Hasty 9th-Level Spells for Pathfinder 1st-edition

So, here we are, 9th-level hasty spells for Pathfinder 1st edition. At least for now this is the end of this series, but DO expect to see a revised and expanded version show up as a Rogue Genius Games product soon! You can find the core rules for hasty spells here.

So, here comes Hasty Meteor Swarm

(Art by Iobard)

Archmage’s Spellbane, Hasty
School
abjuration; Level wizard 9
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

Created by the Archmage before they became a god, hasty archmage’s spellbane creates an area within which one spell selected by you simply does not function. Select one spell at the time of casting. The spell selected cannot be changed after the spell is cast. Hasty archmage’s spellbane otherwise functions like antimagic field, except its emanation only prevents the functioning of the selected spell. Only the exact spell mentioned is affected—a spellbane set to prevent the casting of summon nature’s ally II would not prevent castings of summon nature’s ally I or summon nature’s ally III. If you move into an area where a previously cast spell you have selected as a banned spell is in effect, that spell is affected as if by antimagic field. If the spell affects a summoned creature that has spell resistance, you must make a caster level check against the creature’s spell resistance to make it wink out.

Hasty archmage’s spellbane can even negate an antimagic field, another hasty archmage’s spellbane, or any spell that specifies immunity to antimagic field (such as wall of force, prismatic sphere, and prismatic wall). Multiple spellbane effects can overlap. Their effects stack, preventing the functioning of every spell targeted by any of the multiple spellbane emanations. Spell effects created by artifacts or deities cannot be suppressed by hasty archmage’s spellbane.

Bilocation, Hasty
School
conjuration (creation); Level psychic 8, wizard 9
Casting Time 1 swift action
Components V
Range close (25 ft. + 5 ft./2 levels)
Effect one duplicate
Duration 1 round
Saving Throw none; Spell Resistance no

The spell creates an identical copy of you, along with everything you wear and carry, anywhere you choose within range; you exist in two places at once until the spell ends. You and the duplicate use the same statistics and share the same resources. If the duplicate takes damage, for example, you deduct the damage from your hit point total. Similarly, if your duplicate expends a charge or daily use from a magic item you both wield, the charge or daily use is expended from the item you carry. If you or the duplicate drops or gives away something you’re carrying, the item disappears from the other body as well. This spell doesn’t duplicate artifacts; any you possess remain on you.

You perceive sensory information from your body and that of your duplicate simultaneously. The spell enables you to process the sensations so you don’t find them disorienting.

When you take any action, you choose which of your bodies performs the action, but both bodies share the same pool of actions. For instance, if you take a standard action to cast a spell, you can use either body as the point of origin, but the other body can’t also take a standard action that round. Likewise, if your duplicate takes a full-round action, you couldn’t take a standard or move action. Both bodies can take any number of free actions as usual; for example, both bodies could say different things or each drop a different item. If either body doesn’t move during the round, that body can either take a 5-foot step or move your speed once as a free action.

The two bodies are affected by attacks, spells, and effects as though they were one person, taking the worse effect when applicable (for example, if the bodies would be subject to differing effects due to being at different ranges). If both bodies are in the area of the same fireball, you would attempt the saving throw only once and take the damage only once. If one body is targeted by hold person, both would become paralyzed on a failed save. Both bodies count as a single creature for effects that target a specific number of creatures, and they can’t be chosen more than once for such effects. You do count your other body as another creature for most combat effects, such as flanking or determining cover. However, you don’t count as two unique creatures for the purposes of teamwork feats or effects you use that can target only creatures other than yourself.

When the spell ends, you decide whether you or your duplicate disappears. If you disappear, you become your duplicate. If you are carrying artifacts when you do this, they transfer with your consciousness.

Crushing Hand, Hasty
School
evocation [force]; Level psychic 9, wizard 9
Casting Time 1 swift action
Components V
Range short (25 ft. + 5 ft./2 levels)
Effect 10-ft.-hand
Duration 1 round
Saving Throw none; Spell Resistance yes

This spell functions as crushing hand, except as noted above. 

