What Occurs When Two Rival Dominating Spells In Pathfinder Compete?

The GM is ruling that if two people dominate the same person, the dominator with the higher caster level wins out and the lower level caster’s spell is effectively overwritten. This is defined in the Magic section of the Core Rulebook. Lower level spells of a similar nature (Charm Person, Suggestion) either treat the caster as a trusted friend/ally or try to trick the subject by suggesting a reasonable course of action.

A level 10 wizard with a metamagic rod of extend can use three uses of extended dominate person per day for 20 days, giving a month or so of free action. The spell imposes the spellcaster’s will on a single target, forcing it to perform nearly any task issued by the caster that is not obviously self-destructive until the Dominate Person wins.

Dominating spells cause confusion in targets, making them unable to determine their actions. In combat, dominate isn’t as bad as staggered or stunned effects, as you get to act even if it’s against your party’s interest. A prepared spellcaster can heighten a spell by preparing it in a higher-level slot than its normal spell level, while a spontaneous spellcaster can heighten a spell by casting it. If the controlled creature receives conflicting orders simultaneously, competing controllers must make opposed Charisma checks to determine the bonuses or penalties from two different spells.

If two opposing people both cast charm person or dominate on the same target, with the target failing both saves, there is no general answer. However, spells like Dominate X spells do eventually wear off, and when a member uses a coven spell of 5th level or lower, they can heighten it up to 5th or half the creature’s level. If the subject doesn’t spend at least 1 round concentrating on the spell each day, the subject receives a new saving throw to throw off the domination.


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What Occurs When Two Rival Dominating Spells In Pathfinder Compete?
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  • this article speaks to my soul as a dm AND as a player. it feels so funny(in a positive way) to spend hours minmaxing my characters in pf2e only to be only marginally stronger than people who haphazardly throw stats around. it feels so good to be a support martial in pf. trip, reach aoo, grapple. all so fun on the dm side i just love turning my players into fellow minmaxers by turning encounters into tutorials

  • 50:00 To be fair. While Pf2e has more WRITTEN DOWN rules than 5e, in practical play they have the same number of rules + rulings. In Pf2e, while there is a codified rule for most everything, it just means you can EITHER reference the explicit rule or just make a ruling – and because the core assumptions of the Pf2e rules are very consistent, a ruling from a generally competent DM will be very consistent with any given written rule. Contrast this with 5e where there are fewer written down rules and very little consistency. So in the event that a player wants to do something that doesn’t have a codified rule, the DM has to make a ruling on the fly – ie., MAKE UP a rule. And now that made up ruling becomes a rule, which may or may not be consistent with the core rules OR previous rulings. So in actual play you either have a Pf2e player using the rules and occasional rulings to guide their play, or a 5e player relying predominately on a GM making up rules to guide their play due to a lack of rules. In either event the number of rules/rulings is the same, but consistency can vary wildly between the two.

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