Owen K.C. Stephens's Blog, page 4

September 16, 2023

Alternate Bravery Feature for Fighters in Pathfinder 1st ed

What if bravery wasn’t about a bonus to saves. What if it was about doing what needed to be done, even if suffering fear?

Bravery (Ex): When suffering the frightened condition, you may choose to act normally. If you make this choice, the penalties from being frightened increase to -3. If you are 7th level or higher, you may also choose to act normally when panicked. If you make this choice, the penalties from being panicked increase to -4.

Support I am fighting cancer. I’m currently on chemo, and likely will be for months. The total cost of my treatment is high, and constantly rising, despite my having insurance.

If you want to help me cover cancer treatment costs, right now, the main way to offer your support is to purchase the Fight Owen’s Cancer megabundle, which offers $1000 worth of material, 355 pdfs from 15 companies, for just $40!

 •  0 comments  •  flag
Share on Twitter
Published on September 16, 2023 09:38

September 15, 2023

Lost England: A Setting for Pulp ttRPGs

The Year is 1896, and England is Lost.

The cities are overrun with undead, clans of simians, giant rats, lycanthropes, and vaguely Egyptian-themed cults. The government has fled to Canada. The countryside is marginally less dangerous, with some rural districts, parishes, and walled townships holding out, and a few odd individuals somehow making due in individual homes and huts.

Expeditions into the Blighted Counties are undertaken for numerous reasons. Some seek to understand how things got so bad here, as opposed to anywhere else in the world. Others seek to rescue family or friends, recover heirlooms or lab notes, take back artifacts looted by various English authorities from other countries over the centuries, or even try to carve out independent territories.

Official expeditions are launched from Scotland, but nearly anyone can set out from France or Independent Ireland to explore Lost England… though those nations are more cautious about who they allow back in after being exposed to the English Problem. But with little to no regulation in England itself, and a thriving black market for English relics and lab notes, individuals who aren’t able to live the lives they want anywhere else find they are accepted by the Anglo-Expedition community. The biggest gathering places for those freelancers who dare to set foot on English soil are Camp Gris-Nez in France, and Greystones in Ireland (where the best explorers often gain patronage from Elizabeth Hawkins-Whitshed, better known as Lizzie Le Blond).

Adventurers, explorers, occultists, and looters from all over the world flood to these places in preparation for delving into Lost England.

(Art by Jeshields)

A Timeline

1726 — Serbian soldier Arnold Paole becomes a vampire after death, killing at least 16 people. Numerous European scholars and doctors investigate this case, and it is even written up in the London Journal, firmly establishing vampires as real, but something that “only happens in the East.”

1798 — The British army seizes Egyptian artifacts from Napoleon after his defeat at the Battle of the Nile. rather than return any of these artifacts to their native cultures, they are handed over to the British Museum. These artifacts include the mummy and Queen Nytocris, and a cult of Engish zealots begins to worship her.

1819 — Lady Aubry Mercer exposes and kills the vampire Lord Ruthven in London, proving vampires are not just a foreign phenomenon anymore, if they ever were.

1831 — British Naval officer and explorer Sir James Clark Ross plants a British flag at the magnetic North Pole. Rumors persist that during this trip an icelocked ship was found that contained the lost Swiss scientist Victor Frankenstein, and all his notes.

1840 — An orangutan commits murders in the Rue Morgue. The simian is traced back to an expedition to Africa funded by Lord Greystoke, where numerous animals were caged and brought back. Over the next decades, more and more highly-intelligent simians are brought from Africa by Greystoke, and many escape and manage to avoid capture. The traveling lord’s ship wrecks off the coast of Africa in the decades to follow, and his whole family is killed. Larger and larger groups of apes, chimpanzees, and orangutans begin to

1845 — Varney the Vampire carries on an extensive campaign of terror in Bath, England. He is the first confirmed case of a native Englishman contracting (and perpetuating) vampirism.

1851 — At the Great London Exhibition, numerous reanimated corpses of animals and Irishmen are presented as proof that Doctor Victor Frankenstein’s research was completed, and that the British Government has mastered it. Numerous cases of mysterious creatures and unexplained murder over the following decades are attributed to rogue Reanimated escaping government control, though none of the accusations are proven, and the government vigorously denies them.

1853 — Numerous “Strange Disturbances” begin to be documented in Ireland, the most famous of which was a ghostly haunting in Dublin on Aungier Street. Spiritual contacts become increasingly common in Ireland, and then the Isle of Man and Scotland.

1860 — Doctors investigating a plague in rural Cornwall discover it is caused by zombies that have been raised by a local squire to serve as cheap and uncomplaining mining labor. though the government claims all the zombies were destroyed, numerous other landlords and captains of industry take up the practice of using mindless animate dead in place of living workers, and in several cases the animate dead break lose and begin to multiple in back country regions.

1863 — “Brag Madness” sweeps England, as apparently at random people dress up as specific playing cards (sometimes forming gangs), and then go about beheading people while committing other violent crimes, in a process they call “taking tricks.” No origin of Brag madness is found, though most of the afflicted seem to have close contact with cats and/or rabbits in their daily lives.

1871 — ‘Spirit-medium’ Mademoiselle Odin, who claims to have studied at the Paris Conservatoire, appears in Stratford with a show that includes her unlocking boxes without touching them, juggling balls of fire, and floating her body from the stage to the balcony. Conjurors, illusionists, and mediums grow increasingly accepted, as the Paris Conservatoire undertakes to train them, as do Trinity College Dublin and the University of Glasgow (the later famously training middle-class students to learn “practical conjuring,” resulting in magicians-for-hire known as “Hillhead Sorcerors.”).

1885 — King Soloman’s Mines are discovered, and extensively looted for artifacts which are taken to the British Museum. Many of the artifacts are rumored to be cursed, contain trapped demons, or both. The mortality rate at the British Museum increases every year that follows, and by 1889 it is the most deadly job in Great Britain.

1887 — A new drug, “Jackal,” begins to significantly rise in popularity in England. The effects are similar to laudanum, with two important differences. First, while inebriated, the subject feels a strong compunction to engage in and promote ethical and modest behavior, Secondly, when an addict used to high does is denied them, they become a licentious, angry, criminally-minded individual with great strength and agility. “Wild Jackals” begin to run rampant through major English cities.

1888 — Jack the Ripper terrorized Whitechapel through to 1891. When the killings stoop after a massive military operation, it becomes commonly believed that the Ripper was a member of royalty, possibly infect by zombism or suffer Jackal withdrawal. When similar killings spread to dozens of neighborhoods in major cities throughout England in 1892, riots become a weekly occurrence as people demand the royal family prove they are not responsible.

1889 — The ship Matilda Briggs comes to the Royal Albert Dock in Liverpool with no sign of living crew. An investigation reveals a Giant Rat of Sumatra was onboard, bred a massive brood of up-to-5-foot-long rats, and ate anything else living on the ship. Though the Matilda Briggs is burned, giant rats take over Liverpool within months, and the city is abandoned, and walled off.

1891 — A minor nobleman in Llanwelly, Wales is exposed as a lycanthrope. Though he is eventually killed, it is not before he infects numerous members of Scotland Yard, who then pass the infection far and wide.

1893 — Amid the growing chaos, and some claim in an effort to break some of the curses that seem to have attached to nobles in all levels of the British Government, the Irish Second Home Rule Bill passes. Ireland develops a government for all domestic issues.

Also in 1893, Count Dracula arrives in Whitby, North Yorkshire. Though the Count is eventually driven off, Whitby is overrun by wolves, rats, and zombies, and is abandoned.

1894 — The Cult of Nytocris attempts to kidnap Princess Beatrice Mary Victoria Feodore, in order to sacrifice her to resurrect Queen Nytocris. Buckingham Palace falls. London is overrun by ghouls, though whether these “blighters” are in league with the Cult, or a vampire, or are part of an evolved zombie outbreak is unclear. Queen Victoria is evacuated, and for safety taken to Canada. Military expeditions are sent in to reclaim London, but the major cities of England continue to fall, to clans of militant simians, various English diabolist and necromancer cults, packs of giant rats, lycanthropes, and vampire warlords.

1895 — It is clear the United Kingdom lacks the forces needed to reclaim England. Sea water seems to hold most of the various creatures stalking the big cities and much of the open lands at bay. A 76-mile long military quarantine and forbidden zone is set up along Hadrian’s Wall, and though Scotland suffers incursions and incidents, they are limited compared to the total collapse in England.

1896 — Lost England setting.

Support
I am fighting cancer. I’m currently on chemo, and likely will be for months. The total cost of my treatment is high, and constantly rising, despite my having insurance.

If you want to help me cover cancer treatment costs, right now, the main way to offer your support is to purchase the Fight Owen’s Cancer megabundle, which offers $1000 worth of material, 355 pdfs from 15 companies, for just $40!

 •  0 comments  •  flag
Share on Twitter
Published on September 15, 2023 12:55

September 8, 2023

Form of the Dragon, Lesser, Minor, & Slightest For Pathfinder 1e

Form of the Dragon I is a great and popular 6th level spell. But a lot of campaigns don’t reach the character level when it’s available, or if they do end soon thereafter, and a lot of players build characters with strong ties to dragons. So, what would it take to make lower-level form of the dragon spells?

Presented here are 3rd, 4th, and 5th-level versions (slightest, minor, and lesser) of the form of the dragon spell (and it’s ‘alien’ and ‘esoteric’ versions.)

(Art by Dusan Kostic)

Form of the Dragon, Lesser

School transmutation (polymorph); Level alchemist 5, druid 5, magus 5, psychic 5, shaman 5, wizard 5
Casting Time 1 standard action
Components V, S, M (a scale of the dragon type you assume)
Range personal
Target you
Duration 1 min./level (D)
Saving Throw see below; Spell Resistance no

You become a Medium chromatic, esoteric, imperial, metallic, outer, or primal dragon. When you learn this spell you must select what type of dragon you can become. If this spell is gained off the druid or shaman spell lists, you can only select a primal dragon. If this spell is gained off the psychic spell list, you can only select an esoteric dragon. If you have a draconic bloodline, you must select the same type of dragon as your bloodline.

