Hasty 7th-Level Spells for Pathfinder 1st-edition

When I started hasty spells for Pathfinder, I wasn’t thinking in terms of “hasty limited wish,” but here we are! You can find the core rules for hasty spells here.

(Art by Николай Акатов)

Mage’s Sword, Hasty
School
evocation [force]; Level psychic 7, wizard 7
Casting Time 1 swift action
Components V
Range 5 feet
Effect one sword
Duration 1 round
Saving Throw none; Spell Resistance yes

This spell functions as mage’s sword, except as noted above

Form of the Dragon II, Hasty
School
transmutation (polymorph); Level wizard 7
Casting Time 1 swift action
Components V
Range personal
Target you
Duration 1 round

This spell functions as form of the dragon II except as noted above, and as follows. When you learn this spell, you must note what Large 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.

Giant Form I, Hasty
School
transmutation (polymorph); Level wizard 7
Casting Time 1 swift action
Components V
Range personal
Target you
Duration 1 round

This spell functions as giant form I except as noted above, and as follows. When you learn this spell, you must note what Large humanoid you can take the form of. To assume different forms requires learning the spell again. You do not gain any energy resistance.

Limited Wish, Hasty
School
universal; Level psychic 7, wizard 7
Casting Time 1 swift action
Components V
Range see text
Target, Effect, Area see text
Duration see text
Saving Throw none, see text; Spell Resistance yes

A hasty limited wish lets you create a number of lesser magic effects, but it lacks the power of a true limited wish. It does not count as limited wish for effects that refer to that spell. While it can be used to duplicate other spell effects (see below), it cannot duplicate any spell with a casting time greater than 1 round, or one with a material component with a cost. Any spell created by a hasty limited wish with a duration other than instantaneous has a maximum duration or 3 rounds.

Within those limitations, a hasty limited wish can:

Duplicate any sorcerer/wizard spell of 2nd level or lower, provided the spell does not belong to one of your opposition schools.

Duplicate any non-sorcerer/wizard spell of 1st level or lower, provided the spell does not belong to one of your opposition schools.

Duplicate any sorcerer/wizard spell of 1st level or lower, even if it belongs to one of your opposition schools.

Duplicate any 0-level non-sorcerer/wizard spell, even if it belongs to one of your opposition schools.

A duplicated spell allows saving throws and spell resistance as normal, but the save DC is for a 7th-level spell.

Rampart, Hasty
School
conjuration (creation) [earth]; Level druid 7, wizard 7
Casting Time 1 swift action
Components V
Range short (25 ft. + 5 ft./2 levels)
Effect 5-ft.-high earthen wall, in a line up to 5 ft. long/2 levels, or a circle with radius of up to 3 ft. + 1 ft./2 levels
Duration 3 rounds
Saving Throw none; Spell Resistance no

You create a massive, temporary rampart of hard-packed earth and stone 5 feet thick. The rampart cannot be conjured so that it occupies the same space as another creature or object. Each 5-foot-wide section of the rampart has hardness 0 and 90 hit points. A section of the rampart whose hit points drop to 0 is breached. If a creature tries to break through the rampart with a single attack, the DC for the Strength check is 40. A creature can climb over the rampart with a DC 15 Climb check.

Scouring Winds, Hasty
School evocation [air, earth]; Level druid 7, witch 7, wizard 7
Casting Time 1 swift action
Components V
Range short (25 ft. + 5 ft./2 levels)
Effect sandstorm in 10-ft. radius, 10 ft. high
Duration 3 rounds
Saving Throw none; Spell Resistance yes (see text)

This spell brings forth a windstorm of stinging sand that blocks all vision. You can move the storm up to 10 feet each round as a move action. Any creature in the area takes 1d6 points of piercing damage each round. The area is considered a windstorm (see the wind effects table). If a creature with spell resistance successfully resists this spell, it is unaffected by the winds and sand, and can see creatures within 5 feet, but not those further away within the sandstorm.

Shadow Body, Hasty
School
transmutation (polymorph); Level spiritualist 5, witch 7, wizard 7
Casting Time 1 swift action
Components V
Range personal
Target you
Duration 1 round

You exchange the crude matter of your material body with the insubstantial essence of the Plane of Shadow, becoming a living shadow yourself. You are visible as an unattached shadow in bright light or normal light, but you gain total concealment in dim light or darkness. Against creatures with darkvision, you gain concealment rather than total concealment. Your shadow body is incorporeal for most purposes, though you can’t fly or pass through solid objects or creatures. However, you can move at your normal speed along any surface, including horizontal and vertical surfaces and liquids, and you are never slowed by difficult terrain. Your size doesn’t change.

You can speak and cast spells and perform mental actions, but you have no physical substance and cannot manipulate objects or attack physically. You can deliver touch spells and effects as if making an incorporeal touch attack. Your equipment merges with your shadow body, so you can’t cast spells with a material component unless those spells are prepared with Eschew Materials.

Walk through Space, Hasty
School
conjuration (teleportation); Level magus 6, psychic 7, summoner 6, witch 7, wizard 7
Casting Time 1 swift action
Components V
Range personal
Target you
Duration instantaneous

You teleport up to 30 feet. You must end this movement in an unoccupied space that you can stand on within line of sight. Alternatively, in the round after casting this spell you can spend a move action to teleport to a standing position from lying prone. Teleporting does not provoke attacks of opportunity.

Waves of Exhaustion, Hasty
School
necromancy; Level mesmerist 6, psychic 7, witch 7, wizard 7
Casting Time 1 swift action
Components V
Range 30 ft.
Area cone-shaped burst
Duration 1 round
Saving Throw no; Spell Resistance yes

This spell functions as waves of exhaustion except as noted above and as follows. The exhaustion can be dispelled and ends after the spell’s duration expires.

Waves of Ecstasy, Hasty
School
enchantment (compulsion) [emotion, mind-affecting]; Level bard 6, cleric 7, mesmerist 6, psychic 7, witch 7, wizard 7
Casting Time 1 swift action
Components V
Range 30 ft.
Area cone-shaped burst
Duration 1 round
Saving Throw Will negates; Spell Resistance yes

You emanate waves of intense pleasure that cause all targets within range to falter. Affected creatures are staggered for 1 round.

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Published on August 29, 2023 11:56
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