Guide to Speed and Movement Part TWO!!
Items, Enchantments, and Spells and More for Speed: (for movement, see further down)
Armor Enchantments: The following enchantments can be applied to any armor.
Quickness [Psionic] (xPH): +5 unnamed bonus to all speeds
Note: the Speed and Quickness Armor Properties from the Magic Item Compendium are basically useless. I would ignore these.
Magic Items:
Boots of the Woodland (#DC): Originally appearing in Dragon Magazine #328, these boots provide a +10 unnamed bonus to land speed in any forest environment (which includes sparse woods and tree-covered hills or mountains).
Sandals of the light step (MIC): +10-foot enhancement bonus to your base land speed, and you can ignore any extra movement costs for difficult terrain. You also leave no tracks, as if affected by pass without trace. Doesn't stack with haste, but it's continuous and passive and has some other nice abilities, so until you get your 4th level of swiftblade (which mimics the effect for free) it’s worth looking it.
Horseshoes of the Peerless Steed (ELH): This is an epic level item I know, but worth mentioning here: among other ridiculous kickass effects, the ground speed of the creature wearing the horseshoes doubles. And that's on top of the 1.5 from Shadow Creature. And unlike the horseshoes of speed, you don't need to be an animal in order to wear them, you only need to have hooves!
Creating Your Own!: With the right item creation feats and access to the right spells (see the spells section below), you can make your own magic items that emulate spell effects. This is essential so that you don’t have to constantly prepare and cast speed buffs every day and can save your spell slots for much more important spells. Use Table 7-33: Estimating Magic Item Gold Piece Value found in the Dungeon Master’s Guide 3.5e as a guide to figuring out the base cost of these items and negotiate the price with your DM. For example, a continuous effect item that emulates a specific spell would cost (spell level * caster level * 2000 * X), where X is determined according to the 2nd footnote on the table). A regular command word item would cost (spell level * caster level * 1800). A command word item charges per day that emulates a continuous version of a spell would be (spell level * caster level * 1800 * X / (5/C)), where X is determined from the 2nd footnote and C is the number of charges per day. If you have metamagic feats, you can apply one or more at the time you make the item by adding the appropriate modifier to the spell’s level.
Note: Boots of Speed & Horseshoes of Speed from the Dungeon Master’s Guide are useless unless you find them before you can cast haste. By the time you can make them yourself, you can already cast haste to the same effect, except you don’t get the benefits of the swiftblade’s cool class features, which rely on you being under the effect of a haste spell that you cast yourself (not from an item or any other source). Also, there are many, many, many magic items that give enhancement bonuses to speed, but all these are useless too, because haste is the best enhancement bonus you’ll be able to get to speed, and the only other enhancement bonuses that stack are those from the swiftblade class.
Spells: The Artificer class (ECS) has ACCESS TO EVERY SPELL LIST AND EVERY SPELL AT THE LOWEST LEVEL AVAILABLE, AND GETS ACCESS TO SPELL LEVELS TWO LEVELS EARLIER THAN NORMAL FOR ITEM CREATION!! It is always worth it to have this excellent class in the party, and if you’re playing a Gestalt Campaign, there is no excuse for at least one party member to not to take it up to at least level 14!
Expeditious Retreat (PHB): {Brd 3, Sor/Wiz 3} +30 enhancement bonus to land speed only. It doesn’t stack with haste, but it’s in minutes per level, and available at first level.
Heart of Air (CM): {Druid 2, Sor/Wiz 2, Wu Jen 2 (air)} +10 enhancement bonus to fly speed only (and some other effects). It doesn’t stack with haste, but it does stack with expeditious retreat, so if you had a fly speed based on land speed this is a great edition (overall +40) until you get haste.
Haste (PHB): {Brd 3, Sor/Wiz 3, Trapsmith 1} Simply the best enhancement bonus you will ever get to speed. +30 enhancement bonus to all forms of movement. The Swift Surge of a swiftblade is the only other enhancement bonus I am aware of that stacks with haste. Not that most of a swiftblade’s class features are only available when you are under the effect of a haste spell that you cast yourself. You need access to this spell in order to take the class actually. Because this spell give bonuses to all speeds, if you have a fly or swim or burrow speed based off of your land speed, ask your DM if the bonus can be double counted (ie. Your fly speed increases by 30 because your land speed did, but increases another 30 because the spell also increases fly speed). RAW this might be allowed (honestly not sure), but it’s definitely not RAI. Your DM will probably say no, but it’s worth a shot haha. The Trapsmith spell list can be found on page 54 of Dungeonscape.
