Dazing Spell with Winters Grasp


Rules Questions


I never thought I'd return, but here I am back again after a few years hiatus. Now enough about my return, let's move onto the question. Would Dazing spell work with Winters Grasp? Since the spell doesn't give a save, would the enemy make the Will save on their turn after they took the 1D6 dmg? Or?


Well, Dazing Spell wrote:
Benefit: 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.

And Winter's Grasp wrote:
Ice encrusts the ground, radiating supernatural cold and making it hard for creatures to maintain their balance. This icy ground is treated as normal ice, forcing creatures to spend 2 squares of movement to enter an icy square and increasing the DC of Acrobatics checks in the area by 5. A creature that begins its turn in the affected area takes 1d6 points of cold damage and takes a –2 penalty on saving throws against spells with the cold descriptor for 1 round.

It would appear that the first interaction with the spell is the 1D6 cold damage if you start your turn in its area... so 1D6 cold damage, Will save for Dazing Spell, -2 to saves...


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Dazing Spell isn't meant to be used with ongoing effects. I'm positive with a strict RAW reading that Dazing Spell does end up being kosher with ongoing effects, but I do not believe this was RAI. It's basically an "I Win" button.

If you want to see how bad it can get, I'll come over to your table with a level 15 Druid character sheet with 240,000gp-worth of Greater, Lesser, and Normal Dazing Metamagic Rods, prepare nothing but Ball Lightning, Flaming Sphere, Entangle, Sickening Entanglement, and Control Weather spells, and then every round every enemy on the board is going to have to make a Save vs. Daze that lasts anywhere from 1-7 rounds.

I promise that when it's over, you'll have either kicked me out of your house or banned Dazing spell from affecting Ongoing spells/effects, or maybe both :P


Ryze Kuja wrote:

Dazing Spell isn't meant to be used with ongoing effects. I'm positive with a strict RAW reading that Dazing Spell does end up being kosher with ongoing effects, but I do not believe this was RAI. It's basically an "I Win" button.

If you want to see how bad it can get, I'll come over to your table with a level 15 Druid character sheet with 240,000gp-worth of Greater, Lesser, and Normal Dazing Metamagic Rods, prepare nothing but Ball Lightning, Flaming Sphere, Entangle, Sickening Entanglement, and Control Weather spells, and then every round every enemy on the board is going to have to make a Save vs. Daze that lasts anywhere from 1-7 rounds.

I promise that when it's over, you'll have either kicked me out of your house or banned Dazing spell from affecting Ongoing spells/effects, or maybe both :P

there was a thread on here a while back with a PFS GM dealing with a 15th level shaman running Spell Perfection/Dazing Spell/Persistent Spell/Ball Lightning and whether the BBEG really had to make 8 reflex saves each turn (with a -8 penalty of course). The only real RAW question was whether you have to make a save for each ball each turn, or if you get hit at the same time by all four you make one save (two with Persistent). Players just assume save for each Ball, but RAW isn’t that clear.


Lelomenia wrote:
Ryze Kuja wrote:

Dazing Spell isn't meant to be used with ongoing effects. I'm positive with a strict RAW reading that Dazing Spell does end up being kosher with ongoing effects, but I do not believe this was RAI. It's basically an "I Win" button.

If you want to see how bad it can get, I'll come over to your table with a level 15 Druid character sheet with 240,000gp-worth of Greater, Lesser, and Normal Dazing Metamagic Rods, prepare nothing but Ball Lightning, Flaming Sphere, Entangle, Sickening Entanglement, and Control Weather spells, and then every round every enemy on the board is going to have to make a Save vs. Daze that lasts anywhere from 1-7 rounds.

I promise that when it's over, you'll have either kicked me out of your house or banned Dazing spell from affecting Ongoing spells/effects, or maybe both :P

there was a thread on here a while back with a PFS GM dealing with a 15th level shaman running Spell Perfection/Dazing Spell/Persistent Spell/Ball Lightning and whether the BBEG really had to make 8 reflex saves each turn (with a -8 penalty of course). The only real RAW question was whether you have to make a save for each ball each turn, or if you get hit at the same time by all four you make one save (two with Persistent). Players just assume save for each Ball, but RAW isn’t that clear.

Just imagine if the BBEG had Misfortune ;)

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