Spell damage per round with new save every round


Rules Questions


Hey, I have a question about Spells that deal damage each round, but also allow for a new saving throw each round. For example, the "Breaching the Gulf" spell-like ability of starsoul sorcerers:

Breaching the Gulf (Sp): At 15th level, your caster level is increased by 3 when casting spells of the teleportation subschool. In addition, once per day you can teleport a single creature within 30 feet into the void of space if it fails a Will save. The save DC is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. The target can attempt a new saving throw as a full-round action each round to return. While trapped in the airless void, the target suffers 6d6 points of cold damage per round and must hold its breath or begin to suffocate.

Say the target fails the initial Will save and are teleported to space. When exactly do they then take the 6d6 points of cold damage? At the start/end of their own turn, immediately when the spell is cast or both? Also, when do they make the new saving throws? At the start/end of their turn? Before or after they have taking the 6d6 cold damage?

Thanks for any help with clarifying this!


This question also rises up when the topic is Turn Undead. The feat does not say when the creature has to make the save.


they make the save as their whole turn pretty much - as it's a full round action - you'd probably have time for swift/free actions then the save takes place - I'd also say that the dmg happens at the start of the turn

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