Sirocco's effects every round?


Rules Questions


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Does the Sirocco spell form the APG deal damage and cause fatigue/prone condition each round?

It reads like an instantaneous effect, but has a duration of 1 round/level.


i would say yes, as it deals fire damage and the hot winds continously blow for the duration of the spell. so every round of exposure to this extreme heat deals damage, as well as the side effects. creatures could of course escape the spells area to avoid further damage.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Anyone know with any amount of certainty?

Does this spell really deal 4d6 + caster level in damage every round?

"Any creature that takes damage from a sirocco becomes fatigued (or exhausted, if already fatigued, such as from a previous round of exposure to a sirocco spell)."

It seems implied that it does deal the damage each round, or else making someone exhausted with the spell would be impossible (since they need to be damaged by it twice over two rounds in order to gain the condition). This would make a metamagic'd sirocco really nasty.


Ravingdork wrote:

Anyone know with any amount of certainty?

Does this spell really deal 4d6 + caster level in damage every round?

"Any creature that takes damage from a sirocco becomes fatigued (or exhausted, if already fatigued, such as from a previous round of exposure to a sirocco spell)."

It seems implied that it does deal the damage each round, or else making someone exhausted with the spell would be impossible (since they need to be damaged by it twice over two rounds in order to gain the condition). This would make a metamagic'd sirocco really nasty.

I agree that the text you quoted implies that it does 4d6 + 1/CL per round.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

I'm also amazed at just how many metamagic feats this spell qualifies for.

Grand Lodge

Yes that spell is REALLY good. Almost too good. Before the change to selective spell, if you used it with this spell, it became broken wonky smelly cheese good.


It seems obvious it is suppoed to deal it's effects every round, it is a spell I did ban from my table though considering it a bit too good.


Evocation finally gets a useful spell and people start whining how it's too good. Man, it's very hard to please us. :))


HansiIsMyGod wrote:
Evocation finally gets a useful spell and people start whining how it's too good. Man, it's very hard to please us. :))

The problem with blasting spells in general is that they are perceived to deal too little damage, this spell has other issues.


Remco Sommeling wrote:
HansiIsMyGod wrote:
Evocation finally gets a useful spell and people start whining how it's too good. Man, it's very hard to please us. :))
The problem with blasting spells in general is that they are perceived to deal too little damage, this spell has other issues.

Would you mind specifying them? I'd like to know where to find the problems in this spell well before my casters get to 11th level.


HappyDaze wrote:


Would you mind specifying them? I'd like to know where to find the problems in this spell well before my casters get to 11th level.

Well it's got two relatively powerful effects. It causes creatures to fall prone and potentially causes exhaustion each round.

Other than that, the damage is not impressive.

In my opinion, other spells used properly attain the same or higher level
of power. Targeting fort save is usually not a good idea as monsters tend to have very high fort saves.

I would pick heightened slow over this one for battlefield control. It's less situational in my opinion.

It can become silly with some metamagic wands, such as dazing spell but many spells become very powerful with such equipment.


HappyDaze wrote:
Would you mind specifying them? I'd like to know where to find the problems in this spell well before my casters get to 11th level.

The spell's real strength is that you pick up fatigue even if you make your saving throw, and if you stay in the effect for two rounds (even making your saving throws) then you become exhausted, which makes it a lot more difficult to flee the AOE.

If you combo it with walls of stone, ramparts, etc, then it can be a very good battlefield control spell. One of the best.


beej67 wrote:
HappyDaze wrote:
Would you mind specifying them? I'd like to know where to find the problems in this spell well before my casters get to 11th level.

The spell's real strength is that you pick up fatigue even if you make your saving throw, and if you stay in the effect for two rounds (even making your saving throws) then you become exhausted, which makes it a lot more difficult to flee the AOE.

If you combo it with walls of stone, ramparts, etc, then it can be a very good battlefield control spell. One of the best.

If you are immune/resistant to the heat (fire), does that protect you from the fatigue? If not, what prevents the fatigue? If the fatigue were limited to not progressing past fatigued to exhausted, would the spell be better balanced? What if the save negated the fatigue?


HappyDaze wrote:
If you are immune/resistant to the heat (fire), does that protect you from the fatigue?

Absolutely. Dispel Magic works great on it too.

It's not better than Earthquake or anything. It's just very useful because most evoc spells have real problems affecting dudes with high saves. This has an element of save-bypass.

It's not really that gross if the defender can move out of the AOE, and the spell doesn't hinder movement initially, but it does require that the defender hotfoot it out of the AOE though, which costs him some actions, and that's nice.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

You need to take damage to become fatigued. The spell is clear in that regard. So if you negate all damage, such as from high resistance or immunity, than you don't gain the condition.

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