Dazing Hungry Darkness


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Dazing Spell (Metamagic) wrote:


You can daze creatures with the power of your spells.

Benefit: You can modify a spell to daze a creature damaged by the spell. 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. If the spell effect also causes the creature to become dazed, the duration of this metamagic effect is added to the duration of the spell. A dazing spell uses up a spell slot three levels higher than the spell's actual level. Spells that do not inflict damage do not benefit from this feat.

Hungry Darkness wrote:

School evocation [darkness, force]; Level sorcerer/wizard 7
CASTING

Casting Time 1 standard action
Components V, S, M (a bat’s tooth)
EFFECT

Range close (25 ft. + 5 ft./2 levels)
Area 60-ft.-radius spread
Duration 1 round/level (D)
Saving Throw none; Spell Resistance yes (see text)

[This content was created by Paizo Publishing LLC for the Pathfinder rules but is not from the Pathfinder RPG product line.]
DESCRIPTION

This spell creates an area of intense blackness, as deeper darkness, but filled with unseen chewing teeth and ravenous maws. Any creatures beginning its turn within the hungry darkness is gnawed and slashed by these unseen fangs of force, dealing 3d6 points of force damage and 2 points of Constitution damage per round. Once a creature leaves the cloud, it continues to take 1d6 points of bleed damage each round until it receives magical healing or enters an area of bright light. Spell Resistance can prevent damage from the hungry darkness but not against the darkness it creates.

So, each creature within the spell's area must succeed on a will save or be dazed for 7 rounds? Each round it has to make another will save or the daze duration resets to 7 rounds while taking force and con damage each round?

Might be worth the price of the rod.


Jadeite wrote:

So, each creature within the spell's area must succeed on a will save or be dazed for 7 rounds? Each round it has to make another will save or the daze duration resets to 7 rounds while taking force and con damage each round?

Might be worth the price of the rod.

To my knowledge, there haven't been any clarification on dazing and on-going damage spells.

As such it should work, and Hungry Darkness seem like a bad ass spell for it.
The trick can be done earlier though, and cheaper, with spell like wall of fire, or elemental aura.


Flaming Sphere, Acid Arrow and Ball Lightning as well.


Quote:

You can daze creatures with the power of your spells.

Benefit: You can modify a spell to daze a creature damaged by the spell. 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. If the spell effect also causes the creature to become dazed, the duration of this metamagic effect is added to the duration of the spell. A dazing spell uses up a spell slot three levels higher than the spell's actual level. Spells that do not inflict damage do not benefit from this feat.

I read it in this way: You cast the spell and the target has a save against the 'daze' effect. On a sucessfull save the target is not dazed and if it fails the save it is dazed for the duration of the spell. You have one save against the daze effect .. not one every round.


You can't apply Dazing Spell to hungry darkness. It would take a 10th-level spell slot, and there are no 10th-level spell slots in Pathfinder.


Haladir wrote:
You can't apply Dazing Spell to hungry darkness. It would take a 10th-level spell slot, and there are no 10th-level spell slots in Pathfinder.

Metamagic Rods exist.

Magical Lineage also works.

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