You gain a +2 size bonus to Strength, a +2 size bonus to Constitution, a +2 natural armor bonus, fly 30 feet (poor), darkvision 60 feet, a breath weapon, and resistance to one element. You also gain one bite (1d8), two claws (1d6), and two wing attacks (1d4). Your breath weapon and resistance depend on the type of dragon. You can only use the breath weapon once per casting of this spell. Unless otherwise noted all breath weapons deal 6d6 points of damage and allow a Reflex save for half damage. In addition, some of the dragon types grant additional abilities, as noted below.

Astral Dragon: 30-foot cone of force (damage dice are d3s instead of d6s), psychic resilience (Pathfinder RPG Bestiary 5).

Black dragon: 60-foot line of acid, resist acid 15, swim 60 feet

Blue dragon: 60-foot line of electricity, resist electricity 15, burrow 20 feet

Brass dragon: 60-foot line of fire, resist fire 15, burrow 30 feet, vulnerability to cold

Brine Dragon: 60-foot line of acid, acid resistance 15, swim 60 feet

Bronze dragon: 60-foot line of electricity, resist electricity 15, swim 60 feet

Cloud Dragon: 30-foot cone of electricity, electricity resistance 15, swim 40 feet

Copper dragon: 60-foot line of acid, resist acid 20, spider climb (always active)

Crystal Dragon: 30-foot cone of sonic (damage dice are d3s instead of d6s), sonic resistance 20, climb 20 feet, burrow 20 feet

Dream Dragon: 30-foot cone of electricity, dream fortress, dreamsight (Bestiary 5).

Etheric Dragon: 30-foot line of force (damage dice are d3s instead of d6s), gaseous form (only when taking no actions other than move actions for a round, and only for a maximum of 1 round/2 caster levels for each casting of lesser form of the alien dragon)

Forest Dragon: 30-foot cone of piercing, burrow 10 feet, climb 30 feet

Gold dragon: 30-foot cone of fire, resist fire 15, swim 60 feet

Green dragon: 30-foot cone of acid, resist acid 15, swim 40 feet

Lunar Dragon: 60-foot line of cold, cold resistance 15, burrow 20 feet.

Magma Dragon: 30-foot cone of fire, fire resistance 15, vulnerability to cold

Nightmare Dragon: 30-foot cone of acid, see in darkness, +4 on saves vs. mind-affecting effects

Occult Dragon: 30-foot cone of cold or fire, +4 resistance bonus on saving throws against evil spells and effects, natural armor bonus to AC increases to +6

Red dragon: 30-foot cone of fire, resist fire 30, vulnerability to cold

Sea Dragon: 30-foot cone of fire, electricity resistance 15, swim 40 feet

Silver dragon: 30-foot cone of cold, resist cold 30, vulnerability to fire

Sky Dragon: 30-foot cone of electricity, electricity resistance 15, improve fly speed maneuverability to average

Solar Dragon: 60-foot line of fire, fire resistance 20, vulnerability to cold

Sovereign Dragon: 30-foot cone of sonic (damage dice are d4s instead of d6s), spell resistance equal to 13 + the spell’s level

Time Dragon: 30-foot cone of electricity, cold resistance 15, +4 bonus on initiative checks

Umbral Dragon: 30-foot cone of negative energy (damage dice are d4s instead of d6s; doesn’t heal undead creatures), cold resistance 15, +4 on saves vs. death effects

Underworld Dragon: 30-foot cone of fire, fire resistance 15, vulnerability to cold, burrow 20 feet

Void Dragon: 30-foot cone of cold, cold resistance 15, +4 bonus on saves vs. emotion spells and effects

Vortex Dragon: 30-foot cone of fire, fire resistance 20, vulnerability to cold

White dragon: 30-foot cone of cold, resist cold 15, swim 60 feet, vulnerability to fire

Form of the Dragon, Minor

School transmutation (polymorph); Level alchemist 4, antipaladin 4, bloodrager 4, druid 4, magus 4, paladin 4, psychic 4, shaman 4, wizard 4
Casting Time 1 standard action
Components V, S, M (a scale of the dragon type you assume)
Range personal
Target you
Duration 1 min./level (D)
Saving Throw see below; Spell Resistance no

You become a Medium chromatic, esoteric, imperial, metallic, outer, or primal dragon. When you learn this spell you must select what type of dragon you can become. If this spell is gained off the antipaladin spell list, you can only select a black, forest, umbral, or white dragon. If this spell is gained off the druid or shaman spell lists, you can only select a primal dragon. If this spell is gained off the paladin spell list, you can only select a bronze, gold, silver, or sky dragon. If this spell is gained off the psychic spell list, you can only select an esoteric dragon. If you have a draconic bloodline, you must select the same type of dragon as your bloodline.

You gain a +2 size bonus to Strength, a +2 natural armor bonus, fly 30 feet (poor), darkvision 30 feet, a breath weapon, and resistance to one element. You also gain one bite (1d6), two claws (1d4), and two wing attacks (1d3). Your breath weapon and resistance depend on the type of dragon. You can only use the breath weapon once per casting of this spell. Unless otherwise noted all breath weapons deal 5d6 points of damage and allow a Reflex save for half damage. In addition, some of the dragon types grant additional abilities, as noted below.

Astral Dragon: 25-foot cone of force (damage dice are d3s instead of d6s), psychic resilience (Pathfinder RPG Bestiary 5).

Black dragon: 40-foot line of acid, resist acid 10, swim 60 feet

Blue dragon: 40-foot line of electricity, resist electricity 10, burrow 20 feet

Brass dragon: 40-foot line of fire, resist fire 10, burrow 30 feet, vulnerability to cold

Brine Dragon: 40-foot line of acid, acid resistance 10, swim 60 feet

Bronze dragon: 40-foot line of electricity, resist electricity 10, swim 60 feet

Cloud Dragon: 20-foot cone of electricity, electricity resistance 10, swim 40 feet

Copper dragon: 40-foot line of acid, resist acid 15, climb 30 feet

Crystal Dragon: 20-foot cone of sonic (damage dice are d3s instead of d6s), sonic resistance 15, climb 20 feet, burrow 20 feet

Dream Dragon: 20-foot cone of electricity, dreamsight (Bestiary 5).

Etheric Dragon: 20-foot line of force (damage dice are d3s instead of d6s), gaseous form (only when taking no actions other than move actions for a round, and only for a maximum of 4 rounds for each casting of minor form of the alien dragon)

Forest Dragon: 20-foot cone of piercing, burrow 10 feet, climb 30 feet

Gold dragon: 20-foot cone of fire, resist fire 10, swim 60 feet

Green dragon: 20-foot cone of acid, resist acid 10, swim 40 feet

Lunar Dragon: 40-foot line of cold, cold resistance 10, burrow 20 feet.

Magma Dragon: 20-foot cone of fire, fire resistance 15, vulnerability to cold

Nightmare Dragon: 20-foot cone of acid, see in darkness, +2 on saves vs. mind-affecting effects

Occult Dragon: 20-foot cone of cold or fire, +2 resistance bonus on saving throws against evil spells and effects, natural armor bonus to AC increases to +4

Red dragon: 20-foot cone of fire, resist fire 20, vulnerability to cold

Sea Dragon: 20-foot cone of fire, electricity resistance 10, swim 40 feet

Silver dragon: 20-foot cone of cold, resist cold 20, vulnerability to fire

Sky Dragon: 20-foot cone of electricity, electricity resistance 10, improve fly speed maneuverability to average

Solar Dragon: 40-foot line of fire, fire resistance 20, vulnerability to cold

Sovereign Dragon: 20-foot cone of sonic (damage dice are d4s instead of d6s), spell resistance equal to 11 + the spell’s level

Time Dragon: 20-foot cone of electricity, cold resistance 10, +2 bonus on initiative checks

Umbral Dragon: 20-foot cone of negative energy (damage dice are d4s instead of d6s; doesn’t heal undead creatures), cold resistance 10, +2 on saves vs. death effects

Underworld Dragon: 20-foot cone of fire, fire resistance 10, vulnerability to cold, burrow 20 feet

Void Dragon: 20-foot cone of cold, cold resistance 10, +2 bonus on saves vs. emotion spells and effects

Vortex Dragon: 20-foot cone of fire, fire resistance 15, vulnerability to cold

White dragon: 20-foot cone of cold, resist cold 10, swim 60 feet, vulnerability to fire

Form of the Dragon, Slightest

School transmutation (polymorph); Level alchemist 3, antipaladin 3, bloodrager 3, druid 3, magus 3, paladin 3, psychic 3, shaman 3, wizard 3
Casting Time 1 standard action
Components V, S, M (a scale of the dragon type you assume)
Range personal
Target you
Duration 1 round/level (D)
Saving Throw see below; Spell Resistance no

You become a Medium chromatic, esoteric, imperial, metallic, outer, or primal dragon. When you learn this spell you must select what type of dragon you can become. If this spell is gained off the antipaladin spell list, you can only select a black, forest, umbral, or white dragon. If this spell is gained off the druid or shaman spell lists, you can only select a primal dragon. If this spell is gained off the paladin spell list, you can only select a bronze, gold, silver, or sky dragon. If this spell is gained off the psychic spell list, you can only select an esoteric dragon. If you have a draconic bloodline, you must select the same type of dragon as your bloodline.

You gain a +2 size bonus to Strength, a +1 natural armor bonus, fly 20 feet (poor), darkvision 30 feet, a breath weapon, and resistance to one element. You also gain one bite (1d6), and two claw attacks (1d4). Your breath weapon and resistance depend on the type of dragon. You can only use the breath weapon once per casting of this spell. Unless otherwise noted all breath weapons deal 4d6 points of damage and allow a Reflex save for half damage. In addition, some of the dragon types grant additional abilities, as noted below.

Astral Dragon: 20-foot cone of force (damage dice are d3s instead of d6s), +2 to saves vs. mind-affecting affects.

