[RPG] When does the spell Break work

pathfinder-1espells

This is referring to the spell Break which seems to be a very powerful spells as it's the one way to undermine armour bonus by halving it and then eliminating it. The spell description:

You can attempt to break or at least damage any one Medium or smaller
object within range. If the target fails its Fortitude saving throw,
it gains the broken condition. If cast on a broken item, that item is
destroyed on a failed save.

What is not clear is what counts as a medium sized object. This concept is mentioned throughout Pathfinder content but I cannot find anywhere that defines it. At what point does a boulder, cauldron, book, or any sort of object count as medium or bigger?

Also can a medium sized portion of a large object be targeted, such as: an archway that is a bigger size than Medium but the keystone was medium sized could the keystone be targeted. Or must it be considered part of a whole. Can a door as part of a building be considered a separate object? Is there any ruling on that other than GM discretion?

This extends to objects on an NPC such as targeting the bag or the bag and all the content.

The final area of ambiguity, when does an item get a fortitude save. Does the non-magical armour worn by a creature get a save using the creature's fortitude save? Can the armour even be targeted at all.

Best Answer

The spell break is complicated

While it's possible for the spell break to be used creatively, that it's a 1st-level spell that has a short range and that allows a Fortitude saving throw really limits its utility. Further, that it takes two failed saving throws to destroy anything with the spell makes me appreciate the 2nd-level spell shatter.

  • Determining an object's size: Objects use approximately the same size categories as creatures, making a Medium object equivalent to a Medium creature. This page of Space, Reach, & Threatened Area Templates under Creature Sizes should help a GM adjudicate whether an object falls within the spell break's limits.
  • Aiming a spell at an object: While some bigger objects like walls can be dealt with in 10-ft. × 10-ft. sections, usually it's not a thing to target parts of things (e.g. the game doesn't consider a sword's blade, cross-guard, grip, and pommel different objects but, instead, considers a sword a single object). When the spell break says it targets one Medium or smaller object, it doesn't mean a Medium or smaller portion of a larger object; the spell must affect the whole object (or a discrete, called-out sectional equivalent of the whole object) or the spell fails. That is, Aiming a Spell says, "Some spells have a target or targets. You cast these spells on creatures or objects, as defined by the spell itself." A caster can't opt to affect less or more unless the spell says the caster can.
  • Aiming a spell at a door: Absolutely doors are individual objects.
  • Aiming a spell at a container: Successfully casting the spell break on a full container can break the container, loosing its contents, but not rendering its contents broken (that is, the spell won't, but, for instance, a long drop from a destroyed container still might). A caster's spell usually won't affect things inside a container because those things have total cover (and total concealment) from the container. This gets complicated fast though ("I can see the arrows in the quiver!"), so the GM may have to step in sooner rather than later if a caster insists on pushing such rules to their limits.
  • Making saving throws for objects: Damaging Objects on Saving Throws explains that unattended nonmagical objects don't even make saving throws; they just fail. Magical unattended objects make saving throws: "A magic item's Fortitude, Reflex, and Will save bonuses are equal to 2 + half its caster level." Attended objects are much better off: "An item attended by a character (being grasped, touched, or worn) makes saving throws as the character (that is, using the character's saving throw bonus)."