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.

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Published on August 24, 2023 15:28
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