Black dragon: 30-foot line of acid, resist acid 5, swim 30 feet

Blue dragon: 30-foot line of electricity, resist electricity 5, burrow 10 feet

Brass dragon: 30-foot line of fire, resist fire 10, burrow 10 feet, vulnerability to cold

Brine Dragon: 30-foot line of acid, acid resistance 5, swim 30 feet

Bronze dragon: 30-foot line of electricity, resist electricity 5, swim 30 feet

Cloud Dragon: 15-foot cone of electricity, electricity resistance 5, swim 20 feet

Copper dragon: 30-foot line of acid, resist acid 10, climb 15 feet

Crystal Dragon: 15-foot cone of sonic (damage dice are d3s instead of d6s), sonic resistance 10, climb 10 feet, burrow 10 feet

Dream Dragon: 15-foot cone of electricity, dreamsight (Bestiary 5).

Etheric Dragon: 20-foot line of force (damage dice are d3s instead of d6s)

Forest Dragon: 15-foot cone of piercing, burrow 5 feet, climb 15 feet

Gold dragon: 15-foot cone of fire, resist fire 5, swim 30 feet

Green dragon: 15-foot cone of acid, resist acid 5, swim 20 feet

Lunar Dragon: 20-foot line of cold, cold resistance 5, burrow 10 feet

Magma Dragon: 15-foot cone of fire, fire resistance 10, vulnerability to cold

Nightmare Dragon: 15-foot cone of acid, darkvision increases to 60 feet, +1 on saves vs. mind-affecting effects

Occult Dragon: 15-foot cone of cold or fire, +1 resistance bonus on saving throws against evil spells and effects, natural armor bonus to AC increases to +2

Red dragon: 15-foot cone of fire, resist fire 10, vulnerability to cold

Sea Dragon: 15-foot cone of fire, electricity resistance 5, swim 20 feet

Silver dragon: 15-foot cone of cold, resist cold 10, vulnerability to fire

Sky Dragon: 15-foot cone of electricity, electricity resistance 5, improve fly speed maneuverability to average

Solar Dragon: 30-foot line of fire, fire resistance 10, vulnerability to cold

Sovereign Dragon: 15-foot cone of sonic (damage dice are d4s instead of d6s), spell resistance equal to 11 + the spell’s level

Time Dragon: 15-foot cone of electricity, cold resistance 5, +1 bonus on initiative checks

Umbral Dragon: 15-foot cone of negative energy (damage dice are d4s instead of d6s; doesn’t heal undead creatures), cold resistance 5, +1 on saves vs. death effects

Underworld Dragon: 15-foot cone of fire, fire resistance 5, vulnerability to cold, burrow 10 feet

Void Dragon: 15-foot cone of cold, cold resistance 5, +1 bonus on saves vs. emotion spells and effects

Vortex Dragon: 15-foot cone of fire, fire resistance 10, vulnerability to cold

White dragon: 15-foot cone of cold, resist cold 5, swim 30 feet, vulnerability to fire

Support
I am fighting cancer. I’m currently on chemo, and likely will be for months. The total cost of my treatment is high, and constantly rising, despite my having insurance.

If you want to help me cover cancer treatment costs, right now, the main way to offer your support is to purchase Like A Boss, a charity project that friends and colleagues within the game industry created to help pay my medical costs. You can pick it up here or here.

Other options are to join (or increase your pledge level to) my Patreon or, if you prefer, donate directly through my Ko-Fi account – https://ko-fi.com/owenkcstephens

 •  0 comments  •  flag
Share on Twitter
Published on September 08, 2023 15:55

September 7, 2023

Hasty 9th-Level Spells for Pathfinder 1st-edition

So, here we are, 9th-level hasty spells for Pathfinder 1st edition. At least for now this is the end of this series, but DO expect to see a revised and expanded version show up as a Rogue Genius Games product soon! You can find the core rules for hasty spells here.

So, here comes Hasty Meteor Swarm

(Art by Iobard)

Archmage’s Spellbane, Hasty
School
abjuration; Level wizard 9
Casting Time 1 swift action
Components V
Range 5 ft.
Area 5-ft.-radius emanation, centered on you
Duration 3 rounds
Saving Throw none; Spell Resistance see text

Created by the Archmage before they became a god, hasty archmage’s spellbane creates an area within which one spell selected by you simply does not function. Select one spell at the time of casting. The spell selected cannot be changed after the spell is cast. Hasty archmage’s spellbane otherwise functions like antimagic field, except its emanation only prevents the functioning of the selected spell. Only the exact spell mentioned is affected—a spellbane set to prevent the casting of summon nature’s ally II would not prevent castings of summon nature’s ally I or summon nature’s ally III. If you move into an area where a previously cast spell you have selected as a banned spell is in effect, that spell is affected as if by antimagic field. If the spell affects a summoned creature that has spell resistance, you must make a caster level check against the creature’s spell resistance to make it wink out.

Hasty archmage’s spellbane can even negate an antimagic field, another hasty archmage’s spellbane, or any spell that specifies immunity to antimagic field (such as wall of force, prismatic sphere, and prismatic wall). Multiple spellbane effects can overlap. Their effects stack, preventing the functioning of every spell targeted by any of the multiple spellbane emanations. Spell effects created by artifacts or deities cannot be suppressed by hasty archmage’s spellbane.

Bilocation, Hasty
School
conjuration (creation); Level psychic 8, wizard 9
Casting Time 1 swift action
Components V
Range close (25 ft. + 5 ft./2 levels)
Effect one duplicate
Duration 1 round
Saving Throw none; Spell Resistance no

The spell creates an identical copy of you, along with everything you wear and carry, anywhere you choose within range; you exist in two places at once until the spell ends. You and the duplicate use the same statistics and share the same resources. If the duplicate takes damage, for example, you deduct the damage from your hit point total. Similarly, if your duplicate expends a charge or daily use from a magic item you both wield, the charge or daily use is expended from the item you carry. If you or the duplicate drops or gives away something you’re carrying, the item disappears from the other body as well. This spell doesn’t duplicate artifacts; any you possess remain on you.

You perceive sensory information from your body and that of your duplicate simultaneously. The spell enables you to process the sensations so you don’t find them disorienting.

When you take any action, you choose which of your bodies performs the action, but both bodies share the same pool of actions. For instance, if you take a standard action to cast a spell, you can use either body as the point of origin, but the other body can’t also take a standard action that round. Likewise, if your duplicate takes a full-round action, you couldn’t take a standard or move action. Both bodies can take any number of free actions as usual; for example, both bodies could say different things or each drop a different item. If either body doesn’t move during the round, that body can either take a 5-foot step or move your speed once as a free action.

The two bodies are affected by attacks, spells, and effects as though they were one person, taking the worse effect when applicable (for example, if the bodies would be subject to differing effects due to being at different ranges). If both bodies are in the area of the same fireball, you would attempt the saving throw only once and take the damage only once. If one body is targeted by hold person, both would become paralyzed on a failed save. Both bodies count as a single creature for effects that target a specific number of creatures, and they can’t be chosen more than once for such effects. You do count your other body as another creature for most combat effects, such as flanking or determining cover. However, you don’t count as two unique creatures for the purposes of teamwork feats or effects you use that can target only creatures other than yourself.

When the spell ends, you decide whether you or your duplicate disappears. If you disappear, you become your duplicate. If you are carrying artifacts when you do this, they transfer with your consciousness.

Crushing Hand, Hasty
School
evocation [force]; Level psychic 9, wizard 9
Casting Time 1 swift action
Components V
Range short (25 ft. + 5 ft./2 levels)
Effect 10-ft.-hand
Duration 1 round
Saving Throw none; Spell Resistance yes

This spell functions as crushing hand, except as noted above. 

Dominate Monster, Hasty
School
enchantment (compulsion) [mind-affecting]; Level psychic 9, summoner 6, witch 9, wizard 9
Casting Time 1 swift action
Components V
Range touch
Target 1 creature touched
Duration 1 round/level
Saving Throw Will negates; Spell Resistance yes

This spell functions like dominate person, except as noted above and as follows. The effect is not restricted by creature type. Regardless of its feelings for you, the target will not attack any creature it considered an ally before you cast the spell, and will not aid any creature except you that it previously considered a foe. It will attack foes that attack it, regardless of your wishes. It receives a new saving throw at the end of each of its turns. If its save succeeds the spell ends at the beginning of the creature’s next turn. When the spell ends, the creature instinctively knows you dominated it, and at GM discretion its attitude toward you becomes hostile (modified by its previous relationship to you, how you used the charm power, diplomacy, and any other factor the GM cares to consider).

Fiery Body, Hasty
School
transmutation [fire]; Level wizard 9
Casting Time 1 standard action
Components V
Range personal
Target you
Duration 3 rounds

This spell transforms your body into living flame. You and your equipment are immune to fire damage, blindness, critical hits, ability score damage, deafness, disease, poison, stunning, and all spells that affect your physiology or respiration. You take 150% as much damage from cold than normal.

You gain a fly speed of 40 ft. (perfect maneuverability). Your unarmed attack deals an additional 1d6 points of fire damage, and you are considered armed when making unarmed attacks. Your body burns so brightly that creatures who do not avert their gaze from you are dazzled. Fire spells you cast have their save DCs increased by +1. If you enter water, you are surrounded by a 5-foot radius of steam and bubbles that grant you concealment (50% miss chance) but you take 2d6 points of damage each round you remain in water.

Heroic Invocation, Hasty
School
enchantment (compulsion) [mind-affecting]; Level psychic 9, witch 9, wizard 9
Casting Time 1 swift action
Components V
Range close (25 ft. + 5 ft./2 levels)
Target 1 creature per 3 levels within a 10-foot radius
Duration 1 round
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

You bestow heroic powers on all creatures subject to this spell. They gain a +4 morale bonus on attack and damage rolls, gain 2d8+4 temporary hit points, and become immune to both fear and charm effects for the spell’s duration. At the end of the spell’s duration, the subjects must make a Will save or become fatigued.

