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.
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