2nd Level Hasty Spells for Pathfinder 1e
Yep, 10 more hasty spells for PF1. This time, all 2nd level. Check out the original hasty spell article for the general rules on hasty spells.
(Art by Kalleek)
Aboleth’s Lung, Hasty
School transmutation; Level cleric 2, druid 2, witch 2, wizard 2
Casting Time 1 swift action
Components V
Range touch
Target living creatures touched
Duration 1 round/2 levels; see text
Saving Throw Will negates; Spell Resistance yes
The targets are able to breathe water, freely. However, they can no longer breathe air. Divide the duration evenly among all the creatures you touch. This spell has no effect on creatures that can already breathe water.
Acid Arrow, Hasty
School conjuration (creation) [acid]; Level bloodrager 2, magus 2, wizard 2
Casting Time 1 swift action
Components V
Range short (25 ft. + 5 ft./2 levels)
Effect one arrow of acid
Duration 1 round + 1 round per three levels
Saving Throw none; Spell Resistance no
This spell functions as acid arrow except as noted above, and its additional damage per round is 1 point.
Alter Self, Hasty
School transmutation (polymorph); Level bard 2, magus 2, medium 2, mesmerist 2, psychic 2, shaman 2, summoner 2, summoner (unchained) 2, witch 2, wizard 2
Casting Time 1 swift action
Components V
Range personal
Target you
Duration 3 rounds
When you cast this spell, you can assume the form of any Small or Medium creature of the humanoid type you have seen that is allowed as a player character choice in your campaign. If the form you assume has any of the following abilities, you gain the listed ability: darkvision 60 feet, low-light vision, scent, and swim 30 feet.
Bear’s Endurance, Hasty
School transmutation; Level adept 2, bloodrager 2, cleric 2, druid 2, magus 2, medium 2, oracle 2, psychic 2, ranger 2, shaman 2, summoner 2, summoner (unchained) 2, wizard 2
Casting Time 1 swift action
Components V
Range touch
Target creature touched
Duration 3 rounds
Saving Throw Will negates (harmless); Spell Resistance yes
The affected creature gains greater vitality and stamina. The spell grants the subject a +2 enhancement bonus to Constitution, which adds the usual benefits to hit points, Fortitude saves, Constitution checks, and so forth. Hit points gained by a temporary increase in Constitution score are not temporary hit points. They go away when the subject’s Constitution drops back to normal. They are not lost first as temporary hit points are.
Blur, Hasty
School illusion (glamer); Level bard 2, magus 2, medium 2, mesmerist 2, occultist 2, psychic 2, spiritualist 2, summoner 2, summoner (unchained) 2, wizard 2
Casting Time 1 swift action
Components V
Range personal
Target you
Duration 3 rounds
Except as noted above, this spell functions as the blur spell.
Fiery Runes, Hasty
School evocation [fire]; Level bloodrager 2, druid 2, magus 2, wizard 2
Casting Time 1 swift action
Components V
Range touch
Target melee weapon touched
Duration 3 rounds or until discharged (see text)
Saving Throw none; Spell Resistance yes (see text)
You charge a weapon with a magic rune of fire. When the wielder of the weapon successfully strikes a foe in melee with the weapon, the wielder can discharge the rune as a swift action to deal 1d4 points of fire damage to the target. This damage isn’t multiplied on a critical hit. If the target has spell resistance, you attempt a caster level check (1d20 + caster level) against that spell resistance when the rune is discharged. If the rune is successfully resisted, the spell is dispelled; otherwise, the rune deals damage normally.
For every 3 caster levels beyond 3rd the caster possesses, the rune deals an additional 1d4 points of fire damage (2d4 at caster level 6th, 3d4 at 9th, and so on) to a maximum of 5d4 points of fire damage at caster level 15th.
Fog Cloud, Hasty
School conjuration (creation); Level druid 2, magus 2, shaman 2, summoner (unchained) 2, witch 2, wizard 2
Casting Time 1 swift action
Components V
Range short (25 ft. + 5 ft./2 levels)
Effect fog spreads in 10-ft. radius
Duration 3 rounds
Saving Throw none; Spell Resistance no
A bank of fog billows out from the point you designate. The fog obscures (but does not totally block) all sight, including darkvision, beyond 5 feet. A creature within 5 feet can be seen and targeted normally. Creatures farther away have concealment (attacks have a 20% miss chance).
A moderate or stronger wind (11+ mph) disperses the fog immediately. The spell does not function underwater.
Gust of Wind, Hasty
School evocation [air]; Level bloodrager 2, druid 2, magus 2, occultist 2, wizard 2
Casting Time 1 swift action
Components V
Range 60 ft.
Effect line-shaped gust of severe wind emanating out from you to the extreme of the range
Duration instantaneous
Saving Throw Fortitude negates; Spell Resistance yes
This spell creates a single, brief, severe blast of air (approximately 50 mph) that originates from you, affecting all creatures in its path. The gust lasts roughly 1 second, so lacks the power to cause sustained effects of the standard gust of wind spell.
Tiny or smaller flying creatures must make a DC 20 Fly skill check or be blown back 1d6 × 10 feet and take 1d6 points of damage. Small or smaller flying creatures must make a DC 15 Fly skill check to move against the force of the wind. The movement and stability of creatures on the ground are not affected.
The force of the gust automatically extinguishes candles, torches, and similar unprotected flames. It causes protected flames, such as those in lanterns, to dance wildly and has a 25% chance to extinguish those lights.
In addition to the effects noted, a hasty gust of wind can do anything that a single sudden blast of wind would be expected to do. It can create a stinging spray of sand or dust, fan a large fire, overturn delicate awnings or hangings, and blow gases or vapors to the edge of its range.
Protection from Arrows, Hasty
School abjuration; Level bloodrager 2, psychic 2, spiritualist 2, summoner 2, summoner (unchained) 2, wizard 2
Casting Time 1 swift action
Components V
Range touch
Target creature touched
Duration 2 rounds or until discharged
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
This spell functions as protection from arrows, except as noted above and it only prevents 2 points of damage per caster level before being discharged.
Spectral Hand, Hasty
School necromancy; Level medium 2, occultist 2, psychic 2, spiritualist 2, witch 2, wizard 2
Casting Time 1 swift action
Components V
Range 15 ft.)
Effect one spectral hand
Duration 3 rounds
Saving Throw none; Spell Resistance no
Except as noted above, this spell functions as spectral hand.
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