Massacre, Hasty
School
necromancy [death]; Level cleric 9, psychic 9, witch 9, wizard 9
Casting Time 1 swift action
Components V
Area 30-ft. line
Duration instantaneous
Saving Throw Fortitude negates; Spell Resistance yes

You unleash a wave of necromantic energy that snuffs out the life force of those in its path. This wave pulses out from you in a line 5 feet wide and 30 feet long. The wave visibly rips the souls from the bodies of those it passes through, which manifest as screaming, transparent versions of the affected creatures. The wave kills every living creature of 14 or fewer HD in the line, starting with the creature closest to you, to a maximum of 1d4 HD of creatures per 2 caster levels. No creature of 15 or more HD can be affected. If a creature succeeds at its saving throw or has too many HD, it still counts against the HD the spell can kill The wave continues to affect creatures as it rolls away from you until you either run out of HD to affect or reach the limit of the spell’s area.

Meteor Swarm, Hasty
School
evocation [fire]; Level wizard 9
Casting Time 1 swift action
Components V
Range short (20 ft. + 5 ft./level)
Area four 20-ft.-radius spreads, see text
Duration instantaneous
Saving Throw none or Reflex half, see text; Spell Resistance yes

This spell functions as meteor swarm, except as noted above and as follows. All its effects do half the damage of a true meteor swarm.

Time Stop, Hasty
School
transmutation; Level psychic 9, wizard 9
Casting Time 1 swift action
Components V
Range personal
Target you
Duration 1 round (apparent time); see text

This spell functions as time stop, except as noted above and as follows. While in the 1 round of the spell’s effect you cannot move from your location (willingly or unwillingly), and you cannot cast spells or use spell-like abilities.

Wish, Hasty
School
universal; Level psychic 9, wizard 9
Casting Time 1 swift action
Components V
Range see text
Target, Effect, Area see text
Duration see text
Saving Throw none, see text; Spell Resistance yes

A hasty wish lets you create a number of magic effects, but it lacks the power of a true wish. It does not count as wish for effects that refer to that spell. While it can be used to duplicate other spell effects (see below), it cannot duplicate any spell with a casting time greater than 1 round, or one with a material component with a cost. Any spell created by a hasty limited wish with a duration other than instantaneous has a maximum duration or 3 rounds.

Within those limitations, a hasty limited wish can:

Duplicate any sorcerer/wizard spell of 4th level or lower, provided the spell does not belong to one of your opposition schools.

Duplicate any non-sorcerer/wizard spell of 3rd level or lower, provided the spell does not belong to one of your opposition schools.

Duplicate any sorcerer/wizard spell of 3rd level or lower, even if it belongs to one of your opposition schools.

Duplicate any non-sorcerer/wizard spell of 2nd level or lower, even if it belongs to one of your opposition schools.

Suppress the harmful effects of many other spells that state they can be removed by a wish or limited wish, such as geas/quest or insanity. Such spells are suppressed for 1 round.

A duplicated spell allows saving throws and spell resistance as normal, but the save DC is for a 9th-level spell.

 •  0 comments  •  flag
Share on Twitter
Published on September 07, 2023 13:45

August 31, 2023

Hasty 8th-Level Spells for Pathfinder 1st-edition

Yep, 8th-level hasty spells for Pathfinder. Obviously, there’ll be at least ONE more of these articles. You can find the core rules for hasty spells here.

(Art by Анастасия Птицова)

Antipathy, Hasty
School
enchantment (compulsion) [emotion, mind-affecting]; Level druid 9, occultist 6, psychic 8, summoner 6, witch 8, wizard 8
Casting Time 1 swift action
Components V
Range touch
Target one location (up to a 10-ft. cube)
Duration 3 rounds
Saving Throw Will negates; Spell Resistance yes

This spell functions as antipathy except as noted above and as follows. It only functions on an area, not an object. It does not counter or dispel sympathy.

Earthquake, Hasty
School
evocation [earth]; Level cleric 8, druid 8, psychic 8, shaman 8
Casting Time 1 swift action
Components V
Range short (25 ft. + 5 ft./2 levels)
Area 5-ft.-radius spread (S)
Duration 1 round
Saving Throw see text; Spell Resistance no

This spell functions as earthquake, except as noted above and as follows. The vibrations are insufficient to force spellcasters to make concentration checks, and creatures within it can still move and attack. The effects by terrain deal half the damage listed in the earthquake spell, and any effect DC is reduced by 5. It does not create fissures, or pin creatures under rubble.

Form of the Dragon III, Hasty
School
transmutation (polymorph); Level wizard 8
Casting Time 1 swift action
Components V
Range personal
Target you
Duration 1 round

This spell functions as form of the dragon III except as noted above, and as follows. When you learn this spell, you must note what Huge chromatic or metallic dragon you can take the form of. To assume different forms requires learning the spell again. You do not gain the ability to use a breath weapon.

Alternatively, you can cast this spell so it functions as form of the dragon I in all regards.

Horrid Wilting, Hasty
School
necromancy; Level shaman 8, witch 8, wizard 8
Casting Time 1 swift action
Components V
Range short (25 ft. + 5 ft./2 levels)
Targets living creatures of your choice within a 20-foot diameter
Duration instantaneous
Saving Throw Fortitude half; Spell Resistance yes

This spell functions as horrid wilting except as noted above and as follows. It deals 1d6 points of damage per 2 caster levels (maximum 10d6). This spell is especially devastating to water elementals and plant creatures, which instead take 1d8 points of damage per 2 caster levels (maximum 10d8).

Irresistible Dance, Hasty
School
enchantment (compulsion) [mind-affecting]; Level bard 6, mesmerist 6, psychic 8, shaman 8, witch 8, wizard 8
Casting Time 1 swift action
Components V
Range touch
Target living creature touched
Duration 1 round
Saving Throw Will negates; Spell Resistance yes

This spell functions as irresistible dance except as noted above.

Mind Blank, Hasty
School
abjuration; Level psychic 7, witch 8, wizard 8
Casting Time 1 swift action
Components V
Range touch
Target one creature
Duration 3 rounds
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

This spell functions as mind blank, except as noted above.

Power Word Stun, Hasty
School
enchantment (compulsion) [mind-affecting]; Level psychic 8, witch 8, wizard 8
Casting Time 1 swift action
Components V
Range close (25 ft. + 5 ft./2 levels)
Target one creature with 75 hp or less
Duration see text
Saving Throw none; Spell Resistance yes

This spell functions as power word stun except as noted above, and as follows. Any creature that currently has 76 or more hit points is unaffected.

Hit Points Duration
25 or less 4d4 rounds
26-50 2d4 rounds
51-75 1d4 rounds

Prismatic Wall, Hasty
School
abjuration; Level psychic 8, wizard 8
Casting Time 1 swift action
Components V
Range close (25 ft. + 5 ft./2 levels)
Effect wall 4 ft./level wide, 2 ft./level high
Duration 3 rounds
Saving Throw see text; Spell Resistance see text

This spell functions as prismatic wall except as noted above, and as follows. It does not blind creatures of 8 HD or less. A creature, object, or effect trying to pass through the wall is affected by a single color, determined randomly. An antimagic field penetrates (and within its area neutralizes) the wall. There is no limit to how often you can use dispel magic and greater dispel magic against the wall, though each casting can only dispel one layer. Hasty prismatic wall cannot be made permanent with a permanency spell.

Sunburst, Hasty
School
evocation [light]; Level druid 8, shaman 8, wizard 8
Casting Time 1 swift action
Components V
Range short (25 ft. + 5 ft./2 levels)
Area 20-ft.-radius burst
Duration instantaneous
Saving Throw Reflex partial; see text; Spell Resistance yes

This spell functions as sunburst except as noted above and as follows. It dispels any darkness spells of lower than 5th level within its area, rather than those of 9th level and lower.

Sympathy, Hasty
School
enchantment (compulsion) [emotion, mind-affecting]; Level druid 9, occultist 6, psychic 8, summoner 6, witch 8, wizard 8
Casting Time 1 swift action
Components V
Range touch
Target one location (up to a 10-ft. cube)
Duration 3 rounds
Saving Throw Will negates; Spell Resistance yes

This spell functions as sympathy except as noted above and as follows. It only functions on an area, not an object. It does not counter or dispel antipathy.

Support
I am fighting cancer. I’m currently on chemo, and likely will be for months. The total cost of my treatment is high, and constantly rising, despite my having insurance.

If you want to help me cover cancer treatment costs, right now, the main way to offer your support is to purchase Like A Boss, a charity project that friends and colleagues within the game industry created to help pay my medical costs. You can pick it up here or here.

Other options are to join (or increase your pledge level to) my Patreon or, if you prefer, donate directly through my Ko-Fi account – https://ko-fi.com/owenkcstephens

 •  0 comments  •  flag
Share on Twitter
Published on August 31, 2023 15:54

August 29, 2023

Hasty 7th-Level Spells for Pathfinder 1st-edition

When I started hasty spells for Pathfinder, I wasn’t thinking in terms of “hasty limited wish,” but here we are! You can find the core rules for hasty spells here.

(Art by Николай Акатов)

Mage’s Sword, Hasty
School
evocation [force]; Level psychic 7, wizard 7
Casting Time 1 swift action
Components V
Range 5 feet
Effect one sword
Duration 1 round
Saving Throw none; Spell Resistance yes

This spell functions as mage’s sword, except as noted above

Form of the Dragon II, Hasty
School
transmutation (polymorph); Level wizard 7
Casting Time 1 swift action
Components V
Range personal
Target you
Duration 1 round

This spell functions as form of the dragon II except as noted above, and as follows. When you learn this spell, you must note what Large chromatic or metallic dragon you can take the form of. To assume different forms requires learning the spell again. You do not gain the ability to use a breath weapon.

Giant Form I, Hasty
School
transmutation (polymorph); Level wizard 7
Casting Time 1 swift action
Components V
Range personal
Target you
Duration 1 round

This spell functions as giant form I except as noted above, and as follows. When you learn this spell, you must note what Large humanoid you can take the form of. To assume different forms requires learning the spell again. You do not gain any energy resistance.

