS then it's the DM's call to alter it as they see fit.

PS: It's probably a legacy cut and paste issue as well. IIRC Dispel Magic/Greater Dispel Magic had caster limits as well (+10 and +20 respectively) and Break Enchantment was +15 in line with the DMG recommendations for spell design.


Kayerloth wrote:
2) There's always Mage's Disjunction with the complication of only disjoining the desired enchantment.

This was an issue with 3.5 disjunction but not Pathfinder. In 3.5 a failed will save permanently turns your magical items into non-magical ones, which was indeed a serious problem. In Pathfinder a failed will save temporarily turns your magical items into non-magical ones, and on a natural 1 they are destroyed.

Note that being destroyed is actually far better than being turned into a non-magical item, because it means a mere 2nd level spell can undo the damage in most cases. Disjunction will end permanency spells, but that's far less ubiquitous than the old magical item conundrum.

Kayerloth wrote:
4) If it's not PFS then it's the DM's call to alter it as they see fit.

Not a PFS player here so I could be mistaken, but I don't think any PFS scenarios are actually destroyed for 16+ anyways so the cap on Break Enchantment wouldn't come up anyways.


Maybe it's an accidental holdover from 3.5. Dispel magic used to have similar language but no longer does in Pathfinder RPG.


Dasrak wrote:
Because by the time you're beyond CL 15 you'll have so many 5th level slots that you can just attempt it repeatedly until you succeed.

Ok, I can see that as a reason why the cap doesn't break things (at least within the normal level range), but are you suggesting that the reason for the cap is to encourage such spamming? Why don't remove curse and such have similar caps then?

Actually that last question is something I wonder whether or not we're discussing the spamming method. Accidental holdover would explain it....


Fuzzy-Wuzzy wrote:
Dasrak wrote:
Because by the time you're beyond CL 15 you'll have so many 5th level slots that you can just attempt it repeatedly until you succeed.

Ok, I can see that as a reason why the cap doesn't break things (at least within the normal level range), but are you suggesting that the reason for the cap is to encourage such spamming? Why don't remove curse and such have similar caps then?

Actually that last question is something I wonder whether or not we're discussing the spamming method. Accidental holdover would explain it....

No I think the most likely reason is what I mentioned in my PS as well as by blahpers. It's a cut and paste legacy issue that was never addressed in PF. Spamming it while effective is a bit silly ... at that point if the PCs have the time the DM should just declare it successful and get on with it. It only really matters when there's some sort of time constraint to needing a successful Break Enchantment as there is no expensive (or any) material component to worry about running out of or repeatedly replacing.

@Dasrak, What I meant with other complications is the potential for disjoining an enchantment or other spells that you don't wish to remove rather than destroying magic items. Mostly at that level of play it's probably more an inconvenience in terms of effort and time than cash to replace whatever wasn't the intended target but ...

And yes actually needing a Break Enchantment vs other is probably rare (very) in or outside of PFS play, another contributing factor in not editting or otherwise altering text further.


D'oh, sorry, Kayerloth, didn't mean to parrot you there. -_-

Agreed on the rarity of break enchantment actually being useful. It's useful (sometimes) as a safer stone to flesh if the victim is likely to fail the Fortitude saving throw required by the latter. It's also available before stone to flesh is. But that's mostly it.


At this point I feel safe concluding that there is no valid game-design reason for the cap in PF. Thanks all.


Lower level spells have lower caps.
Higher level spells have higher caps.
From +5, +10, +15, to +20 or more.

/cevah


Fuzzy-Wuzzy wrote:

{. . .}

Lots of spells have similar caps on how much damage they do, but that's because (I think) at higher levels you're supposed to use a higher-level damaging spell. But there is no greater break enchantment to use.
{. . .}

And as far as I know, none of the spells having damage caps have caps on your caster level (such as for overcoming Spell Resistance).

Dasrak wrote:

{. . .}

Kayerloth wrote:
4) If it's not PFS then it's the DM's call to alter it as they see fit.
Not a PFS player here so I could be mistaken, but I don't think any PFS scenarios are actually destroyed for 16+ anyways so the cap on Break Enchantment wouldn't come up anyways.

I didn't realize high level PFS scenarios had a particular issue with getting destroyed . . . .


Cevah wrote:

Lower level spells have lower caps.

Higher level spells have higher caps.
From +5, +10, +15, to +20 or more.

/cevah

Dispel Magic, Remove Disease, and Remove Curse are all similar spells that are lower level than Break Enchantment, but don't have a level cap.


UnArcaneElection wrote:


I didn't realize high level PFS scenarios had a particular issue with getting destroyed . . . .

*designed

I sometimes make stupid typos, and the way Paizo forums are I can't edit them if I don't catch them within an hour.


There are ways to get a CL of ~25 without going 20+ levels: Ioun stones 'n shizzle. Buy a couple of those stones and your CL will be unmatched for break enchantment.

However, there is sort of a "greater break enchantment", called limited wish of wish. They are capable of removing enchantments without a CL cap. And since Limited Wish is a 7th lvl spell and Wish a 9th lvl spell, they'll be available at CL 13 and CL 17, respectively. True, these spell are a bit more costly than Break Enchantment, but more effective, and you'll only be capped at CL 16 before you get acces to Wish.


Red Metal wrote:
Cevah wrote:

Lower level spells have lower caps.

Higher level spells have higher caps.
From +5, +10, +15, to +20 or more.

/cevah

Dispel Magic, Remove Disease, and Remove Curse are all similar spells that are lower level than Break Enchantment, but don't have a level cap.

I went to look this up, and indeed that is currently correct. However, the following 3rd party spell, Lesser Dispel Magic, not only has a caster level cap, but references Dispel Magic as if it had a caster level cap. Looks like Paizo just forgot to remove the caster level cap from Break Enchantment when converting this set of spells, as somebody else mentioned above.

Shadow Lodge

blahpers wrote:
Maybe it's an accidental holdover from 3.5. Dispel magic used to have similar language but no longer does in Pathfinder RPG.

Because this ^^ it's a legacy D&D thing. They removed it from some spells, but not all of them.


I've run into this in high-level games and I believe that Break Enchantment is meant to have a cap because it's only a 5th level spell. High level problems require high level solutions, like Limited Wish, Wish, Miracle, Mage's Disjunction, etc.


^That would be understandable, but is inconsistent with what was done with Dispel Magic/Greater Dispel Magic and Remove Curse (and for that matter with most other spells, which often have limits on damage scaled by caster level but usually do not have limits on anything else scaled by caster level).

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