Extend Spell & Suffocate, Contagious Flame


Rules Questions


Both the spell Suffocate and the spell Contagious Flame have listed durations of 3 rounds, but both have effects that become significantly more potent the longer they last. Does the meta-magic feat Extend Spell work on them the way it would seem to?

If so, it would make an Extended Suffocate a pretty deadly 6th level spell, particularly against foes with high damage reduction or AC. Even if it IS a Fortitude save.

Extend Spell

Spoiler:
An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat.

Suffocate

Spoiler:
This spell extracts the air from the target's lungs, causing swift suffocation. The target can attempt to resist this spell's effects with a Fortitude save-if he succeeds, he is merely staggered for 1 round as he gasps for breath. If the target fails, he immediately begins to suffocate. On the target's next turn, he falls unconscious and is reduced to 0 hit points. One round later, the target drops to -1 hit points and is dying. One round after that, the target dies. Each round, the target can delay that round's effects from occurring by making a successful Fortitude save, but the spell continues for 3 rounds, and each time a target fails his Fortitude save, he moves one step further along the track to suffocation. This spell only affects living creatures that must breathe. It is impossible to defeat the effects of this spell by simply holding one's breath-if the victim fails the initial Saving Throw, the air in his lungs is extracted.

Contagious Flame

Spoiler:
You blast several enemies with beams of fire. You may fire three rays, plus one additional ray for every four levels beyond 11th (to a maximum of five rays at 19th level). Each ray requires a ranged touch attack to hit and deals 4d6 points of fire damage.

The rays may be fired at the same or different targets, but all rays must be aimed at targets within 30 feet of each other and fired simultaneously.

Every round on your turn, a new ray of fire launches from each creature who took damage from the spell in the previous round-these new rays attack as if you fired them, but their point of origin is the previous creature damaged. You can choose the new targets as a free action, all of whom must be within close range (25 ft. + 5 ft./2 levels) of their new starting point. This contagion of flame continues for a total of three rounds-a creature can be struck more than once by this spell over the course of these three rounds, although never by a ray of fire that launches from itself.


The way I'm reading it, yes, Extend Spell applies to these two spells. However, I would like to point out Contagious Flame has some wonky mechanics :P


Tels wrote:
The way I'm reading it, yes, Extend Spell applies to these two spells. However, I would like to point out Contagious Flame has some wonky mechanics :P

I know its been hell on my GM in the past.

I'm kind of working on an Elemental Air Wizard, and Suffocation brings about a nice alternative to lightning spells when it comes to taking out foes. Great flavor for the character concept too - just wanted to make it a touch more potent.

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