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This is a page where I search for some of the more impressive feats for Tabletop RPGs, such as Pathfinder, Dungeons and Dragons, etc. and post them for general use. Now, then-

Spells are an excellent place to start for flashy displays of raw power that a character has at their disposal. We can start with that...

Starting with a 3rd level spell... we have Call Lightning. This spell calls down lightning bolts from above, which can be dodged or even in some cases outright evaded entirely by its targets. Most magical lightning in these settings is either supplied by a deity or artificially created via arcane magic, and thus can't be assumed to be lightning for the purposes of calculating feats from it; Call Lightning, however, is different, in that it is based upon Druidic magic, i.e. channeling and controlling already-existing natural forces. Thus, we can assume these lightning bolts are relatively similar to the real thing.

5e's description

Pathfinder's description

So, generally speaking, these spells start from a certain height, then target everything in a 5 ft x 5 ft square with their attack. In order to evade this, a prospective challenger would need to be able to move half that distance- 2.5 feet, to the edge of the square- by the time the bolt has completed its own movement: 30 feet in PF's case, 100 feet in 5e's case.

So,

2.5 ft/30 ft = 1/12th (x0.0833) the speed of lightning

2.5 ft/100 ft = 1/40th (x0.025) the speed of lightning

Speed of Lightning: 440000 m/s

PF Lightning Dodge: ~36666.7 m/s (Mach 106.90), or Massively Hypersonic.

5e Lightning Dodge: 11000 m/s (Mach 32.07), or High Hypersonic.

And these being roughly equivalent to natural lightning bolts, each bolt contains roughly one billion joules of energy- spontaneously creating this out of nothing would correlate to one's spell power, and thus AP. One bolt/Caster level would get 5 billion (5x10^9) Joules, which is Building level+: by Caster Level 9, you'd have 9x10^9 Joules, which scrapes through to the bottom of Large Building tier...

However, ironically it is 5e that actually edges out as the more impressive version of this spell, at least in regards to AP, as it creates a large storm cloud that fills up the space of the spell in a very short time- usually, we assume a timeframe of 1 second for the completion of a spell's effects.

First, we find the mass of the clouds being blown outwards-

(Cylinder w/ 60 ft radius, 10 ft height translates to 18.29 m radius, 3.05 m height)

(Plugging this in, I get a Volume of 3205.4 cubidc meters. Volume of clouds being 1.003 kg/cubic meter, I get 3215.0 kg as my mass.)

And now that we've dealth with that, well, the cloud expands outwards- based on what we've been able to assume so far, at a speed of 18.29 m/s... plug this in to a KE calculator-

537747.5 Joules. Or, half a megajoule. Hilarious, I just wasted my time. At any rate, this ought to scale to anything that might "canonically" take on a Call Lightning caster, i.e. CR 5 and up.

Moving on to more impressive spells...!

Disintegrate has been done before, but there was a minor misinterpretation- a "10 ft cube" being taken to mean 10 cubic feet. However, no Tabletop game speaks in terms of cubic feet, generally speaking, but rather in cubes that are a certain number of feet on each side- in this way, it becomes much easier to actually implement them in play, since game maps generally consist of interconnected 5 foot-long squares. What this would mean is that Disintegrate can vaporize a 10 x 10 x 10 ft cube of any nonmagical material- 1000 cubic feet in total.

The Pathfinder and 5e versions are nigh-identical, so a single calc ought to do the trick for both of them.

First, let's find the vaporization energy of steel per cubic meter-

If this (all I could really find) is to be believed, the energy required for the vaporization of a single kilogram of steel is 6.8 Megajoules (6800000). But how many kilograms are in a cubic meter? According to the wiki page, it tends to vary between 7750 kg/cubic meter and 8050 kg/cubic meter. I'll use 7900 as my average.

6800000 x 7900 = 53720000000 Joules/cubic meter

Which, by the way, makes the vaporization measure for a cubic centimeter of steel 53720000000 / (100^3) = 53720 J/cc. Might be useful for someone to jot that down on the Calculations page...