Physical Acceleration (Physical Acceleration - DSP-d20-SRD): {Egoist 3, Marksman 4, Psychic Warrior 2, Worldthought Medic 4} This is actually a power, not a spell. Physical Acceleration is the psionic version of haste. In all respects it is identical to the spell, although it can also be augmented. With your DM’s permission, if you’re interested in psionics I see no reason you couldn’t become a psionic swiftblade. As long as you can manifest third level powers, and for the whole previous level before taking swiftblade this is the only third level power you manifest, then I would rule it meets that requirement of class entry.
Cloud Wings (SC): {Druid 2} +30 unnamed bonus to fly speed.
Wings of Swift Flying (RotD): {Sor 1} +30 unnamed bonus to fly speed or +40 (an additional ten) if you have the dragonblood subtype. IMPORTANT: Only characters who are flying by the effect of flight granted by a spell, power, or other temporary magical or psionic effect can make use of this spell. Characters who are flying through some other means (such as natural wings of their own) gain no benefit from casting this spell! When the underlying flight effect’s duration elapses, the wings of swift flying spell also immediately ends.
Arial Alacrity (RotW): {Sky 4, Sor/Wiz 4} +30 unnamed bonus to fly speed and increases maneuverability by 1, among other things.
Grace (SC): {Bard 2, Cleric 3} Among other things, a +10 unnamed bonus to land speed.
Footsteps of the Divine (CC): {Cleric 3} This one is really fun. Upon casting this spell, you acquire one new movement mode and speed based on your deity as given on the table below for rounds/ level. You are not however strictly limited to the option offered by your own deity, and may choose any from the table, but in this case the spell duration is halved. A"—" entry indicates that you gain no new movement type, but your base speed increases by the amount indicated instead (unnamed bonus).
The best part is the spell’s secondary ability. “At any point before the duration expires, you can choose to employ a burst of truly inhuman speed. Doing so adds an additional +10 feet to your speed per round remaining in the spell's duration. However, this effect lasts for only a single round, after which the spell ends.” So if your patron deity is Fharlanghn, and you cast this as a fifth level cleric, then you can get the benefit of a +50 bonus to speed that stacks with everything, and for the full duration of 5 rounds, or else at any point (including right after casting) you can increase your speed for the rest of the current round by 10 for each round left (ie. +50 +50 = +100 total by activating this ability right after casting at only caster level 5th! If you did this with a caster level 20th version of the spell, it’d be +50 for 20 rounds or max +250 for one round to suit your needs! Sweet! Note: if you get access to this spell but don’t associate yourself with any deity (like by activating a scroll made by an artificer or cleric with a UMD check), the duration is automatically halved since it would be impossible to pick the option of your patron deity.
Note: There are many, many, many other spells that provide enhancement bonus to speed, but I'm going to to mention any because they're worthless compared to haste.
Feats: I forgot some in my last post, haha!! I’m sure there are even more than these, but here are a few more.
Divine vigor (DeoFa): Spend one of your turn/rebuke attempts to get a +10 ft. unnamed bonus to base speed and gain a +2 enhancement bonus to your Constitution. These effects last a number of minutes equal to your Charisma modifier.
Draconic Aura: Swiftness (DraM): I’m listing this here as a feat, but you can actually get draconic auras as a Dragon Shaman (class from PHB2) also. The Swiftness aura grants you and all allies within 30 feet of you your aura’s bonus on Climb, Jump, and Swim checks and also increases your climb, fly, and swim speeds by 5 × your aura’s bonus. This is a swift action to activate, then a continuous, passive bonus that doesn’t end unless you dismiss it or activate another draconic aura without the double draconic aura feat (DraM). Don’t bother getting this from the Dragon Shaman’s class feature unless you plan on taking a bunch of levels in the class, as your bonus increases with class level. As a dragon shaman, your aura’s bonus starts at +1 and increases by one at 5th, 10th, 15th, and maxes at +5 at 20th level. What’s better is getting the dragonblood subtype (I listed four ways to do this a couple posts back, under the Air Heritage feat heading), and then taking the Draconic Aura feat. You don’t need dragonblood to get the feat, but without it, your aura bonus will only ever be +1. With dragonblood, your bonus starts at +1 and increases with overall character level by one at 7th, 14th, and maxes at +4 at 20th level. So a 20th level character with the dragonblood subtype would get +20 to all those speeds, and a 20th level dragon shaman would get +25 (a dragon shaman doesn’t get any extra bonus for being dragonblooded). Note: RAW, the Dragon Shaman version additionally needs line of effect to your allies in order for them to get the bonus (not just to be within 30 feet of you, as the feat).
