Enchantment • Mental Disruption

Daze

An enchanted piper bewildering a listener, illustrating the Daze spell

Daze steals one round of action from a weak humanoid. Pathfinder 1e makes it a Witch cantrip; D&D 3.5e gives the same core spell to Bards and Sorcerer/Wizards. Fifth edition has no official spell by this name.

Daze at a Glance

5.5e / 2024 No spell named Daze in SRD 5.2.1
5e / 2014 No core spell named Daze
Pathfinder 1e Witch 0; one humanoid of 4 HD or fewer; Will negates; 1 round
D&D 3.5e Bard 0, Sorcerer/Wizard 0; one humanoid of 4 HD or fewer

Spell Rules by Edition




Daze — 5.5e / 2024

Status: Daze is not a named spell in SRD 5.2.1. No homebrew conversion is supplied here. Use official 5.5e spells and Witch features for action denial.

Daze — 5e / 2014

Status: there is no core 2014 spell named Daze. Do not import the Pathfinder or 3.5e Hit-Dice ceiling as though it were a fifth-edition rule.

Daze — Pathfinder 1e

School Enchantment (compulsion) [mind-affecting]
Witch level 0
Casting Time 1 standard action
Components V, S, M (a pinch of wool or similar substance)
Range Close (25 ft. + 5 ft./2 levels)
Target One humanoid creature of 4 HD or fewer
Duration 1 round
Saving Throw Will negates
Spell Resistance Yes

On a failed save the target can take no actions for 1 round. It is dazed, not stunned, so attackers receive no special advantage against it. A creature successfully affected by Daze becomes immune to this spell for 1 minute.

Daze — D&D 3.5e

School Enchantment (Compulsion) [Mind-Affecting]
Level Bard 0, Sorcerer/Wizard 0
Components V, S, M
Casting Time 1 standard action
Range Close (25 ft. + 5 ft./2 levels)
Target One humanoid creature of 4 HD or fewer
Duration 1 round
Saving Throw Will negates
Spell Resistance Yes

On a failed Will save the target can take no actions for 1 round. Humanoids with 5 or more Hit Dice are unaffected. Unlike Pathfinder 1e, the 3.5e spell does not grant one-minute immunity after a successful daze.

What Changed?

  • 5.5e / 2024 and 5e / 2014: no official Daze spell by this name.
  • Pathfinder 1e: Daze is on the Witch cantrip list and adds one minute of immunity after a successful effect.
  • D&D 3.5e: the same 4-HD humanoid ceiling remains without the Pathfinder immunity rider.

Best Uses

  • Stop an eligible sentry before an alarm is raised.
  • Steal the next action from a weak specialist whose turn matters more than its Hit Points.
  • Buy one round for an ally to disengage or reach cover.

Counterplay and GM Rulings

  • Creature type: PF1e and 3.5e target humanoids only. A weak non-humanoid is still ineligible.
  • Hit Dice: 5 HD or more makes a humanoid immune to this particular spell before a save is rolled.
  • Spell Resistance: applies normally in PF1e and 3.5e.
  • Dispel Magic: because the duration is only 1 round, dispelling is possible in principle but rarely efficient; countering the spell before resolution is usually more useful.
  • Dazed is not stunned: the target receives no automatic AC or defence penalty from Daze itself.

In Play

Daze is a timing spell, not a damage spell. A village hedge-Witch may use it to stop a panicked guard from sounding a bell; an adventuring Witch uses the same magic to erase one dangerous turn from an otherwise fragile enemy.

Related Spells

Daze Monster · Ill Omen · Hold Person · Witch Spell Lists

FAQ

Can Daze affect a 5-HD humanoid?

No. The PF1e and 3.5e spell stops at 4 HD.

Does Pathfinder Daze work repeatedly on the same target?

Not immediately. After the spell successfully dazes a creature, that creature is immune to Daze for 1 minute.

Is the target helpless?

No. Dazed prevents actions but does not make the target helpless or stunned.

Using Daze in Play

Daze is a tempo spell rather than a damage spell. Use it to deny a weak opponent a crucial action, interrupt a pursuit, or create one round of breathing room while the party changes position. Its creature and Hit-Dice limits differ by legacy edition, so use only the selected rules panel.

Sources and Licensing

Pathfinder Roleplaying Game and Revised System Reference Document rules material identified as Open Game Content is used under the Open Game License v1.0a. Original explanations, comparisons, rulings and setting material are SpiralWorlds editorial material except where another credit is stated.

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System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.

Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

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