Limited Wish, Hasty
School
universal; Level psychic 7, wizard 7
Casting Time 1 swift action
Components V
Range see text
Target, Effect, Area see text
Duration see text
Saving Throw none, see text; Spell Resistance yes

A hasty limited wish lets you create a number of lesser magic effects, but it lacks the power of a true limited wish. It does not count as limited wish for effects that refer to that spell. While it can be used to duplicate other spell effects (see below), it cannot duplicate any spell with a casting time greater than 1 round, or one with a material component with a cost. Any spell created by a hasty limited wish with a duration other than instantaneous has a maximum duration or 3 rounds.

Within those limitations, a hasty limited wish can:

Duplicate any sorcerer/wizard spell of 2nd level or lower, provided the spell does not belong to one of your opposition schools.

Duplicate any non-sorcerer/wizard spell of 1st level or lower, provided the spell does not belong to one of your opposition schools.

Duplicate any sorcerer/wizard spell of 1st level or lower, even if it belongs to one of your opposition schools.

Duplicate any 0-level non-sorcerer/wizard spell, even if it belongs to one of your opposition schools.

A duplicated spell allows saving throws and spell resistance as normal, but the save DC is for a 7th-level spell.

Rampart, Hasty
School
conjuration (creation) [earth]; Level druid 7, wizard 7
Casting Time 1 swift action
Components V
Range short (25 ft. + 5 ft./2 levels)
Effect 5-ft.-high earthen wall, in a line up to 5 ft. long/2 levels, or a circle with radius of up to 3 ft. + 1 ft./2 levels
Duration 3 rounds
Saving Throw none; Spell Resistance no

You create a massive, temporary rampart of hard-packed earth and stone 5 feet thick. The rampart cannot be conjured so that it occupies the same space as another creature or object. Each 5-foot-wide section of the rampart has hardness 0 and 90 hit points. A section of the rampart whose hit points drop to 0 is breached. If a creature tries to break through the rampart with a single attack, the DC for the Strength check is 40. A creature can climb over the rampart with a DC 15 Climb check.

Scouring Winds, Hasty
School evocation [air, earth]; Level druid 7, witch 7, wizard 7
Casting Time 1 swift action
Components V
Range short (25 ft. + 5 ft./2 levels)
Effect sandstorm in 10-ft. radius, 10 ft. high
Duration 3 rounds
Saving Throw none; Spell Resistance yes (see text)

This spell brings forth a windstorm of stinging sand that blocks all vision. You can move the storm up to 10 feet each round as a move action. Any creature in the area takes 1d6 points of piercing damage each round. The area is considered a windstorm (see the wind effects table). If a creature with spell resistance successfully resists this spell, it is unaffected by the winds and sand, and can see creatures within 5 feet, but not those further away within the sandstorm.

Shadow Body, Hasty
School
transmutation (polymorph); Level spiritualist 5, witch 7, wizard 7
Casting Time 1 swift action
Components V
Range personal
Target you
Duration 1 round

You exchange the crude matter of your material body with the insubstantial essence of the Plane of Shadow, becoming a living shadow yourself. You are visible as an unattached shadow in bright light or normal light, but you gain total concealment in dim light or darkness. Against creatures with darkvision, you gain concealment rather than total concealment. Your shadow body is incorporeal for most purposes, though you can’t fly or pass through solid objects or creatures. However, you can move at your normal speed along any surface, including horizontal and vertical surfaces and liquids, and you are never slowed by difficult terrain. Your size doesn’t change.

You can speak and cast spells and perform mental actions, but you have no physical substance and cannot manipulate objects or attack physically. You can deliver touch spells and effects as if making an incorporeal touch attack. Your equipment merges with your shadow body, so you can’t cast spells with a material component unless those spells are prepared with Eschew Materials.

Walk through Space, Hasty
School
conjuration (teleportation); Level magus 6, psychic 7, summoner 6, witch 7, wizard 7
Casting Time 1 swift action
Components V
Range personal
Target you
Duration instantaneous

You teleport up to 30 feet. You must end this movement in an unoccupied space that you can stand on within line of sight. Alternatively, in the round after casting this spell you can spend a move action to teleport to a standing position from lying prone. Teleporting does not provoke attacks of opportunity.

Waves of Exhaustion, Hasty
School
necromancy; Level mesmerist 6, psychic 7, witch 7, wizard 7
Casting Time 1 swift action
Components V
Range 30 ft.
Area cone-shaped burst
Duration 1 round
Saving Throw no; Spell Resistance yes

This spell functions as waves of exhaustion except as noted above and as follows. The exhaustion can be dispelled and ends after the spell’s duration expires.

Waves of Ecstasy, Hasty
School
enchantment (compulsion) [emotion, mind-affecting]; Level bard 6, cleric 7, mesmerist 6, psychic 7, witch 7, wizard 7
Casting Time 1 swift action
Components V
Range 30 ft.
Area cone-shaped burst
Duration 1 round
Saving Throw Will negates; Spell Resistance yes

You emanate waves of intense pleasure that cause all targets within range to falter. Affected creatures are staggered for 1 round.

Support
I am fighting cancer. I’m currently on chemo, and likely will be for months. The total cost of my treatment is high, and constantly rising, despite my having insurance.

If you want to help me cover cancer treatment costs, right now, the main way to offer your support is to purchase Like A Boss, a charity project that friends and colleagues within the game industry created to help pay my medical costs. You can pick it up here or here.

Other options are to join (or increase your pledge level to) my Patreon or, if you prefer, donate directly through my Ko-Fi account – https://ko-fi.com/owenkcstephens

 •  0 comments  •  flag
Share on Twitter
Published on August 29, 2023 11:56

August 24, 2023

Hasty 6th-Level Spells for Pathfinder 1st-edition

Having done hasty spells for Pathfinder 1st ed for 0-level through 5th-level spells, I’m clearly going to go all the way through 9th. You can find the core rules for hasty spells here.

I accidentally did 11 spells rather than 10 so the odd one out, hasty greater heroism, is a Patreon exclusive. If you sign up for my Patreon you can get it and many other Patreon Exclusive posts!

(Art by warmtail)

Acid Fog, Hasty
School
conjuration (creation) [acid]; Level magus 6, summoner (unchained) 6, wizard 6
Casting Time 1 swift action
Components V
Range short (25 ft. + 5 ft./level)
Effect fog spreads in 10-ft. radius, 10 ft. high
Duration 3 rounds
Saving Throw none; Spell Resistance no

This spell functions as acid fog except as noted above, and as follows. Each round on your turn, starting when you cast the spell, the fog deals 2d4 points of acid damage to each creature and object within it.

Antimagic Field, Hasty
School
abjuration; Level cleric 8, occultist 6, psychic 7, wizard 6
Casting Time 1 swift action
Components V
Range 5 ft.
Area 5-ft.-radius emanation, centered on you
Duration 3 rounds
Saving Throw none; Spell Resistance see text

This spell functions as antimagic field except as noted above, and as follows. The hasty antimagic field does not move, and if you leave its area its duration ends. If a hasty antimagic field‘s area overlaps an antimagic field or another hasty antimagic field, its duration ends. (Two or more hasty antimagic fields overlapping ends all such spells.)

Chain Lightning, Hasty
School
evocation [electricity]; Level magus 6, occultist 6, witch 7, wizard 6
Casting Time 1 swift action
Components V
Range short (25 ft. + 5 ft./2 levels)
Targets one primary target, plus one secondary target/3 levels (each of which must be within 20 ft. of the primary target)
Duration instantaneous
Saving Throw Reflex half; Spell Resistance yes

This spell functions as chain lightning except as noted above and as follows. The primary bolt deals 1d4 points of electricity damage per 2 caster levels (maximum 10d4) to the primary target. After it strikes, lightning can arc to a number of secondary targets equal to your 1/3 caster level (maximum 6). The secondary bolts each strike one target and deal half as much damage as the primary bolt.

Disintegrate, Hasty
School
transmutation; Level magus 6, occultist 6, psychic 6, spiritualist 6, wizard 6
Casting Time 1 swift action
Components V
Range short (25 ft. + 5 ft./2 levels)
Effect ray
Duration instantaneous
Saving Throw Fortitude partial (object); Spell Resistance yes

This spell functions as disintegrate except as noted above and as follows. The spell does 1 point of damage, and creatures or objects that succeed at their saving throw are not turned to dust. Thus, the spell is primarily only of use against corpses and objects already reduced to 0 hit points.

Eyebite, Hasty
School
necromancy [emotion, pain]; Level bard 6, mesmerist 6, spiritualist 6, witch 6, wizard 6
Casting Time 1 swift action
Components V
Range close (25 ft. + 5 ft./2 levels)
Target one living creature
Duration 1 round/level (see text)
Saving Throw Fortitude negates; Spell Resistance yes

This spell functions as eyebite except as noted above and as follows. Once a creature has failed a saving throw, you cannot attempt to affect another creature. Double the HD of targets for purposes of determining how they are affected by a hasty eyebite. Effects last only until the end of the spell’s duration.

You must spend a swift action each round after the first to target a foe.

Form of the Dragon I, Hasty
School
transmutation (polymorph); Level magus 6, wizard 6
Casting Time 1 swift action
Components V
Range personal
Target you
Duration 1 round
Saving Throw see below; Spell Resistance no

This spell functions as form of the dragon I except as noted above, and as follows. When you learn this spell, you must note what Medium chromatic or metallic dragon you can take the form of. To assume different forms requires learning the spell again. You do not gain the ability to use a breath weapon.

Mislead, Hasty
School
illusion (figment, glamer); Level bard 5, magus 6, mesmerist 5, occultist 5, psychic 6, spiritualist 6, wizard 6
Casting Time 1 swift action
Components V
Range close (25 ft. + 5 ft./2 levels)
Target/Effect you/one illusory double
Duration 1 round
Saving Throw none or Will disbelief (if interacted with); see text; Spell Resistance no

You become invisible (as the invisibility spell, a glamer), and at the same time, an illusory double of you (as minor image, a figment) appears. You are then free to go elsewhere while your double moves away. The double appears within range but thereafter moves as you direct it. You can make the figment appear superimposed perfectly over your own body so that observers don’t notice an image appearing and you turning invisible. You and the figment can then move in different directions. The double moves at half your speed and can gesture as if it were real, but it cannot attack or cast spells (though it can pretend to do so) or create intelligible speech.