Mastery of the Azure Sky (PGtE): This doesn’t specifically increase speed, but it’d useful to mention here. If you pick up the Extend Spell metamagic feat (PHB) and this feat, than any time you cast a spell that grants its target a fly speed or give bonuses to fly speed (without altering its form), you can spontaneously apply the effect of the Extend Spell metamagic feat to that spell for free, with no increase in spell's level or casting time. This includes spells like fly, cloud wings, and specifically includes haste (if cast on a creature with a fly speed). It does not apply to spells that grant a fly speed by altering the creature's form, such as gaseous form, polymorph, and wind walk, nor would it work on air walk, ethereal jaunt, levitate, or reverse gravity (since these spells, while they allow movement through the air, do not grant a fly speed).
Prestige Classes: I forgot one of these too!
Mythic Exemplar (CC): If you pick the path of Orsos, then at 2nd level you gain a +20 foot insight bonus to your base speed. The bonus is activated as a swift action and lasts for a number of rounds equal to your Mythic Exemplar level. This gets better as you advance through the class obviously, and the path of Orsos is actually really great, so this is a prestige class worth checking out.
Items, Enchantments, and Spells and More for Movement: (for speed, see top of post)
Armor Enchantments: The following enchantments can be applied to any armor.
Speed (DeoFa): This armor or shield property grants the wearer an extra move action every round!! (Also a +4 haste bonus to AC). Be sure to pick this up.
Xorn Movement (UD): This armor property doesn’t actually give you more movement actions, but it’s worth mentioning because of how kickass it is. It basically gives you an Earth Elemental’s Earth Glide ability. The actual effect is that the wearer gains the benefits of the Xorn Movement spell (from Manual of the Planes) for 9 rds/day, which can be taken non-consecutively.
Magic Items:
Belt of Battle (MIC): This item has 3 charges/day and is activated with a swift (mental) action. When activated you immediately gain either a move action (1 chg.), standard action (2 chgs.) or a full-round action (3 chgs.). So that means you can essentially convert your swift action into a move action 3 times per day, or expend all three charges in a single round to get two move actions in that round (by converting the full-round action). An extra standard action isn’t bad either occasionally, haha.
Bloodspike: Tempo (MOE): Bloodspikes are really cheap one use items (basically hypodermic needles). To use a bloodspike, a user jabs it directly into her flesh dealing 1 point of piercing damage. There are a few varieties, but the best is the tempo bloodspike. At any time in the hour after the tempo bloodspike is used, you can take one additional move action on your turn (either before or after your other actions). If not used within 1 hour, the alchemical substance fades from your blood and is lost. Note: The effects of multiple doses of a bloodspike’s alchemical contents do not stack and Constructs, elementals, oozes, plants, and undead are unaffected by bloodspikes. This will basically guarantee you a single extra move action in combat.
Quicksilver boots (MIC): When you activate these boots, you can move a distance up to your land speed (as if using a move action to do so). This extra movement follows all the normal rules for movement, except that you can move across water or other liquid without falling in (as long as you start and finish on solid ground). You provoke attacks of opportunity as normal for movement, though the rapidity of your travel makes your form blurry, providing concealment against such attacks. This ability functions two times per day, and is activate with a swift (command) action. Basically you convert your swift action into a glorified move action.
Chronocharm of the Horizon Walker (MIC): Activated with a swift (command) action once per day. When you activated, you can move up to half your speed (rounded down) as part of the same swift action used to activate it.
Spells:
Celerity, Lesser (PHB2): {Brd 2, Sor/Wiz 2} This spell can be cast as an immediate action at any point in the round even when it’s not your turn. You immediately take a move action, but immediately after your movement ends you are dazed until the end of your next turn.
Celerity, Greater (PHB2): {Sor/Wiz 8} This spell can be cast as an immediate action at any point in the round even when it’s not your turn. You immediately take a full-round action (or a move and a standard or two moves), but immediately afterward you are dazed until the end of your next turn. Note: there is a psionic version of this powerful spell available much earlier called Anticipatory Strike (CP {Psion/wilder 5, Time 5}) that also give you a full-round action, but instead of becoming dazed at the conclusion of the action you simply can’t take any actions during your next turn. Of course that’s what the dazed condition does, but the difference is that you can become immune to dazing (although sensible DM’s will likely rule that one can never become immune to the dazing affect of Celerity and simply consider the effect the same as that of Anticipatory Strike).
Hustle (xPH): { Egoist 3, psychic warrior 2} This is actually a psionic power, not a spell. Activated as a swift (mental) action, it lets you take a move action. Basically it converts one action type to the other.
Feats:
Heroic Surge (AOM): You may take an extra move or attack action, either before or after your regular actions. You can activate this ability once per day for every four character levels you have attained but never more than once per round. This means you start with one use per day at 4th level and gain one more use per day at 8th, 12th, 16th, and maxes out at 5 times per day at 20th.
