Haste spell

msalzer

First Post
I have a (possibly silly) question about the Haste spell.

I know that there is a Fort Save associated with the spell, which is assumed that the players voluntarily fail when the spell is cast, but I noticed that there is Spell Resistance associated with the spell. Why?

Is it there as a balance factor, because the caster has to wait until the party lowers their spell resistance? For example, a group of Drow would have to use their first round of combat to turn off their SR in order to benefit from the spell.

How do you handle it in your games?
 

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Every spell that directly affects a target is subject to spell resistance (or should be). Even cure light wounds has "SR: Yes (harmless)" in its description block, just like haste.

This makes it hard for creatures with SR to heal and aid each other in combat. From a story perspective, I guess it would be one reason drow clerics seldom bother preparing cure spells.

BTW it also means that golems, with their continuous and infinite SR, are immune to haste and lots of other buff spells. (The clay golem's innate haste power is a Supernatural ability and therefore not subject to SR.)
 

The spell also is listed as "(harmless)"


"(harmless): The spell is usually beneficial, not harmful, but a targeted creature can attempt a saving throw if it desires."

"The terms "object" and "harmless" mean the same thing for spell resistance as they do for saving throws. A creature with spell resistance must voluntarily lower the resistance (a standard action) in order to be affected by a spell noted as harmless."
 

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