Does Enduring Earth double the duration of Magnetic Infusion?


Rules Questions


1 person marked this as FAQ candidate.

I guess it turns on what "lasts more than one round" means here.

This is a Kineticist question (class from Occult Adventures) by the way.


Magnetic Infusion wrote:
Your kinetic blast causes your foes to become mildly magnetic. Whenever an infused blast deals damage to a foe, attacks made with metal weapons (including metal kinetic blasts) against that foe receive a +4 bonus until the end of your next turn, and the foe takes a –4 penalty on Reflex saving throws to avoid metallic objects.
Enduring Earth wrote:
When using earth blasts, earth wild talents, or composite blasts that include earth, double the duration if it’s longer than 1 round.

To figure out whether "until the end of your next turn" is longer than one round, we first need to figure out how long "one round" is.

For this, the primary source of comparison we have are spell casting times being measured in rounds, especially conjuration spells. Casting Summon Monster I is an action that takes one full round, and it's ruled that this duration is from the beginning of the caster's turn 1, until the beginning of the caster's turn 2 (so, precisely, one full round, and the caster has their actions of the second round).

With this in consideration, we now compare the duration of Magnetic Infusion. It starts coming into play either at the beginning or in the middle of your turn 1, but does not expire until the end of your turn 2. This is very slightly longer than one round. As such, Enduring Earth should function here.

And I think it ought to, too. Kineticists could use the love.

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