Hi all, seeking clarification on how these abilities interact.
As an example, suppose a target is hit with a fireball (failing the save) from an oracle with the burning magic revelation using a rod of dazing.
Does the damage from the Burning Magic revelation ability trigger the Dazing effect on subsequent (1d4) rounds?
My guess is yes so long as the damage from burning magic is considered damage from the spell and not its own source. As the case might be for one casting a dazing fireball using alchemist fire as a power component (which I think could be argued the alchemist fire would be considered its own source of damage and not trigger the dazing effect on subsequent rounds - but I'm not sure - hence the post).
Thanks for the consideration!
I always ask this. If the spell wasn't cast, or if the save was made, would the damage happen? If so, it is spell damage. If not, it is it's own damage.
Just like sneak attack. Sneak attack damage isn't it's own damage source, it is an add-on amount on top of the normal attack damage, and even shares the same damage type (B/P/S) of the weapon used to perform the attack.
I would say that it works, with a good portion of that being that the spell level determines the damage of the burning each round, and also because to douse the flames uses the original spells DC. It is very clearly based on the spell as the source of the damage to me.
For clarity, Burning Magic does nothing for spells like Scorching Ray or Fiery Shuriken, as it specifies you have to fail a save in order to catch fire. So, only spells that allow a save, (and would negate the extra burn and the daze effect on a successful save) are ever going to be important.
The result of abilities that stack together to be very effective, just like many spells with saving throws. They are commonly more effective than attack roll spells, especially with both a class feature and a feat used to enhance them.
Burning Magic (Su): Whenever a creature fails a saving throw and takes fire damage from one of your spells, it catches on fire. This fire deals 1 point of fire damage per spell level at the beginning of the burning creature's turn. The fire lasts for 1d4 rounds, but it can be extinguished as a move action if the creature succeeds at a Reflex save (using the spell's DC). Dousing the creature with water as a standard action grants a +2 bonus on this save, while immersing the creature in water automatically extinguishes the fire. Spells that do not grant a save do not cause a creature to catch on fire.
No, it is its source of damage, not dependent from the spell once it has been cast.