Inferno combo


Pathfinder First Edition General Discussion


Dazing Wall of Fire, a ring with a 20 ft. radius pointed inwards at the enemy. Sounds like a lot of fun to me. :D

Take 1d4 points of damage, and make a Will save. If you fail, you're dazed for 4 turns. Each of those four turns, you take another 1d4 points of damage, and another will save to see if the duration of your daze is extended. Should you pass a will save, and move in any direction, every five feet of movement, you take more damage, and another will save.

I've been trying to think of other variations of this. Dazing Fire Storm (useable by a druid with the Magical Lineage trait) seems awful nice as well, but only useable by high leveled guys. Lower levels, I was thinking Spike Growth, just to keep them where they are, but it's not as potent (especially for a 5th level spell. At that level, they'd probably just fly off that ground). Any one else have any good Dazing Spell combos?


Oops, a Dazing Spike Growth would be sixth level, actually. Very much not worth it.


Dazing call lightning, especially with Magical Lineage. For one fifth level slot druid gets at least 9 strikes dealing 3d6 (or 3d10 with Air Elemental summoned) that can daze for 3 rounds each. It can be cast before actual combat lasting for 9+ minutes and allows for precise strikes against enemies. It requires stacking bonuses to saving throw DC to be really effective, as most condition metamagic combos but it's quite doable.


True. Just thought of Dazing Flaming Sphere, as well. Just plop it down over the boss, and leave it there :) More damage, no action to keep it up, MUCH lower level than the wall. Granted, it only lasts a round per level, but still, you'll have plenty of time to recast. I wonder, can you cast multiple Flaming Spheres in the same area, turn after turn?

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