Action Surge (ECS): If your DM is running your campaign with action points (introduced in the Eberron Campaign Setting), this feat allows you to spend 2 action points to take an extra move action or standard action in a round, either before or after your regular actions.
Maneuvers:
Quicksilver Motion [Diamond Mind] (ToB):{Swordsage 7, Warblade 7} This Maneuver allows you to convert a swift action into a move action or move-equivalent action.
Base Classes:
Marshal (MH): I forgot to mention this class in my previous post. Marshal’s are predominantly field support characters that grant bonuses to allies. You wouldn’t need to be a Marshal yourself to get the benefits, just have a marshal in your party (in fact some benefits are to allies only). Actually though, marshal is a fantastic one level dip for any character with a high charisma score because you get to project a minor aura. There are no minor auras that increase speed, but a marshal’s major aura can. This basically functions in all ways like a draconic aura mentioned above. With the Motivate Urgency major aura, all allies within 60 feet of the marshal and can hear him and understand his language including the marshal himself gain the benefit of a +5 unnamed bonus to base land speed for every point of the marshals aura (starts with +1 at 2nd level and increase by 1 at 7th, 14th, and 20th levels). This means that combined with the swiftness draconic aura, all allies within 30 feet of the source characters get a +20 to all forms of movement by 20th level.
In addition to granting speed, at 4th level the Marshal gets the nifty extraordinary ability to grant an extra move action to all his allies (but not himself). The marshal may activate this ability as a standard action once per day, and all allies within 30 feet who choose to do so immediately take a move action. The round then continues as normal. Uses of this ability per day increase by 1 at 8th, 12th, 16th, and maxes at 5/day at 20th level. No characters may get more than one extra move action in a round in this way (ie. two marshals can’t use this ability on the same ally in the same round, nor can a single marshal with more than one standard action grant any given ally this ability more than once in a round).
Prestige Classes:
Swiftblade (see previous link): In addition to the speed bonuses from swift surge, a swiftblade’s 9th level ability, Perpetual Options, lets you take one extra move action or standard action during your turn each round when under the effects of a haste spell you cast yourself, in place of the normal extra attack action you get from haste.
Ruby Knight Vindicator (ToB): If you revisit all of the options presented above, you’ll notice that a large handful (Travel Devotion, Belt of Battle, Hustle, Animal Devotion, marshal and draconic auras, the mythic exemplar’s least paragon ability, quicksilver boots, the chronocharm, et cetra) require the use of a swift action to activate. With the aura this isn’t a big deal because you can activate them anytime and the effects are continuous. But how do you decide what to activate in combat when you normally only get one swift action per turn? With the ruby knight vindicator’s Divine Impetus, you don’t have to! At 7th level, this prestige class gives the supernatural ability to burn a single daily use of a turn/rebuke attempt in order to gain an extra swift action, and it says nothing about limiting this ability to once per round. This means lots of speed buffs and extra move actions (Yes, you can even stack belts of battle using normal item stacking rules in the Magic Item Compendium in order to convert each of those swift actions into move, standard or full-round actions! Sick!).
Eternal Blade (ToB): If you don’t have many turn/rebuke attempts due to low charisma (although it’s super easy to get more; just google it), or you’re in an anti-magic field, null-magic plane, or otherwise dead magic zone, than the Eternal Blade’s capstone extraordinary ability, Island in Time, might suit you better. Once per encounter, a 10th level eternal blade can at any moment take an entire extra turn as an immediate action, and suffers no ill effects. And then the round continues as normal (including the eternal blade normal turn)! Note that this is a full extra normal turn of actions, just as though it were your turn, and you could do anything you could normally do on your turn. You can use this ability to simply have two full normal turns in a row once per encounter, or even interrupt an enemy’s turn, anytime is fair game!
I'm pretty sure that's all I got for now. If I find or can think of anything else, I'll post it here.
_______________________________________________________________
(#DC) = Dragon Compendium Volume 1
(AOM) = Dragonlance: Age of Mortals
(CC) = Complete Champion
(CM) = Complete Mage
(CP) = Complete Psionic
(DeoFa) = Defenders of the Faith
(Drac) = Draconomicon
(DraM) = Dragon Magic
(ECS) = Eberron Campaign Setting
(ELH) = Epic Level Handbook
(MIC) = Magic Item Compendium
(MH) = Miniatures Handbook
(MoE) = Magic of Eberron
(PGtE) = Player's Guide to Eberron (NOT Eberron: Player's Guide, that's a separate book)
(PHB) = Player's Handbook 3.5e
(PHB2) = Player's Handbook II
(xPH) = Expanded Psionics Handbook
(RotD) = Races of the Dragon
(RotW) = Races of the Wild
(SC) = Spell Compendium
(ToB) = Tome of Battle
(UD) = Forgotten Realms: Underdark
Items, Enchantments, and Spells and More for Speed: (for movement, see further down)
Armor Enchantments: The following enchantments can be applied to any armor.
