Magic missile and Cherry Blossom Spell


Rules Questions


Cherry Blossom Spell (Metamagic) wrote:

You can infuse your spells with the ability to cripple your targets with old age or regress them to the folly of youth.

Benefit: When a living creature takes damage from the affected spell, that creature also takes 2 points of damage to Strength, Dexterity, and Constitution or 2 points of damage to Intelligence, Wisdom, and Charisma (your choice). If the spell does not normally allow a save, the target can attempt a Fortitude save to negate the effect. Ageless or immortal creatures are immune to this effect. This is a magical aging effect, but it does not alter the creature’s true age—it merely simulates the effects of old age on the flesh or the reversion to a more infantile mental age. A cherry blossom spell uses up a slot 3 levels higher than the spell’s actual level. Spells that don’t deal damage don’t benefit from this feat.

Would each instance of a magic missile apply this ability damage, or would it only apply once per target?

The sneak attack spell FAQ does not apply as this is not sneak attack.


The general rule (as reflected in FAQs and developer commentary) is that effects like this only apply once per target even if hit by multiple missiles/beams.


Xenocrat wrote:
The general rule (as reflected in FAQs and developer commentary) is that effects like this only apply once per target even if hit by multiple missiles/beams.

That's my understanding as well, do you have any links to said commentary, or non sneak attack faqs?


Effect from the same source don't ever stack, at least with bonuses.

Penalties...I think they do actually stack.

The question really arises that this is all one spell, and whether or not you should be able to inflict the penalty multiple times on someone.

If you hit them with a dazing metamagic magic missile would they have to save multiple times or be dazed?

Personally, I think it's beyond the scope of power to inflict the penalty multiple times in a round from a single spell.

But I'm not sure there's anything in the rules to backup any position on this question.


Pathfinder Adventure Path, Rulebook Subscriber

I think this FAQ is directly applicable. and makes the case for it only taking effect once.

Dark Archive

Pathfinder Adventure Path Subscriber

Regardless of any FAQ, the feat itself tells you - it says 'When a living creature takes damage from the affected spell'. This means it can only trigger once per damage dealing. While Magic Missile might be sending out multiple missiles, it all applies simultaneously, not sequentially. You would take the effect exactly once, nor once per missile.

For something like Acid Arrow for Flaming Sphere, though, which deals ongoing damage, you would apply the aging effect each time they took damage.


But by that definition wouldn't every missile at a separate target trigger this penalty?


Cavall wrote:
But by that definition wouldn't every missile at a separate target trigger this penalty?

Yes it would.

If you wanted to see this be stupidly powerful enhance a spell like Produce Flame.


better yet a weapon like spell that has longer duration. like flame blade


Dazing flaming sphere is popular. I imagine Cherry Blossom Flaming Sphere would be equally as viable.


Claxon wrote:

Effect from the same source don't ever stack, at least with bonuses.

Penalties...I think they do actually stack.

The question really arises that this is all one spell, and whether or not you should be able to inflict the penalty multiple times on someone.

If you hit them with a dazing metamagic magic missile would they have to save multiple times or be dazed?

Personally, I think it's beyond the scope of power to inflict the penalty multiple times in a round from a single spell.

But I'm not sure there's anything in the rules to backup any position on this question.

One thing to note is that Cherry Blossom Spell makes the spell in question do ability damage rather than impose a penalty.

I concur with YogoZuno's interpretation.


Ok so basically you can use touch of idiocy to render comas now?
Because the score can go beyond 1 now?
That's what if use it for.


Cavall wrote:

Ok so basically you can use touch of idiocy to render comas now?

Because the score can go beyond 1 now?
That's what if use it for.

Touch of idiocy doesn't work with cherry blossom, as it doesn't deal damage.

I may have misunderstood what you were referring to. You may have been referring to the stacking of penalties, in which case feeblemind does indeed stack with itself, it still cannot reduce below 1 due the clause it has however.


No you were right. Its a penalty. A shame. But any sort of damage to attribute spell would count yeah?


Cavall wrote:
No you were right. Its a penalty. A shame. But any sort of damage to attribute spell would count yeah?

Personally I'd say only hp damage would work, but technically ability damage would work as it is damage.


Ethiric shards (or spike/stone growth) is nasty. Ready an action, suddenly 12 stat damage out of nowhere, no save.

Also trial by fire and acid.


Firewarrior44 wrote:

Ethiric shards (or spike/stone growth) is nasty. Ready an action, suddenly 12 stat damage out of nowhere, no save.

It would be 6 stat damage (two each in the three attributes you picked) and they do get a save. But repeated applications as you try to move out of Etheric Shards would be awful.


willuwontu wrote:
Cavall wrote:
No you were right. Its a penalty. A shame. But any sort of damage to attribute spell would count yeah?
Personally I'd say only hp damage would work, but technically ability damage would work as it is damage.

