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Tasha's Mind Whip vs Charm Person vs Disguise Self for spell selection on an 10th level character
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<blockquote data-quote="ECMO3" data-source="post: 8856324" data-attributes="member: 7030563"><p>Your last part is absolutely true. The Catapult spell can destroy a net, it explicitly says it does damage to the objece, and I agree with your assertion that it is between 9 and 18 hp.</p><p></p><p>Going by the rules in the PHB and the statement that 5 hp slashing damage destroys it, my rules are it has 10hps and vulnerability to slashing damage. I also rule it has resistance to bludgeoning, cold and thunder damage though and immunity to radiant, poison and psychic damage. DMs I have had as a player have not made that call though.</p><p></p><p>I think the intent of the spell is to have you catapult things for other effects. The damage on the catapult spell is very weak with no damage on a save. I think the intent for the spell is to have extra things happen because of what you catapult. For example, catapult a grappling hook to get a rope up and over the 80 foot wall for example, hitting the guard on the wall you shoot it at, damaging him and then anchoring itself there as your fighters start to dash up it.</p><p></p><p>Also I know sage advice is not rules, but JC has posted that it only does the damage in the spell, not the weapons damage in addition. Essentially the catapult bludgeoning damage would replace the normal damage if you catapult a weapon, just like if you throw a sword you get 1d4 bludgeoning instead of the 1d8 slashing. But in that post he also specified that it could do further damage if you hurled something like alchemists fire. So clearly, according to the games designer it can do more than just the damage from the spell if you hurl something with specific rules.</p><p></p><p>The other thing to consider here is specific overides general. The net has specific rules for when you are hit by it as do the Alchemists fire and acid mentioned by JC.</p></blockquote><p></p>
[QUOTE="ECMO3, post: 8856324, member: 7030563"] Your last part is absolutely true. The Catapult spell can destroy a net, it explicitly says it does damage to the objece, and I agree with your assertion that it is between 9 and 18 hp. Going by the rules in the PHB and the statement that 5 hp slashing damage destroys it, my rules are it has 10hps and vulnerability to slashing damage. I also rule it has resistance to bludgeoning, cold and thunder damage though and immunity to radiant, poison and psychic damage. DMs I have had as a player have not made that call though. I think the intent of the spell is to have you catapult things for other effects. The damage on the catapult spell is very weak with no damage on a save. I think the intent for the spell is to have extra things happen because of what you catapult. For example, catapult a grappling hook to get a rope up and over the 80 foot wall for example, hitting the guard on the wall you shoot it at, damaging him and then anchoring itself there as your fighters start to dash up it. Also I know sage advice is not rules, but JC has posted that it only does the damage in the spell, not the weapons damage in addition. Essentially the catapult bludgeoning damage would replace the normal damage if you catapult a weapon, just like if you throw a sword you get 1d4 bludgeoning instead of the 1d8 slashing. But in that post he also specified that it could do further damage if you hurled something like alchemists fire. So clearly, according to the games designer it can do more than just the damage from the spell if you hurl something with specific rules. The other thing to consider here is specific overides general. The net has specific rules for when you are hit by it as do the Alchemists fire and acid mentioned by JC. [/QUOTE]
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Tasha's Mind Whip vs Charm Person vs Disguise Self for spell selection on an 10th level character
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