Quickness [Psionic] (xPH): +5 unnamed bonus to all speeds
Note: the Speed and Quickness Armor Properties from the Magic Item Compendium are basically useless. I would ignore these.
Magic Items:
Boots of the Woodland (#DC): Originally appearing in Dragon Magazine #328, these boots provide a +10 unnamed bonus to land speed in any forest environment (which includes sparse woods and tree-covered hills or mountains).
Sandals of the light step (MIC): +10-foot enhancement bonus to your base land speed, and you can ignore any extra movement costs for difficult terrain. You also leave no tracks, as if affected by pass without trace. Doesn't stack with haste, but it's continuous and passive and has some other nice abilities, so until you get your 4th level of swiftblade (which mimics the effect for free) it’s worth looking it.
Horseshoes of the Peerless Steed (ELH): This is an epic level item I know, but worth mentioning here: among other ridiculous kickass effects, the ground speed of the creature wearing the horseshoes doubles. And that's on top of the 1.5 from Shadow Creature. And unlike the horseshoes of speed, you don't need to be an animal in order to wear them, you only need to have hooves!
Creating Your Own!: With the right item creation feats and access to the right spells (see the spells section below), you can make your own magic items that emulate spell effects. This is essential so that you don’t have to constantly prepare and cast speed buffs every day and can save your spell slots for much more important spells. Use Table 7-33: Estimating Magic Item Gold Piece Value found in the Dungeon Master’s Guide 3.5e as a guide to figuring out the base cost of these items and negotiate the price with your DM. For example, a continuous effect item that emulates a specific spell would cost (spell level * caster level * 2000 * X), where X is determined according to the 2nd footnote on the table). A regular command word item would cost (spell level * caster level * 1800). A command word item charges per day that emulates a continuous version of a spell would be (spell level * caster level * 1800 * X / (5/C)), where X is determined from the 2nd footnote and C is the number of charges per day. If you have metamagic feats, you can apply one or more at the time you make the item by adding the appropriate modifier to the spell’s level.
Note: Boots of Speed & Horseshoes of Speed from the Dungeon Master’s Guide are useless unless you find them before you can cast haste. By the time you can make them yourself, you can already cast haste to the same effect, except you don’t get the benefits of the swiftblade’s cool class features, which rely on you being under the effect of a haste spell that you cast yourself (not from an item or any other source). Also, there are many, many, many magic items that give enhancement bonuses to speed, but all these are useless too, because haste is the best enhancement bonus you’ll be able to get to speed, and the only other enhancement bonuses that stack are those from the swiftblade class.
Spells: The Artificer class (ECS) has ACCESS TO EVERY SPELL LIST AND EVERY SPELL AT THE LOWEST LEVEL AVAILABLE, AND GETS ACCESS TO SPELL LEVELS TWO LEVELS EARLIER THAN NORMAL FOR ITEM CREATION!! It is always worth it to have this excellent class in the party, and if you’re playing a Gestalt Campaign, there is no excuse for at least one party member to not to take it up to at least level 14!
Expeditious Retreat (PHB): {Brd 3, Sor/Wiz 3} +30 enhancement bonus to land speed only. It doesn’t stack with haste, but it’s in minutes per level, and available at first level.
Heart of Air (CM): {Druid 2, Sor/Wiz 2, Wu Jen 2 (air)} +10 enhancement bonus to fly speed only (and some other effects). It doesn’t stack with haste, but it does stack with expeditious retreat, so if you had a fly speed based on land speed this is a great edition (overall +40) until you get haste.
Haste (PHB): {Brd 3, Sor/Wiz 3, Trapsmith 1} Simply the best enhancement bonus you will ever get to speed. +30 enhancement bonus to all forms of movement. The Swift Surge of a swiftblade is the only other enhancement bonus I am aware of that stacks with haste. Not that most of a swiftblade’s class features are only available when you are under the effect of a haste spell that you cast yourself. You need access to this spell in order to take the class actually. Because this spell give bonuses to all speeds, if you have a fly or swim or burrow speed based off of your land speed, ask your DM if the bonus can be double counted (ie. Your fly speed increases by 30 because your land speed did, but increases another 30 because the spell also increases fly speed). RAW this might be allowed (honestly not sure), but it’s definitely not RAI. Your DM will probably say no, but it’s worth a shot haha. The Trapsmith spell list can be found on page 54 of Dungeonscape.
