Dazing / sickening spell


Rules Questions


If I use either of these feats on a magic missile spell does the feat appkyto each missile or only one?


The Forgotten wrote:
If I use either of these feats on a magic missile spell does the feat appkyto each missile or only one?
Dazing Spell wrote:


When a creature takes damage from this spell, they become dazed for a number of rounds equal to the original level of the spell. If the spell allows a saving throw, a successful save negates the daze effect. If the spell does not allow a save, the target can make a Will save to negate the daze effect.
Sickening Spell wrote:


When a creature takes damage from this spell, they become sickened for a number of rounds equal to the original level of the spell. If the spell allows a saving throw, a successful save negates the sickening effect. If the spell does not allow a save, the target can make a Fortitude save to negate the sickening effect.

As many people as you hit with the spell make the will save for each condition. Hitting the same target with multiple spells does not force multiple saves for each effect. The save DC will be low as it is still based on a 1st level spell using a higher level spell slot.


Skylancer4 wrote:
The Forgotten wrote:
If I use either of these feats on a magic missile spell does the feat appkyto each missile or only one?
Dazing Spell wrote:


When a creature takes damage from this spell, they become dazed for a number of rounds equal to the original level of the spell. If the spell allows a saving throw, a successful save negates the daze effect. If the spell does not allow a save, the target can make a Will save to negate the daze effect.
Sickening Spell wrote:


When a creature takes damage from this spell, they become sickened for a number of rounds equal to the original level of the spell. If the spell allows a saving throw, a successful save negates the sickening effect. If the spell does not allow a save, the target can make a Fortitude save to negate the sickening effect.
As many people as you hit with the spell make the will save for each condition. Hitting the same target with multiple spells does not force multiple saves for each effect. The save DC will be low as it is still based on a 1st level spell using a higher level spell slot.

Just looking for a good way to vector the attack, heighten spell will help with the save.


IMHO, one of the best/sneakiest uses of Dazing Spell is turning a Reflex save spell into a save-or-lose-the-fight kind of spell, because Reflex is often the most neglected save of some of your most dangerous opponents.

So by that angle I'd go for fireball + Dazing over Magic Missile + Heighten + Dazing, but that's me.


Yeah would somebody who failed their save vs a dazing fireball (hence taking damage) be dazed with no further saves?


Shadowboxing.DM wrote:
Yeah would somebody who failed their save vs a dazing fireball (hence taking damage) be dazed with no further saves?

Fireball goes off, failed REF save, target takes damage (triggers meta magic effect). Target makes new save for dazing, apply status on failed save or nothing happens on successful save.

Liberty's Edge

Skylancer4 wrote:
Shadowboxing.DM wrote:
Yeah would somebody who failed their save vs a dazing fireball (hence taking damage) be dazed with no further saves?
Fireball goes off, failed REF save, target takes damage (triggers meta magic effect). Target makes new save for dazing, apply status on failed save or nothing happens on successful save.

I think you need to reread the feat descriptions again. If the target of your dazing/sickening fireball fails the save against the fireball, they not only take full damage, but they are dazed/sickened, no additional saves need apply.

The save listed for each effect is ONLY when the original spell, like Magic Missile, does not itself have a saving throw.


Skylancer4 wrote:


Fireball goes off, failed REF save, target takes damage (triggers meta magic effect). Target makes new save for dazing, apply status on failed save or nothing happens on successful save.

Nope. That's not how it's written.

If the spell doesn't have a save, you get a Will save to negate the dazing.

If the spell DOES have a save, then making or failing that save, regardless of its type, negates the dazing or doesn't.


Dire Mongoose wrote:
Skylancer4 wrote:


Fireball goes off, failed REF save, target takes damage (triggers meta magic effect). Target makes new save for dazing, apply status on failed save or nothing happens on successful save.

Nope. That's not how it's written.

If the spell doesn't have a save, you get a Will save to negate the dazing.

If the spell DOES have a save, then making or failing that save, regardless of its type, negates the dazing or doesn't.

Hum I wonder about coupling dazing spell with burning disarm (first level spell out of the Chileax book).

Quote:


This spell causes a metal object to instantly become red hot. A creature holding the item may attempt a Reflex save to drop it and take no damage (even if it is not their turn), otherwise the hot metal deals 1d4 points of fire damage per caster level (maximum 5d4). Circumstances that prevent the creature from dropping the item (such as a locked gauntlet) mean the creature gets no saving throw. The heat does not harm the item, and it does not get hot enough or last long enough to ignite flammable objects. The item cools to its previous temperature almost instantly. If cast underwater, burning disarm deals half damage and boils the surrounding water.

Put a level of heighten on it and it becomes drop your weapon or take a two round daze.

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