Question regarding Spell: Grease, and Dazing Spell (Metamagic)


Rules Questions


I wanted to see if I understood how this would all interact, so here is the hypothetical situation.

A wizard 5 casts a heightened Grease spell from a 3rd level spell slot using a lesser rod of Dazing Spell, with an acid flask as a material component. The following happens:

A 10 ft square of grease is conjured within 35 feet of the caster. First, any creature within the square takes 1 point of acid damage, no save, no spell resistance (this triggers dazing). The spell allows a reflex save to avoid falling down in the grease, if the creature fails this save, it falls prone, and is dazed for 3 rounds. If it makes the save, it does not fall and is not dazed.

Creatures can move into the grease at half speed with a dc 10 acrobatics check, if they fail this, they stop moving, must make a reflex save to avoid falling and the dazed condition. If they succeed at the acrobatics check, then they do not need to make a reflex save, but they do take 1 point of acid damage, and must make a will save to avoid being dazed for 3 rounds.

Any creature that is in the grease and does not move on it's turn (probably from being dazed) takes 1 point of acid damage, and must make a will save to avoid being dazed for 3 rounds.

Does all that work how I think it does?

Acid Flask Component
Dazing Spell Metamagic
Grease Spell


Also another question comes to mind, for any creatures in the area of effect when the spell is cast, do they take the following rounds of acid damage on my turn, or on theirs?


Jayder22 wrote:


A 10 ft square of grease is conjured within 35 feet of the caster. First, any creature within the square takes 1 point of acid damage, no save, no spell resistance (this triggers dazing). The spell allows a reflex save to avoid falling down in the grease, if the creature fails this save, it falls prone, and is dazed for 3 rounds. If it makes the save, it does not fall and is not dazed.

Sounds correct.

Quote:
Creatures can move into the grease at half speed with a dc 10 acrobatics check, if they fail this, they stop moving, must make a reflex save to avoid falling and the dazed condition.

..and they get one point of damage.

Quote:
If they succeed at the acrobatics check, then they do not need to make a reflex save, but they do take 1 point of acid damage, and must make a will save to avoid being dazed for 3 rounds.

Sounds correct.

Quote:


Any creature that is in the grease and does not move on it's turn (probably from being dazed) takes 1 point of acid damage, and must make a will save to avoid being dazed for 3 rounds.

Sounds correct but one thing: The dazed duration dont stack with itself.

Answer to your additional question: Got question. On my table the damage hits the target on your turn.

Some GMs will say no to your idea because the damage is coming from the acid and not from the spell. In this case 'dazing' and 'grease' dont work together.


So, you hold the rod in one hand, and the acid flask in the other... which leaves you with no free hands to cast the spell. I know there are ways around this, but you might want to consider this factor.


Acid is a 'material component' that is drawn during the casting. Thats why you need one free hand to cast a spell. Otherwise you need two free hands for every spell that has a material component. One hand free for casting and one hand to drawn the component.


wow man, stay away from that greasy acid man, it'll trip you up!


Thanks for the input, I thought I understood it but wanted to make sure.

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