3rd-Level Hasty Spells for Pathfinder 1e
Okay, this is where people begin to wonder if hasty spell balance is even possible — 3rd-level hasty spells. That’s right, hasty dispel magic, fireball, haste, and lighting bolt, all as swift action verbal-only spells.
How can it be done? Read on, fair viewer, and behold. If folks ask for it, we may do some more 3rd-level spells, but these took a lot more work than the 0-2nd-level spells did.
Dispel Magic, Hasty
School abjuration; Level antipaladin 3, bard 3, cleric 3, druid 4, inquisitor 3, magus 3, medium 3, mesmerist 3, occultist 3, paladin 3, psychic 3, shaman 3, spiritualist 3, summoner 3, summoner (unchained) 3, witch 3, wizard 3
Casting Time 1 swift action
Components V
Range short (25 ft. + 5 ft./2 levels)
Target or Area one spellcaster, creature, or object
Duration instantaneous
Saving Throw none; Spell Resistance no
If ever there was something arcane instructors tell their students not to get hasty about, it’s unraveling other magic effects. Still, some people never listen, and some of them use hasty dispel magic, despite its risks.
Hasty dispel magic functions as dispel magic except as noted above, and as follows. It can only be used for a targeted dispel, not counterspells. If you fail your dispel check, you take a -1 penalty to attackrolls and your caster level until you next regain the ability to prepare spells, or regain spell slots or uses of daily abilities. If you fail the dispel check by 5 or more, the penalty is to 1d3+1. If you fail it by 10 or more, the penalty is 1d8+2.
Fireball, Hasty
School evocation [fire]; Level bloodrager 3, magus 3, occultist 3, wizard 3
Casting Time 1 swift action
Components V
Range short (25 ft. + 5 ft./2 levels)
Area 5-ft.-radius spread
Duration instantaneous
Saving Throw Reflex half; Spell Resistance yes
A fireball spell generates a searing explosion of flame that detonates with a low roar and deals 1d3 points of fire damage per 2 caster levels (maximum 8d3) to every creature within the area. Unattended objects also take this damage. The explosion creates almost no pressure.
When you speak the spell’s component word, it determines the range (distance and height) at which the hasty fireball is to burst. A glowing, pea-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball at that point. An early impact results in an early detonation. If you attempt to send the bead through a narrow passage, such as through an arrow slit, you must “hit” the opening with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely.
The fireball sets fire to easily combustible items and damages objects in the area. However, it is a brief flash fire and cannot melt metals.
Haste, Hasty
School transmutation; Level bard 3, bloodrager 3, magus 3, medium 2, occultist 3, psychic 3, spiritualist 3, summoner 3, summoner (unchained) 3, wizard 3
Casting Time 1 swift action
Components V
Range 15 ft.
Targets one creature/2 levels
Duration 3 rounds
Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless)
Hasty haste functions as haste except as noted above, and as follows. You cannot benefit from your own hasty haste. You are staggered the round after you cast hasty haste (and if you are immune to the staggered condition attempts to cast this spell automatically fail). Targets do not receive a bonus to attack rolls, AC, and Reflex saves.
Lightning Bolt, Hasty
School evocation [electricity]; Level adept 3, bloodrager 3, magus 3, occultist 3, witch 3, wizard 3
Casting Time 1 swift action
Components V
Range 30 ft.
Area 30-ft. line
Duration instantaneous
Saving Throw Reflex half; Spell Resistance yes
You release a powerful stroke of electrical energy that deals 1d3 points of electricity damage per 2 caster levels (maximum 8d3) to each creature within its area. The bolt begins at your fingertips. It can set fire to easily combustible items, but cannot melt metals. If it hits a barrier with hardness equal to or greater than the dice of damage it deals, its line stops.
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