Multiple instances of Ignite the Sun damage stacks?


Rules Discussion


Playing pyrokineticist right now. Reached level 19. I assume, utilising all action economy available, I can sustain up to 3 suns simultaneously. Could someone provide me with the answer for topic question? Damage will stack or not?

Impulse wording says:
"... . A creature can take this damage no more than once per round. ..."

But I think, It applies to single sun instance, preventing 30ft sun movement damage multiple times.

What about 3 suns each moving through single creature in 1 round? What about suns moving through troops units?

Also, I wanted to know, If I cast Ignite the Sun applying fire junction, that rises a dice, will it remain for sustains?
I found this topic: https://paizo.com/threads/rzs43vj2?Sustained-Ignite-the-Sun-Fire-Impulse#4 and replies said that sun will remain 7d8 on sustain actions. Wiil they?


altronrain wrote:

Playing pyrokineticist right now. Reached level 19. I assume, utilising all action economy available, I can sustain up to 3 suns simultaneously. Could someone provide me with the answer for topic question? Damage will stack or not?

Impulse wording says:
"... . A creature can take this damage no more than once per round. ..."

But I think, It applies to single sun instance, preventing 30ft sun movement damage multiple times.

What about 3 suns each moving through single creature in 1 round? What about suns moving through troops units?

Also, I wanted to know, If I cast Ignite the Sun applying fire junction, that rises a dice, will it remain for sustains?
I found this topic: https://paizo.com/threads/rzs43vj2?Sustained-Ignite-the-Sun-Fire-Impulse#4 and replies said that sun will remain 7d8 on sustain actions. Wiil they?

As written the once per turn limitation is per sun.


Each casting is it's own effect, I'd say. The once/round limitation is IMO telling the player they can't use their 30' movement to move one sun back and forth forth between two squares to multiply the damage. But multiple separate suns rolling around? Sure.

Interesting question about the fire junction. I see most posters on the past thread think it should continue, but I am hesitating. The impulse junction description clearly states "You can gain only one impulse junction per round" and "when you use an impulse of the chosen element
that takes 2 actions or more..." Both sentences seem to me to rule out getting dice bumps by merely sustaining an impulse for 1a, and rules out getting the dice bump on two or three impulses in the same round.


For rules analysis:

Arguments allowing it are as already mentioned - each sun effect is a separate effect and each is dealing instantaneous damage at different times.

For arguments against, I would expect people to bring up the Duplicate Effects rule as well as the statement in the ability itself that says that a target can only take damage once (it is unstated and ambiguous if that means once from the Ignite the Sun ability in general, or once from each instance of Ignite the Sun that is on the field at a time).

Balance:

I'm not sure how it compares to other level 18 abilities, so I'm not going to speak to the balance much.

I think the best comparison would be to Floating Flame which is also sustained duration and has the same limitation stating that a creature can only take damage once (ambiguity and all).

I suspect that even if allowed, this tactic is going to ultimately be self-correcting and self-limiting. The action economy cost of casting and sustaining three instances of Ignite the Sun means that it is more of a parlor trick than something to do in an actual battle that has real enemies trying to kill the party.


For second statement about dice bumping I am also kinda skeptic that 1a sustain should still give 7d8 instead of 7d6. It seems we should bump Ignite the Sun only during initial cast, but not on the following sustains.

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