Physical Acceleration (Physical Acceleration - DSP-d20-SRD): {Egoist 3, Marksman 4, Psychic Warrior 2, Worldthought Medic 4} This is actually a power, not a spell. Physical Acceleration is the psionic version of haste. In all respects it is identical to the spell, although it can also be augmented. With your DM’s permission, if you’re interested in psionics I see no reason you couldn’t become a psionic swiftblade. As long as you can manifest third level powers, and for the whole previous level before taking swiftblade this is the only third level power you manifest, then I would rule it meets that requirement of class entry.
Cloud Wings (SC): {Druid 2} +30 unnamed bonus to fly speed.
Wings of Swift Flying (RotD): {Sor 1} +30 unnamed bonus to fly speed or +40 (an additional ten) if you have the dragonblood subtype. IMPORTANT: Only characters who are flying by the effect of flight granted by a spell, power, or other temporary magical or psionic effect can make use of this spell. Characters who are flying through some other means (such as natural wings of their own) gain no benefit from casting this spell! When the underlying flight effect’s duration elapses, the wings of swift flying spell also immediately ends.
Arial Alacrity (RotW): {Sky 4, Sor/Wiz 4} +30 unnamed bonus to fly speed and increases maneuverability by 1, among other things.
Grace (SC): {Bard 2, Cleric 3} Among other things, a +10 unnamed bonus to land speed.
Footsteps of the Divine (CC): {Cleric 3} This one is really fun. Upon casting this spell, you acquire one new movement mode and speed based on your deity as given on the table below for rounds/ level. You are not however strictly limited to the option offered by your own deity, and may choose any from the table, but in this case the spell duration is halved. A"—" entry indicates that you gain no new movement type, but your base speed increases by the amount indicated instead (unnamed bonus).

The best part is the spell’s secondary ability. “At any point before the duration expires, you can choose to employ a burst of truly inhuman speed. Doing so adds an additional +10 feet to your speed per round remaining in the spell's duration. However, this effect lasts for only a single round, after which the spell ends.” So if your patron deity is Fharlanghn, and you cast this as a fifth level cleric, then you can get the benefit of a +50 bonus to speed that stacks with everything, and for the full duration of 5 rounds, or else at any point (including right after casting) you can increase your speed for the rest of the current round by 10 for each round left (ie. +50 +50 = +100 total by activating this ability right after casting at only caster level 5th! If you did this with a caster level 20th version of the spell, it’d be +50 for 20 rounds or max +250 for one round to suit your needs! Sweet! Note: if you get access to this spell but don’t associate yourself with any deity (like by activating a scroll made by an artificer or cleric with a UMD check), the duration is automatically halved since it would be impossible to pick the option of your patron deity.
Note: There are many, many, many other spells that provide enhancement bonus to speed, but I'm going to to mention any because they're worthless compared to haste.
Feats: I forgot some in my last post, haha!! I’m sure there are even more than these, but here are a few more.
Divine vigor (DeoFa): Spend one of your turn/rebuke attempts to get a +10 ft. unnamed bonus to base speed and gain a +2 enhancement bonus to your Constitution. These effects last a number of minutes equal to your Charisma modifier.
Draconic Aura: Swiftness (DraM): I’m listing this here as a feat, but you can actually get draconic auras as a Dragon Shaman (class from PHB2) also. The Swiftness aura grants you and all allies within 30 feet of you your aura’s bonus on Climb, Jump, and Swim checks and also increases your climb, fly, and swim speeds by 5 × your aura’s bonus. This is a swift action to activate, then a continuous, passive bonus that doesn’t end unless you dismiss it or activate another draconic aura without the double draconic aura feat (DraM). Don’t bother getting this from the Dragon Shaman’s class feature unless you plan on taking a bunch of levels in the class, as your bonus increases with class level. As a dragon shaman, your aura’s bonus starts at +1 and increases by one at 5th, 10th, 15th, and maxes at +5 at 20th level. What’s better is getting the dragonblood subtype (I listed four ways to do this a couple posts back, under the Air Heritage feat heading), and then taking the Draconic Aura feat. You don’t need dragonblood to get the feat, but without it, your aura bonus will only ever be +1. With dragonblood, your bonus starts at +1 and increases with overall character level by one at 7th, 14th, and maxes at +4 at 20th level. So a 20th level character with the dragonblood subtype would get +20 to all those speeds, and a 20th level dragon shaman would get +25 (a dragon shaman doesn’t get any extra bonus for being dragonblooded). Note: RAW, the Dragon Shaman version additionally needs line of effect to your allies in order for them to get the bonus (not just to be within 30 feet of you, as the feat).