Dominate Monster, Hasty
School
enchantment (compulsion) [mind-affecting]; Level psychic 9, summoner 6, witch 9, wizard 9
Casting Time 1 swift action
Components V
Range touch
Target 1 creature touched
Duration 1 round/level
Saving Throw Will negates; Spell Resistance yes

This spell functions like dominate person, except as noted above and as follows. The effect is not restricted by creature type. 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. If its save succeeds the spell ends at the beginning of the creature’s next turn. When the spell ends, the creature instinctively knows you dominated 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).

Fiery Body, Hasty
School
transmutation [fire]; Level wizard 9
Casting Time 1 standard action
Components V
Range personal
Target you
Duration 3 rounds

This spell transforms your body into living flame. You and your equipment are immune to fire damage, blindness, critical hits, ability score damage, deafness, disease, poison, stunning, and all spells that affect your physiology or respiration. You take 150% as much damage from cold than normal.

You gain a fly speed of 40 ft. (perfect maneuverability). Your unarmed attack deals an additional 1d6 points of fire damage, and you are considered armed when making unarmed attacks. Your body burns so brightly that creatures who do not avert their gaze from you are dazzled. Fire spells you cast have their save DCs increased by +1. If you enter water, you are surrounded by a 5-foot radius of steam and bubbles that grant you concealment (50% miss chance) but you take 2d6 points of damage each round you remain in water.

Heroic Invocation, Hasty
School
enchantment (compulsion) [mind-affecting]; Level psychic 9, witch 9, wizard 9
Casting Time 1 swift action
Components V
Range close (25 ft. + 5 ft./2 levels)
Target 1 creature per 3 levels within a 10-foot radius
Duration 1 round
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

You bestow heroic powers on all creatures subject to this spell. They gain a +4 morale bonus on attack and damage rolls, gain 2d8+4 temporary hit points, and become immune to both fear and charm effects for the spell’s duration. At the end of the spell’s duration, the subjects must make a Will save or become fatigued.

Massacre, Hasty
School
necromancy [death]; Level cleric 9, psychic 9, witch 9, wizard 9
Casting Time 1 swift action
Components V
Area 30-ft. line
Duration instantaneous
Saving Throw Fortitude negates; Spell Resistance yes

You unleash a wave of necromantic energy that snuffs out the life force of those in its path. This wave pulses out from you in a line 5 feet wide and 30 feet long. The wave visibly rips the souls from the bodies of those it passes through, which manifest as screaming, transparent versions of the affected creatures. The wave kills every living creature of 14 or fewer HD in the line, starting with the creature closest to you, to a maximum of 1d4 HD of creatures per 2 caster levels. No creature of 15 or more HD can be affected. If a creature succeeds at its saving throw or has too many HD, it still counts against the HD the spell can kill The wave continues to affect creatures as it rolls away from you until you either run out of HD to affect or reach the limit of the spell’s area.

Meteor Swarm, Hasty
School
evocation [fire]; Level wizard 9
Casting Time 1 swift action
Components V
Range short (20 ft. + 5 ft./level)
Area four 20-ft.-radius spreads, see text
Duration instantaneous
Saving Throw none or Reflex half, see text; Spell Resistance yes

This spell functions as meteor swarm, except as noted above and as follows. All its effects do half the damage of a true meteor swarm.

Time Stop, Hasty
School
transmutation; Level psychic 9, wizard 9
Casting Time 1 swift action
Components V
Range personal
Target you
Duration 1 round (apparent time); see text

This spell functions as time stop, except as noted above and as follows. While in the 1 round of the spell’s effect you cannot move from your location (willingly or unwillingly), and you cannot cast spells or use spell-like abilities.

Wish, Hasty
School
universal; Level psychic 9, wizard 9
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 wish lets you create a number of magic effects, but it lacks the power of a true wish. It does not count as 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 4th level or lower, provided the spell does not belong to one of your opposition schools.

Duplicate any non-sorcerer/wizard spell of 3rd level or lower, provided the spell does not belong to one of your opposition schools.

Duplicate any sorcerer/wizard spell of 3rd level or lower, even if it belongs to one of your opposition schools.

Duplicate any non-sorcerer/wizard spell of 2nd level or lower, even if it belongs to one of your opposition schools.

Suppress the harmful effects of many other spells that state they can be removed by a wish or limited wish, such as geas/quest or insanity. Such spells are suppressed for 1 round.

A duplicated spell allows saving throws and spell resistance as normal, but the save DC is for a 9th-level spell.

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Published on September 07, 2023 13:45
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