Redcap’s Touch, Hasty
School
transmutation; Level antipaladin 4, bloodrager 4, druid 6, ranger 4, shaman 6, witch 6, wizard
Casting Time 1 swift action, see text
Components V
Range personal
Target you
Duration 3 rounds

You can only cast this spell if you have killed a living creature this round. Your hat or other head-slot item (if any) is infused with the target’s blood, imparting malicious power. If your head-slot item had magic powers, they are suspended for the duration of this spell. If you have no head-slot item, your hair or hide or crest atop your head turns blood-red for the spell’s duration. You regain 1d4 hit points upon casting the spell, and gain a +2 bonus on damage rolls for its duration.

Tar Pool, Hasty
School
transmutation [earth, fire]; Level druid 6, hunter 6, sorcerer 6, summoner 5, summoner (unchained) 6, wizard 6
Casting Time 1 swift action
Components V
Range 5 feet
Area 1 5-ft. square
Duration 3 rounds
Saving Throw Reflex partial, see text; Spell Resistance no

You convert a layer of the ground of a single 5-foot square adjacent to you into hot tar. Creatures in the area when the tar appears take 1d4 points of fire damage per three caster levels (maximum of 7d4) and must succeed at a Reflex save or become entangled. An entangled creature receives a saving throw each round to free itself from the tar, and can also attempt to free itself by spending a move action to attempt a Strength check or Escape Artist check (DC = spell saving throw DC).

It costs 2 squares of movement to this square, and the DC of Acrobatics checks within it increases by 5. The area is difficult terrain. A creature that moves into or starts its turn in the area takes 1d6 points of fire damage and must reattempt this Reflex save or become entangled. A creature that falls prone in the area takes a –4 penalty on its Reflex save against the tar and on Strength and Escape Artist checks to escape the tar.

Wither Limb, Hasty
School
necromancy; Level cleric 6, inquisitor 6, shaman 6, spiritualist 6, witch 6, wizard 6
Casting Time 1 swift action
Components V
Range touch
Target living creature touched
Duration 3 rounds
Saving Throw Fortitude negates; Spell Resistance yes

You cause one limb of the target to shrivel and weaken. Wither limb affects only living creatures of the humanoid or monstrous humanoid type, or similar bipedal creatures at the GM’s discretion. You choose the limb affected. This spell’s effects stack, until all a target’s arms and legs (or equivalent limbs) are withered. The effects last until the target’s limb is restored by heal, limited wish, miracle, regenerate, or wish; or until the spell’s duration ends (or is dispelled).

Arm: The target loses the use of one arm, which might affect what weapons and shields it can use. The creature must immediately drop all objects held in the withered limb, though it can shift a two-handed weapon it is holding in both hands to a remaining arm as an immediate action. Worn objects— gauntlets, rings, and magic items in the wrist slot—remain. This prevents the creature from using two-weapon fighting, claw attacks from that arm, and so on. If multiple castings of this spell wither all of a creature’s arms, it can’t manipulate objects or cast spells requiring somatic components.

Leg: The creature’s movement speeds are halved, except for flying or other speeds that don’t involve its legs. If multiple castings of this spell wither all of a creature’s legs, it can only crawl at a speed of 5 feet each round.

Wing: The creature loses access to any fly speed that depends on its wings if even a single wing is withered.

Support
I am fighting cancer. I’m currently on chemo, and likely will be for months. The total cost of my treatment is high, and constantly rising, despite my having insurance.

If you want to help me cover cancer treatment costs, right now, the main way to offer your support is to purchase Like A Boss, a charity project that friends and colleagues within the game industry created to help pay my medical costs. You can pick it up here or here.

Other options are to join (or increase your pledge level to) my Patreon or, if you prefer, donate directly through my Ko-Fi account – https://ko-fi.com/owenkcstephens

 •  0 comments  •  flag
Share on Twitter
Published on August 24, 2023 15:28

August 22, 2023

Hasty 5th-Level Spells for Pathfinder 1st-edition

We’ve now done hasty spells for Pathfinder 1st ed for 0-level through 5th-level spells. You can find the core rules for hasty spells here. For no particular reason, I did 15 5th-level spells, rather than just 10.

These are extremely popular, but I’m not getting a ton of specific feedback. Do you like getting more spells per spell level? fewer? Little cultural tidbits like I did for 4th-level spells, or not?

(Art by ヴィダル)

Acidic Spray, Hasty
School conjuration (creation) [acid]; Level magus 5, wizard 5
Casting Time 1 swift action
Components V
Range 30 ft.
Effect 30-ft. line
Duration instantaneous
Saving Throw Reflex partial (see text); Spell Resistance yes

A spray of acid erupts from your outstretched hand, dealing 1d4 points of acid damage per 2 caster levels (maximum 7d4) to each creature within its area (Reflex half). This acid continues to burn for 1 round, dealing an additional 2d6 points of acid damage to any creature that failed its saving throw against the spell (a second Reflex save on the creature’s turn negates this additional damage).

Animal Growth, Hasty
School transmutation; Level druid 5, ranger 4, shaman 5, wizard 5
Casting Time 1 swift action
Components V
Range short (25 ft. + 5 ft./2 levels)
Target one animal (Huge or smaller)
Duration 3 rounds
Saving Throw Fortitude negates; Spell Resistance yes

This spell functions as animal growth, except as noted above.

Banishing Blade, Hasty
School abjuration; Level antipaladin 4, bloodrager 4, inquisitor 5, magus 5, medium 4, paladin 4, shaman 5, spiritualist 5, summoner 5, wizard 5
Casting Time 1 swift action
Components V
Range touch
Effect one melee weapon touched
Duration 3 rounds/level
Saving Throw none; Spell Resistance yes

You imbue a weapon with the power to drive foes back. The first time the weapon strikes a creature, the weapon attempts a free bull rush combat maneuver check against that creature. This does not provoke attacks of opportunity. The combat maneuver for the bull rush is equal to 1d20 + your caster level. You do not have to move to push creatures more than 5 feet with this bull rush.

Calm Air, Hasty
School abjuration [air]; Level druid 4, summoner 4, summoner (unchained) 4, wizard 5
Casting Time 1 swift action
Components V
Range short (25 ft. + 5 ft./2 levels)
Area cylinder (5-ft./level radius, 40 ft. high)
Duration 3 rounds
Saving Throw none (object); Spell Resistance no (object)

This spell calms the air and disperses fog, dust, and other particles. The wind force in the area is reduced in strength by one step per 5 caster levels (to a minimum wind force of “light”) and clouds are dispersed, although parts of nonmagical clouds that extend beyond the area are not affected. If a magical cloud or wind’s point of origin is inside the area of a hasty calm air spell, the whole effect is suppressed; otherwise, only the part inside the area is suppressed. Suppression still counts against the duration of a wind or cloud effect. Magical wind and cloud effects are suppressed only if you succeed at a caster level check (DC 14 + effect’s caster level).

Caustic Blood, Hasty
School transmutation [acid]; Level bloodrager 4, cleric 5, druid 4, magus 4, summoner 4, summoner (unchained) 4, wizard 5
Casting Time 1 swift action
Components V
Range personal
Target you
Duration 3 rounds
Saving Throw Reflex half or negates, see text; Spell Resistance no

You imbue your blood with corrosive acid. The next time time you take piercing or slashing damage, a spray of acidic blood spurts from your body in the direction of the opponent who inflicted the wound, dealing 1d4 points of acid damage per two caster levels (maximum 10d4, Reflex half). The spell then ends.

The acid spurt travels in a 10-foot line, damaging the first creature or object it touches, with no splash damage. After it contacts a creature or object, your acidic blood continues to burn that creature for 1 round, dealing 1d4 points of acid damage per 3 caster levels (maximum 7d4). A second successful Reflex save negates this additional damage.

Cone of Cold, Hasty
School evocation [cold]; Level magus 5, occultist 5, shaman 6, witch 6, wizard 5
Casting Time 1 swift action
Components V
Range 30 ft.
Area cone-shaped burst
Duration instantaneous
Saving Throw Reflex negates; Spell Resistance yes

Hasty cone of cold creates an area filled with wisps ofof extreme cold, originating at your hand and extending outward in a cone. It drains heat, dealing 1d4 points of cold damage per 2 caster levels (maximum 7d4).

Dismissal, Hasty
School abjuration; Level cleric 4, inquisitor 4, medium 4, occultist 4, oracle 4, psychic 5, shaman 4, spiritualist 5, summoner 4, summoner (unchained) 5, wizard 5
Casting Time 1 swift action
Components V
Range touch
Target one living extraplanar creature touched
Duration instantaneous
Saving Throw Fortitude or Will negates; see text; Spell Resistance yes

This spell forces an extraplanar creature with no more HD than your caster level back to its proper plane if it fails a Fortitude or Will save(the creature rolls whichever saving throw is better for it). If the spell is successful, the creature is instantly whisked away, but there is a 20% chance of actually sending the subject to a plane other than its own.

Fire Snake, Hasty
School evocation [fire]; Level druid 5, magus 5, occultist 5, wizard 5
Casting Time 1 swift action
Components V
Range 30 ft.
Area see text
Duration instantaneous
Saving Throw Reflex half; Spell Resistance yes

You create a sinuous line of flames that you may shape as desired. The fire snake affects one 5-foot square per 2 caster levels, and each square must be adjacent to the previous square, starting with you. The fire snake may not extend beyond its maximum range. Creatures in the path of the fire snake take 1d4 points of fire damage per 2 caster levels (maximum 7d4).

Glimpse of Truth, Hasty
School divination; Level cleric 4, druid 5, inquisitor 4, magus 5, medium 3, occultist 4, psychic 4, shaman 4, spiritualist 5, witch 5, wizard 5
Casting Time 1 swift action
Components V
Range personal
Target you
Duration instantaneous
Saving Throw none; Spell Resistance no

This spell functions like true seeing, except as noted above and as follows. You must select which of the following things you wish to see as they truly are — sees through normal and magical darkness; notices secret doors hidden by magic; see invisible creatures or objects normally; sees through other forms of illusion; see the true form of polymorphed, changed, or transmuted things; or focus your vision to see into the Ethereal Plane (but not into extradimensional spaces). The range of true seeing conferred is 30 feet.

