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.

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Published on August 16, 2023 15:26
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