Mastery of the Azure Sky (PGtE): This doesn’t specifically increase speed, but it’d useful to mention here. If you pick up the Extend Spell metamagic feat (PHB) and this feat, than any time you cast a spell that grants its target a fly speed or give bonuses to fly speed (without altering its form), you can spontaneously apply the effect of the Extend Spell metamagic feat to that spell for free, with no increase in spell's level or casting time. This includes spells like fly, cloud wings, and specifically includes haste (if cast on a creature with a fly speed). It does not apply to spells that grant a fly speed by altering the creature's form, such as gaseous form, polymorph, and wind walk, nor would it work on air walk, ethereal jaunt, levitate, or reverse gravity (since these spells, while they allow movement through the air, do not grant a fly speed).
Prestige Classes: I forgot one of these too!
Mythic Exemplar (CC): If you pick the path of Orsos, then at 2nd level you gain a +20 foot insight bonus to your base speed. The bonus is activated as a swift action and lasts for a number of rounds equal to your Mythic Exemplar level. This gets better as you advance through the class obviously, and the path of Orsos is actually really great, so this is a prestige class worth checking out.
Items, Enchantments, and Spells and More for Movement: (for speed, see top of post)
Armor Enchantments: The following enchantments can be applied to any armor.
Speed (DeoFa): This armor or shield property grants the wearer an extra move action every round!! (Also a +4 haste bonus to AC). Be sure to pick this up.
Xorn Movement (UD): This armor property doesn’t actually give you more movement actions, but it’s worth mentioning because of how kickass it is. It basically gives you an Earth Elemental’s Earth Glide ability. The actual effect is that the wearer gains the benefits of the Xorn Movement spell (from Manual of the Planes) for 9 rds/day, which can be taken non-consecutively.
Magic Items:
Belt of Battle (MIC): This item has 3 charges/day and is activated with a swift (mental) action. When activated you immediately gain either a move action (1 chg.), standard action (2 chgs.) or a full-round action (3 chgs.). So that means you can essentially convert your swift action into a move action 3 times per day, or expend all three charges in a single round to get two move actions in that round (by converting the full-round action). An extra standard action isn’t bad either occasionally, haha.
Bloodspike: Tempo (MOE): Bloodspikes are really cheap one use items (basically hypodermic needles). To use a bloodspike, a user jabs it directly into her flesh dealing 1 point of piercing damage. There are a few varieties, but the best is the tempo bloodspike. At any time in the hour after the tempo bloodspike is used, you can take one additional move action on your turn (either before or after your other actions). If not used within 1 hour, the alchemical substance fades from your blood and is lost. Note: The effects of multiple doses of a bloodspike’s alchemical contents do not stack and Constructs, elementals, oozes, plants, and undead are unaffected by bloodspikes. This will basically guarantee you a single extra move action in combat.
Quicksilver boots (MIC): When you activate these boots, you can move a distance up to your land speed (as if using a move action to do so). This extra movement follows all the normal rules for movement, except that you can move across water or other liquid without falling in (as long as you start and finish on solid ground). You provoke attacks of opportunity as normal for movement, though the rapidity of your travel makes your form blurry, providing concealment against such attacks. This ability functions two times per day, and is activate with a swift (command) action. Basically you convert your swift action into a glorified move action.
Chronocharm of the Horizon Walker (MIC): Activated with a swift (command) action once per day. When you activated, you can move up to half your speed (rounded down) as part of the same swift action used to activate it.
Spells:
Celerity, Lesser (PHB2): {Brd 2, Sor/Wiz 2} This spell can be cast as an immediate action at any point in the round even when it’s not your turn. You immediately take a move action, but immediately after your movement ends you are dazed until the end of your next turn.
Celerity, Greater (PHB2): {Sor/Wiz 8} This spell can be cast as an immediate action at any point in the round even when it’s not your turn. You immediately take a full-round action (or a move and a standard or two moves), but immediately afterward you are dazed until the end of your next turn. Note: there is a psionic version of this powerful spell available much earlier called Anticipatory Strike (CP {Psion/wilder 5, Time 5}) that also give you a full-round action, but instead of becoming dazed at the conclusion of the action you simply can’t take any actions during your next turn. Of course that’s what the dazed condition does, but the difference is that you can become immune to dazing (although sensible DM’s will likely rule that one can never become immune to the dazing affect of Celerity and simply consider the effect the same as that of Anticipatory Strike).
Hustle (xPH): { Egoist 3, psychic warrior 2} This is actually a psionic power, not a spell. Activated as a swift (mental) action, it lets you take a move action. Basically it converts one action type to the other.
Feats:
Heroic Surge (AOM): You may take an extra move or attack action, either before or after your regular actions. You can activate this ability once per day for every four character levels you have attained but never more than once per round. This means you start with one use per day at 4th level and gain one more use per day at 8th, 12th, 16th, and maxes out at 5 times per day at 20th.
