Quick

Written by Michael Morris

I'm sure all of us have had a bad initiative roll every once and a while. In the third edition game a bad initiative can seem to persist forever since whoever went first will continue to go first round after round. Sure, there's delay action and refocus, but who has time to surrender a round while their staring down a pack of kobolds. Sometimes, when things are getting down to the last swing, who goes first will live. When a wizard finds his allies in such a position, he'll have a tool to employ - quick

Quick is one of those spells that simply couldn't have existed in second edition AD&D (and still isn't worth much if the DM doesn't use the standard cycle initiative of 3e). It is a versatile spell in the hands of a clever caster. It can give an ally a one up - that's the obvious intend of the spell. However, during playtest it was quickly discovered the spell could rob an opponent of an action as well, or slow them down, in the right circumstance.

Quick gets indirectly more powerful as everyone goes up in level. Using it on a 1st level fighter so he gets to attack once before his foe is one thing, but using it on a 11th level fighter so that he gets several attacks before the foe is quite another.

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Quick
Alteration
Level: Magi 1
Components: V, S
Mana Cost:
Casting Time: One action
Range: Close
Target: A creature
Duration: Instantaneous
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)


The creature you target with this spell gains a small burst of speed. If they haven’t acted already this round they gain a full action immediately after you finish this spell and their initiative changes to match yours. If they’ve already acted this round they gain an additional partial action for the round and their initiative changes to match yours.

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