D&D 3E/3.5 Another new 3.5 Haste variant reminiscent of 3.0

HellHound

ENnies winner and NOT Scrappy Doo
Speed, Personal
Transmutation
Level: Brd 3, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Targets: Self
Duration: 1 round/level

The caster can move more quickly than normal. This grants the caster the ability to make an additional move action each round for the duration of the spell.

A speeded creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes the caster lose Dexterity bonus to Armor Class (if any) also causes the loss of dodge bonuses. All of the speeded creature’s modes of movement (including land movement, burrow, climb, fly, and swim) increase by 10 feet, to a maximum of twice the subject’s normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature’s jumping distance as normal for increased speed.

Multiple speed effects don’t stack.

Material Component: A pinch of sugar.

Speed, Mass
Transmutation
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft. / 2 levels)
Targets: One creature/level, no two of which can be more than 30 ft. apart
Duration: 1 round/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

The transmuted creatures can move more quickly than normal. This grants the targets the ability to make an additional move action each round for the duration of the spell.

A speeded creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes the caster lose Dexterity bonus to Armor Class (if any) also causes the loss of dodge bonuses. All of the speeded creature’s modes of movement (including land movement, burrow, climb, fly, and swim) increase by 10 feet, to a maximum of twice the subject’s normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature’s jumping distance as normal for increased speed.

Multiple speed effects don’t stack.

Material Component: A sprinkling of sugar.

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Not sure on levels of these, or if they seem to break the game in any way - I haven't tested them heavily until now, and plan on beginning to test them shortly. Comments are MORE than welcome.
 

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Hey, HH, what's up?

I know this sounds alarmist, but I'm still worried about the power of mass speed. I think that the main restriction that it removes is the need to stay still to perform a full attack. This, in my opinion, was the main use of mass haste in 3.0 -- partial charge plus full attack (4-5 attacks) rather than normal charge (1 attack).

Of course, I'm a big fan of seeing things in play before judging them, so I'm not sure that I should say too much without having so done.
 

Just an observation: a 2nd level spell (e.g. the AniBuffs) becomes a 6th level Mass spell. Thus, a 3rd level spell should become a 7th level Mass spell.

Ooo, one other thing. This:
Any condition that makes the caster lose Dexterity bonus to Armor Class (if any) also...
is really not phrased well. Better would be:
Any condition that would make the caster lose her Dexterity bonus to AC also...

-- N
 


I know this argument has gone back and forth ad nauseum--but I still don't understand what was so broken about 3.0e Haste, aside from the two-spells-per-round thing. I have resurrected 3.0e Haste as Alacrity in my own campaigns--with the caveat that the subject is still limited to one 'free-action' spell and one 'regular' spell.

My players seem to think it's overpowered too--but I notice that it's been available for months now, I have 2 wizards and a sorceror in the party...and not one of them has selected Alacrity. And one has selected 3.5e Haste!

*shrug* Until I see it in action, and until I'm proven wrong--and I don't think I will be: )--3.0 Alacrity will remain on my available-spells list, along with 3.5e Haste.
 

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