Action Surge (ECS): If your DM is running your campaign with action points (introduced in the Eberron Campaign Setting), this feat allows you to spend 2 action points to take an extra move action or standard action in a round, either before or after your regular actions.
Maneuvers:
Quicksilver Motion [Diamond Mind] (ToB):{Swordsage 7, Warblade 7} This Maneuver allows you to convert a swift action into a move action or move-equivalent action.
Base Classes:
Marshal (MH): I forgot to mention this class in my previous post. Marshal’s are predominantly field support characters that grant bonuses to allies. You wouldn’t need to be a Marshal yourself to get the benefits, just have a marshal in your party (in fact some benefits are to allies only). Actually though, marshal is a fantastic one level dip for any character with a high charisma score because you get to project a minor aura. There are no minor auras that increase speed, but a marshal’s major aura can. This basically functions in all ways like a draconic aura mentioned above. With the Motivate Urgency major aura, all allies within 60 feet of the marshal and can hear him and understand his language including the marshal himself gain the benefit of a +5 unnamed bonus to base land speed for every point of the marshals aura (starts with +1 at 2nd level and increase by 1 at 7th, 14th, and 20th levels). This means that combined with the swiftness draconic aura, all allies within 30 feet of the source characters get a +20 to all forms of movement by 20th level.
In addition to granting speed, at 4th level the Marshal gets the nifty extraordinary ability to grant an extra move action to all his allies (but not himself). The marshal may activate this ability as a standard action once per day, and all allies within 30 feet who choose to do so immediately take a move action. The round then continues as normal. Uses of this ability per day increase by 1 at 8th, 12th, 16th, and maxes at 5/day at 20th level. No characters may get more than one extra move action in a round in this way (ie. two marshals can’t use this ability on the same ally in the same round, nor can a single marshal with more than one standard action grant any given ally this ability more than once in a round).
Prestige Classes:
Swiftblade (see previous link): In addition to the speed bonuses from swift surge, a swiftblade’s 9th level ability, Perpetual Options, lets you take one extra move action or standard action during your turn each round when under the effects of a haste spell you cast yourself, in place of the normal extra attack action you get from haste.
Ruby Knight Vindicator (ToB): If you revisit all of the options presented above, you’ll notice that a large handful (Travel Devotion, Belt of Battle, Hustle, Animal Devotion, marshal and draconic auras, the mythic exemplar’s least paragon ability, quicksilver boots, the chronocharm, et cetra) require the use of a swift action to activate. With the aura this isn’t a big deal because you can activate them anytime and the effects are continuous. But how do you decide what to activate in combat when you normally only get one swift action per turn? With the ruby knight vindicator’s Divine Impetus, you don’t have to! At 7th level, this prestige class gives the supernatural ability to burn a single daily use of a turn/rebuke attempt in order to gain an extra swift action, and it says nothing about limiting this ability to once per round. This means lots of speed buffs and extra move actions (Yes, you can even stack belts of battle using normal item stacking rules in the Magic Item Compendium in order to convert each of those swift actions into move, standard or full-round actions! Sick!).
Eternal Blade (ToB): If you don’t have many turn/rebuke attempts due to low charisma (although it’s super easy to get more; just google it), or you’re in an anti-magic field, null-magic plane, or otherwise dead magic zone, than the Eternal Blade’s capstone extraordinary ability, Island in Time, might suit you better. Once per encounter, a 10th level eternal blade can at any moment take an entire extra turn as an immediate action, and suffers no ill effects. And then the round continues as normal (including the eternal blade normal turn)! Note that this is a full extra normal turn of actions, just as though it were your turn, and you could do anything you could normally do on your turn. You can use this ability to simply have two full normal turns in a row once per encounter, or even interrupt an enemy’s turn, anytime is fair game!
I'm pretty sure that's all I got for now. If I find or can think of anything else, I'll post it here.
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(#DC) = Dragon Compendium Volume 1
(AOM) = Dragonlance: Age of Mortals
(CC) = Complete Champion
(CM) = Complete Mage
(CP) = Complete Psionic
(DeoFa) = Defenders of the Faith
(Drac) = Draconomicon
(DraM) = Dragon Magic
(ECS) = Eberron Campaign Setting
(ELH) = Epic Level Handbook
(MIC) = Magic Item Compendium
(MH) = Miniatures Handbook
(MoE) = Magic of Eberron
(PGtE) = Player's Guide to Eberron (NOT Eberron: Player's Guide, that's a separate book)
(PHB) = Player's Handbook 3.5e
(PHB2) = Player's Handbook II
(xPH) = Expanded Psionics Handbook
(RotD) = Races of the Dragon
(RotW) = Races of the Wild
(SC) = Spell Compendium
(ToB) = Tome of Battle
(UD) = Forgotten Realms: Underdark