Your true seeing lasts for only a flicker of a moment, so you must make a Perception check to notice any specific details or creatures or objects receive a free Stealth check to oppose your Perception. The duration of this spell is too brief to use it to target creatures — you may learn what square an invisible creature is in, but it remains invisible against any attack you direct at it.

Mind Fog, Hasty
School enchantment (compulsion) [mind-affecting]; Level bard 5, mesmerist 5, occultist 5, psychic 5, spiritualist 5, witch 5, wizard 5
Casting Time 1 swift action
Components V
Range short (25 ft. + 5 ft./2 levels)
Target one creature
Duration 2d4 rounds
Saving Throw Will negates; Spell Resistance yes

This spell functions as mind fog, except as noted above and as follows. The fog clings to the head of a single creature. A moderate wind (11+ mph) still disperses the fog in 4 rounds; and a strong wind (21+ mph) disperses the fog in 1 round. If the fog is dispersed, the effect immediately ends.

Summon Lesser Psychopomp, Hasty
School conjuration (summoning); Level cleric 5, summoner 4, summoner (unchained) 4, witch 5, wizard 5
Casting Time 1 swift action
Components V
Range close (25 ft. + 5 ft./2 levels)
Effect one or more summoned psychopomps (see text)
Duration 3 rounds
Saving Throw none; Spell Resistance no

This spell functions like summon monster, except that it summons 1 esobok psychopomp or 2 nosoi psychopomps

Telekinesis, Hasty
School transmutation; Level magus 5, occultist 5, psychic 4, spiritualist 5, wizard 5
Casting Time 1 swift action
Components V
Range short (25 ft. + 5 ft./2 levels)
Target or Targets see text
Duration instantaneous; see text
Saving Throw Will negates (object) or none; see text; Spell Resistance yes (object); see text

This spell functions as telekinesis except as noted above, and as follows.

You move objects or creatures with a single short, violent thrust. You can create one of these effects

Pushing Force: You move an object weighing no more than 10 pounds per caster level (maximum 150 pounds at 15th level) up to 20 feet. A creature can negate the effect on an object it possesses with a successful Will save or with spell resistance. The object can be moved vertically, horizontally, or in both directions. An object cannot be moved beyond your range.

An object can be telekinetically manipulated as if with one hand. For example, a lever or rope can be pulled, a key can be turned, an object rotated, and so on, if the force required is within the weight limitation. You might even be able to untie simple knots, though delicate activities such as these require DC 15 Intelligence checks.

Combat Maneuver: Alternatively, you can use telekinesis to perform a single bull rush, dirty trick, disarm, grapple (including pin), push, reposition, or trip. Resolve these attempts as normal, except that they don’t provoke attacks of opportunity, you use your caster level in place of your Combat Maneuver Bonus, and you add your modifier for the ability score that determines your spell save DCs in place of your Strength or Dexterity modifier. No save is allowed against these attempts, but spell resistance applies normally.

Violent Thrust: Alternatively, you can hurl one object or creature per 2 caster levels (maximum 7) that are within range and all within 10 feet of each other toward any target within 10 feet per level of all the objects. You can hurl up to a total weight of 10 pounds per caster level (maximum 150 pounds at 15th level).

You must succeed on attack rolls (one per creature or object thrown) to hit the target with the items, using your base attack bonus + your modifier for the ability score that determines your spell save DCs. Weapons cause standard damage (with no Strength bonus; note that arrows or bolts deal damage as daggers of their size when used in this manner). Other objects cause damage ranging from 1 point per 30 pounds (for less dangerous objects) to 1d6 points of damage per 30 pounds (for hard, dense objects). Objects and creatures that miss their target land in a square adjacent to the target.

Creatures who fall within the weight capacity of the spell can be hurled, but they are allowed Will saves (and spell resistance) to negate the effect, as are those whose held possessions are targeted by the spell.

If a telekinesed creature is hurled against a solid surface, it takes damage as if it had fallen 10 feet (1d6 points).

Telepathic Bond, Hasty
School divination; Level inquisitor 5, medium 4, mesmerist 4, psychic 4, spiritualist 5, witch 5, wizard 5
Casting Time 1 swift action
Components V
Range close (25 ft. + 5 ft./2 levels)
Targets you plus one willing creature per five levels, no two of which can be more than 30 ft. apart Duration 3 rounds
Saving Throw none; Spell Resistance no

This spell functions as telepathic bond, except as noted above.

Wall of Stone, Hasty
School conjuration (creation) [earth]; Level adept 5, cleric 5, druid 6, magus 5, occultist 5, shaman 6, summoner 4, summoner (unchained) 5, wizard 5
Casting Time 1 swift action
Components V
Range short (25 ft. + 5 ft./2 levels)
Effect stone wall whose area is up to one 5-ft. square (S)
Duration 3 rounds (D, see text)
Saving Throw see text; Spell Resistance no

This spell functions as wall of stone except as noted above and as follows. It is 1 inch thick per 6 caster levels. As a spell with a duration, the wall itself can be dispelled. If you choose to dismiss the wall, you must take a full round action to do so.

Wreath of Blades, Hasty
School abjuration; Level bloodrager 4, magus 4, occultist 4, psychic 5, summoner 5, summoner (unchained) 5, witch 5, wizard 5
Casting Time 1 swift action
Components V
Range personal
Target you
Area One 5-foot-square adjacent to you
Duration 1 round
Saving Throw Reflex half (special, see below); Spell Resistance no (special, see below)

You create an emanation of spinning mithral blades that fills one 5-foot square of your choice adjacent to you, and moves with you. Any creature that starts its turn within the square of the spinning blades takes 1d4 points of damage for every three caster levels (maximum 7d4 at 20th level) and the damage bypasses DR/silver.

Furthermore, the daggers ward off some attacks, in a way similar to the warding weapon spell. While subject to this spell, you do not provoke attacks of opportunity for casting spells from creatures in the square affected by this spell (or from creatures partially in the selected spell, for Large and bigger creatures). This does not apply to creatures with the Disruptive or Spellbreaker feats, who can make attacks of opportunity against you normally when you cast spells.

Support
I am fighting cancer. I’m currently on chemo, and likely will be for months. The total cost of my treatment is high, and constantly rising, despite my having insurance.

If you want to help me cover cancer treatment costs, right now, the main way to offer your support is to purchase Like A Boss, a charity project that friends and colleagues within the game industry created to help pay my medical costs. You can pick it up here or here.

Other options are to join (or increase your pledge level to) my Patreon or, if you prefer, donate directly through my Ko-Fi account – https://ko-fi.com/owenkcstephens

 •  0 comments  •  flag
Share on Twitter
Published on August 22, 2023 10:40

August 16, 2023

4th-Level Hasty Spells for Pathfinder 1st edition

The march to do 10 levels worth of hasty spells for Pathfinder 1st ed continues! You can find the core rules for hasty spells here.

At this point, doing all spell levels and compiling, revising, and expanding these into a product (maybe exclusively on OpenGamingStore.com) seems inevitable

(Art by EvgeniyBobrov)

Akashic Communion, Hasty
School
divination; Level bard 3, medium 3, mesmerist 4, occultist 3, psychic 3, shaman 3, spiritualist 4, witch 3, wizard 4
Casting Time 1 swift action
Components V
Range personal
Duration instantaneous

You attempt to obtain a glimpse of some specific event from the Akashic Record, the extraplanar repository of all experiences that have ever occurred. This allows you to attempt one Knowledge skill check of your choice with a +5 insight bonus. You are treated as trained in any Knowledge skills used for this check, and can use this spell to reroll a Knowledge skill check you have already failed. The GM rolls the Knowledge check in secret, as the Akashic Record is incredibly remote, and impressions gleaned from the distant repository are sometimes skewed when received. On a natural 1 or 2 on the GM’s d20 roll for the check, the resulting answer is wildly inaccurate.

This spell provides experiential guidance based on your ability to understand the flashes of insight gleaned from the Akashic Record, rather than the perfect knowledge available to those who travel to the extraplanar repository of knowledge. If you lag, discuss the answers, or go off to do anything else, the spell ends. Once you have used this spell or Akkashic communion to gain information on a specific topic or event, you cannot use either spell for Knowledge checks regarding that topic or event again until you have gained a caster level.

In realms where tests of knowledge are required to achieve certain levels of licensing or guild membership, this spell is sometimes banned from casting within cities.

Arcane Eye, Hasty
School
divination (scrying); Level mesmerist 4, occultist 4, psychic 4, witch 4, wizard 4
Casting Time 1 swift action
Components V
Range medium (100 ft. +10 ft./level)
Effect magical sensor
Duration 3 rounds
Saving Throw none; Spell Resistance no

This spell functions as scry except as noted above and as follows. The sensor must be created within the spell’s range. Many academies of magic forbid casting this spell on academy grounds.

Ball Lightning, Hasty
School
evocation [air, electricity]; Level arcanist 4, bloodrager 4, druid 4, hunter 4, magus 4, occultist 4, shaman 4, sorcerer 4, wizard 4
Casting Time 1 swift action
Components V
Range short (25 ft. + 5 ft./2 levels)
Effect a 5-ft.-diameter sphere
Duration 3 rounds
Saving Throw Reflex negates; Spell Resistance yes

You create a globe of lightning that flies in whichever direction you indicate. This globe flies at a rate of 20 feet per round and has perfect maneuverability. Wind does not affect its course.

If the globe enters a space with a creature, it stops moving for the round and deals 3d6 points of electricity damage to that creature, though a successful Reflex save negates the damage. Creatures wearing metal armor take a –4 penalty on this saving throw.

The globe moves as long as you actively direct it as a move action; otherwise it stays at rest. The globe has no mass and cannot push aside unwilling creatures or move solid objects. A ball lightning globe winks out if it exceeds the spell’s range.

The lost Magadin Arcane Champion university of combat tactics named this spell best-in-tier for dealing with swarms.

