Let's look at the full text of
Enlarge Person, if we're going to cite it as a valid reference.
Player's Handbook said:
Enlarge Person
Transmutation
Level: Sor/Wiz 1, Strength 1
Components: V, S, M
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Target: One humanoid creature
Duration: 1 min./level (D)
Saving Throw: Fortitude negates
Spell Resistance: Yes
This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. This increase changes the creature’s size category to the next larger one. The target gains a +2 size bonus to Strength, a –2 size penalty to Dexterity (to a minimum of 1), and a –1 penalty on attack rolls and AC due to its increased size.
A humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. This spell does not change the target’s speed.
If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it—the spell cannot be used to crush a creature by increasing its size.
All equipment worn or carried by a creature is similarly enlarged by the spell. Melee and projectile weapons affected by this spell deal more damage (see Table 2–2 in the Dungeon Master’s Guide). Other magical properties are not affected by this spell. Any enlarged item that leaves an enlarged creature’s possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage, and projectiles deal damage based on the size of the weapon that fired them.
Magical properties of enlarged items are not increased by this spell—an enlarged +1 sword still has only a +1 enhancement bonus, a staff-sized wand is still only capable of its normal functions, a giant sized potion merely requires a greater fluid intake to make its magical effects operate, and so on.
Multiple magical effects that increase size do not stack, which means (among other things) that you can’t use a second casting of this spell to further increase the size of a humanoid that’s still under the effect of the first casting.
Enlarge person counters and dispels reduce person.
Enlarge person can be made permanent with a permanency spell.
Material Component: A pinch of powdered iron.
I highlighted the paragraph we've both been snipping from.
Yes, it says a creature (and presumably an object)
may make a Strength check to burst any enclosure.
My problem with that is that I have no idea how to roll a Strength check for an inanimate object. It can't even try, since it has no actions. (Note the "may" in the sentence.)
If it could/did, then the "Pipe bomb" model might apply, since it explicitly talks about
bursting it's confinements.
As for crushing the contents: It also says that the spell does no damage to the target, that you can't crush a creature by enlarging it beyond available space.
So if we use that as the model (and it is the only example in the rules of something enlarging in confined space), the growth stops when it hits the limits of available space. It doesn't get crushed, and it doesn't "burst" free.
Now I can see some argument here to limit the use. Objects in
Shrink Item are effectively frozen in time. Spell durations will expire, but other than that hot items stay hot and cold items stay cold, campfires and torches stay lit, etc.
It would be reasonable to say that that "time stop" aspect expires when the spell does, even if it can't resume full size. Food spoils, fires go out, things get cold.
That will limit some of what's being done.
The main objection, at least as voiced here, isn't the few items that depend on the stasis though. Its the extending the duration of the size/weight reduction, the existence of this tweak in the first place.
As a DM I can make an arbitrary ruling, but I hate doing that. It's an approved house rule, voted on by the players/DMs. Moreover, I really am a rules guy: I like to have a hard rule I can point to to back up such rulings. It may not always be right, but if it's in writing at least it's inarguable.
And, for the record, the Wiz with this utility belt list is mine. So I can limit, or even drop the use completely, from my character sheet. That won't necessarily affect anyone else's use/abuse of the spell.
I came up with the list as a lark, then pushed it a bit just to test it in play. It hasn't caused any actual play issues, just a DM who's uncomfortable.
When he voiced that discomfort I offered to just drop the list, rather than cause a disruption. He said it was okay, but I could tell he didn't like it.
Hence, me coming here and asking, "How much is too much".