Anyways,

10 ft cube = 3.05 m cube = 28.37 cubic meters

53720000000 x 28.37 = 1.626 x 10^12 Joules, or 388.62 Tons of TNT. Mid-end Multi-City Block level... not bad, not bad.

What about Control Weather? This 7th level spell (Available at Lv 13) can create torrential rain and/or hurricane-force winds in a 2 mile (3.22 kilometer) radius. Our area is 32.57 square km (32570000 square meters)... So, using CAPE "strong instability" values,

(32570000 x 13000) x 1.003 x 4 = 1.6987e+12 Joules, or 406.0 Tons of TNT. Multi-City Block, again.

The 5e version is more impressive this time around, but its also an 8th level spell, meaning only CR 15 and up get the scaling. The radius is 5 miles (8.05 km), and so,

Area = 203.58 square km (203580000 square meters)

(203580000 x 13000) x 1.003 x 4 = 1.0618e+13 Joules, or 2.54 Kilotons of TNT. Small Town level.

Niceu, niceu.

There's also Earthquake, an 8th level spell (CR 15+ get scaling) in both its 5e and Pathfinder incarnations, and in both incarnations inflicts pretty serious structural damage across the entirety of its area. Looking at comparable Earthquake magnitudes, I've found some sites that describe earthquakes as high as Magnitude 7 being similar- for the sake of low-balling, plus to account for the (comparatively) small AoE, I'll stick with Magnitude ~6 as a safer-end. According to this shiny new earthquake calculator we've just switched to, that'll net 15.08 Kilotons of TNT equivalent- low-ish Town level. Were I to go up to Magnitude ~7, which arguably better describes "severe damage to structures in the area" as illustrated by the Wiki page on the Richter scale, that'd be worth 476.88 Kilotons- Large Town level. I'll stick with Magnitude 6 for now...

Finally, some speed feats, in the form of 5e's 9th level spell Storm of Vengeance and PF's 8th level spell, Stormbolts.

Storm of Vengeance fills a large area with clouds, before targeting a number of creatures in that area with lightning bolts that arc throughout those same clouds. Since this can potentially originate from any location or locations within the cloud, as well as possibly right next to a targeted character, any character that can even partially dodge this spell would be eligible for lightning-timer status (MHS+ combat speeds.) Shame that 5e doesn't get any feats that warrant this until CR 17...

Similarly, Stormbolts causes an entire radius surrounding you to be flooded with lightning bolts (given this seems to point towards the number being in the dozens, possibly even the hundreds, this spell is probably also a solid City Block to Multi-City Block feat, which seems pretty consistent with everything seen so far.) Anyone capable of dodging even some of these bolts ought to be a lightning-timer for reasons similar to above- anyone who can Evasion out of the entire thing, a casual lightning-timer indeed... CR 15 is when this kicks in, about.

EDIT (12/11/19): Apparently, Stormbolts was actually a Fortitude save, this whole time, not a Reflex save. How lame. Might I suggest Antoniofer's Blog on higher-level Pathfinder Speed Feats, instead? Turns out, results pretty close to lightning-speed exist elsewhere in the upper echelons of the verse.

That's all for now, I think. I might pick up a few more, later on, but for now this'll probably do. Feel free to let me know if I've overlooked anything important...

Final Tally[]

Call Lightning (PF): 5.0e+9 Joules, or 1.2 Tons of TNT, Mach 106.9 (Building level+, Massively Hypersonic)

Call Lightning (5e): 5.0005e+9 Joules, or 1.2 Tons of TNT, Mach 32.07 (Building level+, High Hypersonic)

Disintegrate (PF/5e): 1.626e+12 Joules, or 388.62 Tons of TNT (Multi-City Block level)

Control Weather (PF): 1.6987e+12 Joules, or 406.0 Tons of TNT (Multi-City Block level)

Control Weather (5e): 1.0618e+13 Joules, or 2.54 Kilotons of TNT (Small Town level)

Earthquake (PF/5e): At least 15.08 Kilotons of TNT (lowish Town level), possibly 476.88 Kilotons of TNT (Large Town level)

Stormbolts (PF): Fortitude Saves are dumb

Storm of Vengeance (5e): Mach ~1283 (Massively Hypersonic+)

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