Difference between revisions of "Shatter (spell)"

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Ordinary objects don't possess the means to resist this effect, but a magical item receives a [[Saving Throws|saving throw vs. magic]].  Lesser magical items, including scrolls and potions, or magical armour or weapons of +1, should roll save as though they were a 11th level mage. All other magic is counted as though
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The dweomer breaks ordinary objects without fail, whereas magical items are given a [[Saving Throws|saving throw vs. magic]].  When it comes to  lesser items, such as [[Magic Scroll|scrolls]] and [[Magic Potion|potions]], or [[Magic Armour|magical armour]] or [[Magic Weapon|weapons]] of +1, these should make their saving throws as if each were a 9th level [[Mage (class)|mage]].   For all other types of magic, the saving throw should be made as if 13th level.
  
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== Limitations ==
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While a substantial composite object like a [[Wagon|wagon]] might surpass the spell's size limit, yet numerous individual components within a complex structure that makes it vulnerable to attack.  Stone elements within a building are far too heavy to shatter, but wooden beams or posts might be within reach for a high-level caster.  The spell can be employed to rupture a plank in a ship's hull, producing a breech, though probably not [[Holing (ship damage)|large enough]] to sink a vessel.
  
If a large composite object, like a wagon, is too large to be affected by the spell, the caster can nevertheless damage some part, such as a wheel or axleThe spell could be used to shatter a board in the side of a ship's hull or a support beam in a building, as these are likewise singular objects connected to a constructed whole.
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Since internal pressure serves to generate the dweomer's effect, soft materials such as clay, leather, cloth and living plants cannot be affected by the spell.  Materials must be hard, composed of sawn wood, ceramic, brick, glass, metal, mineral and the like.
  
As the spell uses pressure inside the object to produce the effect, only hard materials can be affected — such as wood, ceramic, brick, glass, metal, mineral and the like.  Soft objects made of clay, leather, cloth and vegetable material cannot be shattered.
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== Use as a Grenade ==
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Objects that shatter produce an effect akin to a [[Grenade-like Missiles|grenade's]] effectThose within a 5 ft. radius (a group of seven [[Combat Hex|combat hexes]]) of the effect are subject to 1d4 [[Hit Points|hit points]] of [[Damage (hit points)|damage]].
  
== Grenade-like Effects ==
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Naturally, the spell can be used to shatter weapons or shields within range.  If the object shatters while in the hands of a person, or upon its body, the damage taken to that creature is 2d4; this creates a shadow in the direction of the individual's body, so that the grenade-radius affects only the half-circle on that side where the blast occurred.
When an object shatters, the effects are similar to those of a [[Grenade-like Missiles|grenade]].  Those within a [[Combat Hex|combat hex]], or 5 ft. of the explosion, suffer 1-4 [[Hit Points|hit points]] of [[Damage (hit points)|damage]].  If the object shatters while in the hands or upon the person of a creature, the damage sustained is 2-8.  The overall affected area is a 25 wide diameter circle.
 
  
Prepared [[Food|food]] within the circle is ruined, as random shards within cause 2-5 damage if the food is eatenHumans and demi-humans who walk in bare feet into the circle will suffer 1 damage per roundMost humanoids have tougher skin and won't be thus affected.
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If an object shatters adjacent to open [[Food|food]], then it's rendered inedible due to the random shards that result.  Attempting to eat such food would cause 1d6+1 damage.  Additionally, humans or demi-humans walking barefoot into an area where the shattering occurred would suffer 1 damage per hex moved throughGoblinish, orcish and most other humanoids have a tougher hide and would be unaffected were they barefoot.
  
== Magic ==
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[[Category: Magical Spells]][[Category: Reviewed]]
Magical items are entitled to a '''saving throw'''.  The effect of the spell towards a magic item is equivalent to "disintegrate."  Magic items such as [[Armour List|armour]] and [[Weapons List|weapons]] that possess a protective or attack bonus receive that bonus when calculating their saving throw.  Shattered magic items cannot be restored by any means.
 
 
 
[[Category: Magical Spells]]
 

Latest revision as of 02:34, 10 November 2023

Shattered (spell).jpg

Shatter is a spell that generates a formidable vibration capable of rupturing both mundane and enchanted items. This is so potent that it thwarts any attempts at repairing these objects through cantrips or even the mending spell. It can only affect a single item, with a maximum weight limit of 50 pounds per experience level.

Shatter
Range 60 ft.
Duration permanent
Area of Effect 1 object; 50 lb. per level
Casting Time 1 round
Saving Throw none; see text
Level mage (2nd)

The dweomer breaks ordinary objects without fail, whereas magical items are given a saving throw vs. magic. When it comes to lesser items, such as scrolls and potions, or magical armour or weapons of +1, these should make their saving throws as if each were a 9th level mage. For all other types of magic, the saving throw should be made as if 13th level.

Limitations

While a substantial composite object like a wagon might surpass the spell's size limit, yet numerous individual components within a complex structure that makes it vulnerable to attack. Stone elements within a building are far too heavy to shatter, but wooden beams or posts might be within reach for a high-level caster. The spell can be employed to rupture a plank in a ship's hull, producing a breech, though probably not large enough to sink a vessel.

Since internal pressure serves to generate the dweomer's effect, soft materials such as clay, leather, cloth and living plants cannot be affected by the spell. Materials must be hard, composed of sawn wood, ceramic, brick, glass, metal, mineral and the like.

Use as a Grenade

Objects that shatter produce an effect akin to a grenade's effect. Those within a 5 ft. radius (a group of seven combat hexes) of the effect are subject to 1d4 hit points of damage.

Naturally, the spell can be used to shatter weapons or shields within range. If the object shatters while in the hands of a person, or upon its body, the damage taken to that creature is 2d4; this creates a shadow in the direction of the individual's body, so that the grenade-radius affects only the half-circle on that side where the blast occurred.

If an object shatters adjacent to open food, then it's rendered inedible due to the random shards that result. Attempting to eat such food would cause 1d6+1 damage. Additionally, humans or demi-humans walking barefoot into an area where the shattering occurred would suffer 1 damage per hex moved through. Goblinish, orcish and most other humanoids have a tougher hide and would be unaffected were they barefoot.