Excruciating Deformation and dazing spell metamagic


Rules Questions


Would the target be dazed for 3 rounds EACH time it failed a fort save?

Excruciating Deformation
Your touch attack causes your target to become painfully malformed. Its limbs twist and buckle, while its body contorts uncontrollably, shifting and warping. Each round the target suffers excruciating pain and takes 2d6 points of nonlethal damage, 1 point of Dexterity damage, and 1 point of Constitution damage, and its speed is reduced by 10 feet. Once per round as a free action on its turn, the target can attempt a new Fortitude saving throw to resist the spell for 1 round.

dazing spell metamagic
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.


Dot. Dazing Spell threads are always fun.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Yes, but the duration doesn't stack, effectively making it the spell's duration +2 rounds.


Ravingdork wrote:
Yes, but the duration doesn't stack, effectively making it the spell's duration +2 rounds.

what do you mean? The spell has a save and can do damage each round it lasts...I would think the target would be dazed for 3 rounds every time it took damage. I know the total rounds of dazing wouldn't add together. The lastest daze would essentially be the only one active, but that still seems really powerful, and i was wondering if there was any developer ruling, FAQ, or such making it not work this way in PFS.


Meager Rolmug wrote:
Ravingdork wrote:
Yes, but the duration doesn't stack, effectively making it the spell's duration +2 rounds.
what do you mean? The spell has a save and can do damage each round it lasts...I would think the target would be dazed for 3 rounds every time it took damage. I know the total rounds of dazing wouldn't add together. The lastest daze would essentially be the only one active, but that still seems really powerful, and i was wondering if there was any developer ruling, FAQ, or such making it not work this way in PFS.

Sounds like you both agree--the target would be dazed until two full rounds after the spell wears off, assuming it failed its saving throw. Seems fine for a 6th-level-equivalent spell to me.


blahpers wrote:
Meager Rolmug wrote:
Ravingdork wrote:
Yes, but the duration doesn't stack, effectively making it the spell's duration +2 rounds.
what do you mean? The spell has a save and can do damage each round it lasts...I would think the target would be dazed for 3 rounds every time it took damage. I know the total rounds of dazing wouldn't add together. The lastest daze would essentially be the only one active, but that still seems really powerful, and i was wondering if there was any developer ruling, FAQ, or such making it not work this way in PFS.
Sounds like you both agree--the target would be dazed until two full rounds after the spell wears off, assuming it failed its saving throw. Seems fine for a 6th-level-equivalent spell to me.

Only if it failed its LAST saving throw. It is perfectly possible to be dazed for part of the spells duration but not all of it, since there is the possibility of damage dealt with a failed save each round.


Just have to say, "no way" - the Dazing would kick in on the first damage only. Biggest reason? If they failed any save, they wouldn't get to make any more saves - it requires a free action to *get* to save.

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