Black Tentacles, Hasty
School
conjuration (creation); Level bloodrager 4, magus 4, psychic 4, spiritualist 4, summoner 3, summoner (unchained) 4, witch 4, wizard 4
Casting Time 1 swift action
Components V
Range short (25 ft. + 5 ft./2 levels)
Area 5-ft.-radius spread
Duration 3 rounds
Saving Throw none; Spell Resistance no

This spell functions as black tentacles except as noted above, and as follows. A foe grappled by the tentacles does not take damage. egend claims in the Deep Rock, there are blue dwarves who use this spell as part of a form of eldritch-enhanced leatherball sports.

Bloatbomb, Hasty
School
necromancy [acid, death]; Level antipaladin 4, cleric 4, wizard 4
Casting Time 1 swift action
Components V
Range touch
Target undead creature or corpse touched
Duration instantaneous and 1 minute/level (see text)
Saving Throw Fortitude negates (object) or Reflex half (see text); Spell Resistance yes

The target undead is destroyed if it fails a Fortitude saving throw and its Hit Dice are no more than half your caster level. If it dies, its corpse rapidly putrefies. Alternatively, this can be cast on an existing corpse. In either case, the next creature to touch the corpse within 1 minute per level of the spell being cast causes the corpse to explode in a 10-foot-radius burst, dealing 3d6 points of acid damage (Reflex half).

Numerous areas under the strong influence of religions of gods of health, repose, or cleanliness outlaw this spell, while some towns simply charge the caster a fee for cleanup.

Charm Monster, Hasty
School
enchantment (charm) [mind-affecting]; Level bard 3, mesmerist 3, occultist 4, psychic 4, summoner 3, summoner (unchained) 4, witch 4, wizard 4
Casting Time 1 swift action
Components V
Range touch
Target living creature touched
Duration 1 round/level
Saving Throw Will negates (see text); Spell Resistance yes (see text)

This spell functions like charm person, except as noted above and as follows. That the effect is not restricted by creature type or size. regardless of its feelings for you, the target will not attack any creature it considered an ally before you cast the spell, and will not aid any creature except you that it previously considered a foe. It will attack foes that attack it, regardless of your wishes. It receives a new saving throw at the end of each of its turns, as well as requiring you to make a new caster level check each turn. If its save succeeds, or your check fails, the spell ends at the beginning of the creature’s next turn. When the spell ends, the creature instinctively knows you charmed it, and at GM discretion its attitude toward you becomes hostile (modified by its previous relationship to you, how you used the charm power, diplomacy, and any other factor the GM cares to consider).

Casting this spell in treated the same way drawing a weapon is in most royal courts.

Confusion, Hasty
School enchantment (compulsion) [mind-affecting]; Level bard 3, bloodrager 4, mesmerist 3, occultist 4, psychic 4, spiritualist 4, witch 4, wizard 4
Casting Time 1 swift action
Components V
Range short (25 ft. + 5 ft./2 levels)
Targets one creature
Duration 3 rounds
Saving Throw Will negates; Spell Resistance yes

This spell functions as confusion except as noted above and as follows. When the target’s confusion causes it to attack the nearest creature, it discounts creatures it has a friendly or helpful attitude towards when choosing its nearest target.

Njor culture has a form of skald compeitition that is a series of simple tasks to be performed by skalds who know this spll and cast it at each other.

Globe of Invulnerability, Hasty, Lesser
School
abjuration; Level occultist 4, psychic 4, wizard 4
Casting Time 1 swift action
Components V
Range 5 ft.
Area 5-ft.-radius spherical emanation, centered on you
Duration 3 rounds
Saving Throw none; Spell Resistance no

This spell functions as the lesser globe of invulnerability spell except as noted above, and as follows. It only excludes 1st- and 2nd-level spells from its area. In some older spell toomes, it is listed under the name protection from magic missile.

Remove Curse, Hasty
School abjuration; Level adept 3, bard 3, cleric 3, inquisitor 3, medium 3, mesmerist 3, oracle 3, paladin 3, shaman 3, spiritualist 4 witch 3, wizard 4
Casting Time 1 swift action
Components V
Range touch
Target creature or object touched
Duration instantaneous (see text)
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

While it seems clear that attempting to hastily dispel a curse must be far too dangerous to attempt… sometimes needs must.

This spell functions as dispel curse, except as noted above and as follows.

If your caster level check succeeds by 9 or less bt more than 4, the curse is removed but only temporarily, and will return in 1 day per caster level. If your caster level check succeeds by 4 or less, the cure is removed from the target but transfers to you or the most expensive object you own that is an appropriate receptacle for it (GM discretion).

In some regions, this is the only form of remove curse available to spellcasters.

Shout, Hasty
School
evocation [sonic]; Level bard 4, bloodrager 4, magus 4, occultist 4, psychic 4, wizard 4
Casting Time 1 swift action
Components V
Range 30 ft.
Area line
Duration instantaneous
Saving Throw Fortitude partial or Reflex negates (object); see text; Spell Resistance yes (object)

This spell functions as shout except as noted above and as follows. The deafening effect lasts just 1 round, and it deals only 2d6 points of sonic damage. It has no special effect on crystalline creatures or materials.

In some cultures, this spell is known as war grunt.

Support
I am fighting cancer. I’m currently on chemo, and likely will be for months. The total cost of my treatment is high, and constantly rising, despite my having insurance.

If you want to help me cover cancer treatment costs, right now, the main way to offer your support is to purchase Like A Boss, a charity project that friends and colleagues within the game industry created to help pay my medical costs. You can pick it up here or here.

Other options are to join (or increase your pledge level to) my Patreon or, if you prefer, donate directly through my Ko-Fi account – https://ko-fi.com/owenkcstephens

 •  0 comments  •  flag
Share on Twitter
Published on August 16, 2023 15:26

August 14, 2023

Six More 3rd-Level Hasty Spells for Pathfinder 1st-edition

I wrote four 3rd-level hasty spells for Pathfinder 1st ed last Thursday, but collapsed from chemo-induced fatigue before I could flesh it out to a full ten. So, here are six more!

(Art by warmtail)

Accursed Glare, Hasty
School
necromancy [curse]; Level antipaladin 3, witch 3, wizard 3
Casting Time 1 swift action
Components None
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 3 rounds
Saving Throw Will negates; Spell Resistance yes

You channel a fell curse through your glare. You cannot target a creature with a hasty accursed glare unless you can see it and it can see you with a visual sense (rather than something like tremorsense). Bonuses against and immunity to gaze attacks apply to hasty accursed glare.

If the target fails its saving throw, it begins to obsessively second-guess its actions and attract bad luck. Whenever the target attempts an attack roll or saving throw, it must roll twice and take the lower result.

Adroit Retrieval, Hasty
School transmutation; Level wizard 3
Casting Time 1 swift action
Components V
Range personal
Target you
Duration 3 rounds

You gain the ability to withdraw small items from your pockets or packs with supernatural swiftness. When you retrieve an item stored on yourself, you can retrieve the item either as a move action without provoking attacks of opportunity, or as a swift action that provokes attacks of opportunity. This effect functions only when you attempt to retrieve a stored item that weighs less than 1 pound per 2 caster levels (maximum 10 pounds).

Animate Dead, Hasty
School
necromancy [evil]; Level adept 3, antipaladin 3, cleric 3, occultist 3, shaman 3, spiritualist 3, wizard 4
Casting Time 1 swift action
Components V
Range touch
Targets one or more corpses touched
Duration 1 round/level
Saving Throw none; Spell Resistance no

This spell functions as animate dead, except as noted above and as follows. turns corpses into undead skeletons or zombies that obey your spoken commands. The spell has a duration and is thus subject to dispel magic. At the end of the duration, undead created by it revert to corpses. Corpses affects by this spell cannot be made into undead by a spell of less than 4th level.

Regardless of the type of undead you create with this spell, you can’t have more total HD of undead created by this spell at one time than your caster level. The desecrate spell doubles this limit.

This spell counts as animate undead for purposes of how many total HD of undead you can control at once.

Fly, Hasty
School transmutation; Level bloodrager 3, magus 3, medium 3, occultist 3, psychic 3, shaman 3, spiritualist 3, summoner 3, summoner (unchained) 3, witch 3, wizard 3
Casting Time 1 swift action
Components V
Range personal
Target you
Duration 3 rounds

This spell functions as fly except as noted above, and as follows. The fly speed it gives you is only a 40-foot movement rate (or 30 feet if you wear medium or heavy armor, or carry a medium or heavy load).

Heroism, Hasty
School enchantment (compulsion) [mind-affecting]; Level bard 3, bloodrager 3, inquisitor 3, medium 3, psychic 3, spiritualist 3, summoner 3, summoner (unchained) 3, witch 3, wizard 3
Casting Time 1 swift action
Components V
Range personal
Target you
Duration 5 rounds

This spell functions as heroism except as noted above.

Gaseous Form, Hasty
School
transmutation; Level bard 3, magus 3, medium 3, occultist 3, psychic 3, spiritualist 3, wizard 3
Casting Time 1 swift action
Components V
Range personal
Target you
Duration 5 rounds

This spell functions as gaseous form except as noted above and as follows. The DR you gain is only DR 5/magic, and you are not immune to poison effects you are already suffering when you cast the spell.

Support
I am fighting cancer. I’m currently on chemo, and likely will be for months. The total cost of my treatment is high, and constantly rising, despite my having insurance.

If you want to help me cover cancer treatment costs, right now, the main way to offer your support is to purchase Like A Boss, a charity project that friends and colleagues within the game industry created to help pay my medical costs. You can pick it up here or here.

Other options are to join (or increase your pledge level to) my Patreon or, if you prefer, donate directly through my Ko-Fi account – https://ko-fi.com/owenkcstephens

 •  0 comments  •  flag
Share on Twitter
Published on August 14, 2023 12:56

Owen K.C. Stephens's Blog

Owen K.C. Stephens
Owen K.C. Stephens isn't a Goodreads Author (yet), but they do have a blog, so here are some recent posts imported from their feed.
Follow Owen K.C. Stephens's blog with rss.