Was my thoughts on it yeah. Most people think hp damage but nothing says hp damage and ability damage is, yes most certainly, damage.


Xenocrat wrote:
Firewarrior44 wrote:

Ethiric shards (or spike/stone growth) is nasty. Ready an action, suddenly 12 stat damage out of nowhere, no save.

It would be 6 stat damage (two each in the three attributes you picked) and they do get a save. But repeated applications as you try to move out of Etheric Shards would be awful.

I meant 12 as you're hitting them with a readied action as they move up so 6 instances of damage assuming they're moving 30 feet (one per square).

Also they only get a save if the spell the meta-magic is attached to does not allow a save. which etheric shards and trial by fire and acid do. Which means if you take any damage from the spell you always take the ability damage regardless of your save. hence the "No save"

Cherry blossom spell wrote:
When a living creature takes damage from the affected spell, that creature also takes 2 points of damage to Strength, Dexterity, and Constitution or 2 points of damage to Intelligence, Wisdom, and Charisma (your choice). If the spell does not normally allow a save, the target can attempt a Fortitude save to negate the effect.

Compare to dazing spell

Dazing Spell wrote:
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.


It's by no means necessary that someone has to continue their movement after they hit that first square of Etheric Shards. No one I know would force a character or monster to continue their movement if a readied action triggers off the first square.

But I do see what you mean about the save. Chalk it up to another example of third-rate editing in a player companion developed and written by the B team, there's no way they intended it to automatically trigger when you take damage from the attached spell, even if you made a save to reduce that damage.


Firewarrior44 wrote:

Ethiric shards (or spike/stone growth) is nasty. Ready an action, suddenly 12 stat damage out of nowhere, no save.

Also trial by fire and acid.

You get a save vs the stat damage, and its a 4th level spell with a +4 level mod. Most 8th level spells are worse.


Meirril wrote:
Firewarrior44 wrote:

Ethiric shards (or spike/stone growth) is nasty. Ready an action, suddenly 12 stat damage out of nowhere, no save.

Also trial by fire and acid.

You get a save vs the stat damage, and its a 4th level spell with a +4 level mod. Most 8th level spells are worse.

Naw, as written (if the quoted rule is correct) if the base spell has a save but you take damage anyway (you saved for half) you still take the ability damage. It’s real dumb and surely not intended.


Xenocrat wrote:
Meirril wrote:
Firewarrior44 wrote:

Ethiric shards (or spike/stone growth) is nasty. Ready an action, suddenly 12 stat damage out of nowhere, no save.

Also trial by fire and acid.

You get a save vs the stat damage, and its a 4th level spell with a +4 level mod. Most 8th level spells are worse.
Naw, as written (if the quoted rule is correct) if the base spell has a save but you take damage anyway (you saved for half) you still take the ability damage. It’s real dumb and surely not intended.

It's also only +3 levels.

Dark Archive

Pathfinder Adventure Path Subscriber
Firewarrior44 wrote:
Also they only get a save if the spell the meta-magic is attached to does not allow a save.

Wow, that feat is atrociously ambiguous...it's not written explicitly, but I would expect that, if the spell allows a save, and you succeed at the save, then you negate the ability damage as well. Otherwise, why only give you a save when one is normally NOT allowed?

Xenocrat wrote:
Naw, as written (if the quoted rule is correct)

Interestingly, I just tried searching for this feat, and couldn't find it...is it real, or is someone proposing a houserule here? Anyone know the source?


I'm not familiar with Cherry Blossom metamagic either; if it's Paizo-published, it must be very new to not yet be on D20PFSRD or AoNPRD. More likely it's 3PP or homebrew.


YogoZuno wrote:
Xenocrat wrote:
Naw, as written (if the quoted rule is correct)
Interestingly, I just tried searching for this feat, and couldn't find it...is it real, or is someone proposing a houserule here? Anyone know the source?

It's from wilderness origins, just came out so it's not on the srd yet.


It's not ambiguous, it's poorly written. Dazing spell explicitly says making the spells normal save negates the rider, cherry blossom does not. Good stuff


YogoZuno wrote:
Firewarrior44 wrote:
Also they only get a save if the spell the meta-magic is attached to does not allow a save.

Wow, that feat is atrociously ambiguous...it's not written explicitly, but I would expect that, if the spell allows a save, and you succeed at the save, then you negate the ability damage as well. Otherwise, why only give you a save when one is normally NOT allowed?

Xenocrat wrote:
Naw, as written (if the quoted rule is correct)
Interestingly, I just tried searching for this feat, and couldn't find it...is it real, or is someone proposing a houserule here? Anyone know the source?

Ambiguous enough to require DM interpretatation, and very few DM's are going to agree the attribute damage can be saved against if the spell normally allows a save, but cannot be saved against if the spell does allow a save.

Intent is very clear here, even if the language is not.

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