A different Haste

I like this spell very much. I especially like the way movement distance automatically scales without an artificial "30 ft." addition. But I agree it should be one target, with a higher-level Mass version.

For a single target, I think 3rd level is about right. This will make fighters REALLY dangerous, as they can get a move and a full attack every round.

There will be rules-funky questions:
If you have a spell that you direct as a Move action, can you direct it twice?
Someone will ask "Can I combine my two Move actions to get an extra Standard Action instead?" I assume the answer is NO, but someone will ask. :)
 

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Deaths_Fist said:
If one took the original 3.0 version of haste and had to make it a higher-level spell in order to be balanced, what spell level do you folks think it would be? Or is the general consensus that there's no way making it higher level would balance it? What about with a shorter duration, say one round per two or three caster levels?

The closest I'll come is Marius' double actions, which is 7th level and gives you 1d4 rounds of double actions every round.
 

Deaths_Fist said:
If one took the original 3.0 version of haste and had to make it a higher-level spell in order to be balanced, what spell level do you folks think it would be? Or is the general consensus that there's no way making it higher level would balance it? What about with a shorter duration, say one round per two or three caster levels?

3.0e Haste is better than Time Stop.
No matter what level you put it, it's always going to be every PC's first choice.
It's an Epic spell.

(Imagine a Feat that gave double full attacks for 10 rounds/day. What's the minimum BAB to make it balanced? ;) Answer, of course, is "mu".)

-- N
 

Here's the haste I'll be using in my next campaign.

Haste
Transmutation
Level: Brd 3, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One willing creature/level, no two of which can be more than 30 ft. apart
Duration: 1 round/level
Saving Throw: Fortitude (see text)
Spell Resistance: Yes
Special: As this spell greatly speeds up metabolism, recipients age one year, and must make a fortitude save (DC18) or die due to the shock it imposes. This is not a spell to be cast friviously.

Effect: Doubles attacks and movement rates. Characters are fatigued and may not run or charge after the spell ends.
 
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Deaths_Fist said:
If one took the original 3.0 version of haste and had to make it a higher-level spell in order to be balanced, what spell level do you folks think it would be? Or is the general consensus that there's no way making it higher level would balance it? What about with a shorter duration, say one round per two or three caster levels?
A) One round casting time. Kill the free pratial action during the round you cast the spell (i.e. effecivly giving a casting time of none) and make it easier to interupt. I don't know why this was saved for the SM series in the core rules, it's a nice way to balance problem spells.
B) Shorter duration. Depends on level, I'd go with 3+1d4 rounds for 3rd level, up to mabe 1 round / level at 6th or 7th (really you could move it all the way to 8th, I suppose. Time Stop is the next spell that really does a similar thing ina more powerful way... and contingancy kinda...).
 

Nifft said:
3.5e certainly did not do away with move actions. They did away with the term "partial action", which has always been a synonym for "standard action". Eltern, you have the terms correct.

3.5 didn't do away with the Move action, it introduced the Move action. It did, however, do away with the Move Equivalent action. Which is what I said.

EDIT: Oh, and they did away with partial action because it is now a synonym for Standard action, but it wasn't always: In 3.0, a standard action included a move.

glass.
 
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