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<blockquote data-quote="Edena_of_Neith" data-source="post: 866306" data-attributes="member: 2020"><p>SPELL DESCRIPTION</p><p></p><p> When making a full attack action, a hasted creature may make one extra attack with any weapon he is holding. The attack is made using the creature's full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a weapon of speed, nor does it actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round.)</p><p></p><p> Some comments:</p><p></p><p> This is great for those carrying melee weapons or bows (I would rule a bow is a weapon being held, if someone had a bow out.)</p><p> Thus, the wizard or sorcerer can, as in 2nd Edition, once more empower all the fighters, rangers, paladins, barbarians, and even clerics, druids, and rogues in the party.</p><p> It is also good for spellswords.</p><p></p><p> SPELL DESCRIPTION</p><p></p><p> A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.</p><p></p><p> Some comments:</p><p></p><p> Again, this is great for fighters, rangers, paladins, barbarians, and even clerics, druids and rogues.</p><p> It is also good for spellswords.</p><p></p><p> SPELL DESCRIPTION</p><p></p><p> All of the hasted creature's modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 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.</p><p></p><p> Some more comments:</p><p></p><p> What we have here is the 3rd Edition equivalent of a weakened 2nd Edition Haste spell, minus the penalties.</p><p> That is, your attacks do not double, but instead you gain one extra attack.</p><p> Also, you do not age one year each time the spell is cast on you.</p><p></p><p> This is all fine and well, if you are playing a wizard or sorcerer who likes to have fighters, paladins, rangers, barbarians, clerics, druids, rogues, and spellswords fight for him or her.</p><p> Which is to say, this Haste is fine for a wizard or sorcerer who prefers to let others do the fighting for him or her (which is the case for many wizards and sorcerers.)</p><p></p><p> Of course, if the wizard or sorcerer is alone, or actually wants to fight, this spell is useless. </p><p> You do realize that, don't you?</p><p></p><p> A + 1 bonus to attacks, AC, and reflex saves are rather paltry rewards for the casting of a 3rd level spell (paltry, when you can FIREBALL the enemy instead.)</p><p> Not to mention, useless. If an enemy closes with your wizard or sorcerer, those bonuses are insignificant. Your wizard or sorcerer is likely to have too low a BAB and AC for a + 1 to make much of a difference.</p><p></p><p> The spell gives fighting types an edge. But it does not give spellcasters much of anything.</p><p> An extra attack, but not an extra spell.</p><p></p><p> If your wizard is into RUNNING, this spell is quite useful.</p><p> If your wizard takes this spell for memorization, and not effective spells like Fireball, running away will probably be his or her fate, too.</p><p></p><p> In other words, this spell - this version of Haste - is not for the fighting wizard (who is not a spellsword, but IS a straight wizard who also wishes to fight.)</p><p></p><p> - - -</p><p></p><p> I say, there should be two versions of Haste.</p><p> There should be the one now being discarded, from 3.0. That version of Haste for fighting wizards and sorcerers.</p><p> The second one being this new spell, in 3.5. For the wizard who wants to stand back and turn the fighting men and women of the party into tanks.</p><p></p><p> But if this new version will be the only Haste available officially, I must state that I do not care for it.</p><p> Just my opinion only.</p><p></p><p> Edena_of_Neith</p></blockquote><p></p>
[QUOTE="Edena_of_Neith, post: 866306, member: 2020"] SPELL DESCRIPTION When making a full attack action, a hasted creature may make one extra attack with any weapon he is holding. The attack is made using the creature's full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a weapon of speed, nor does it actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round.) Some comments: This is great for those carrying melee weapons or bows (I would rule a bow is a weapon being held, if someone had a bow out.) Thus, the wizard or sorcerer can, as in 2nd Edition, once more empower all the fighters, rangers, paladins, barbarians, and even clerics, druids, and rogues in the party. It is also good for spellswords. SPELL DESCRIPTION A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Some comments: Again, this is great for fighters, rangers, paladins, barbarians, and even clerics, druids and rogues. It is also good for spellswords. SPELL DESCRIPTION All of the hasted creature's modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 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. Some more comments: What we have here is the 3rd Edition equivalent of a weakened 2nd Edition Haste spell, minus the penalties. That is, your attacks do not double, but instead you gain one extra attack. Also, you do not age one year each time the spell is cast on you. This is all fine and well, if you are playing a wizard or sorcerer who likes to have fighters, paladins, rangers, barbarians, clerics, druids, rogues, and spellswords fight for him or her. Which is to say, this Haste is fine for a wizard or sorcerer who prefers to let others do the fighting for him or her (which is the case for many wizards and sorcerers.) Of course, if the wizard or sorcerer is alone, or actually wants to fight, this spell is useless. You do realize that, don't you? A + 1 bonus to attacks, AC, and reflex saves are rather paltry rewards for the casting of a 3rd level spell (paltry, when you can FIREBALL the enemy instead.) Not to mention, useless. If an enemy closes with your wizard or sorcerer, those bonuses are insignificant. Your wizard or sorcerer is likely to have too low a BAB and AC for a + 1 to make much of a difference. The spell gives fighting types an edge. But it does not give spellcasters much of anything. An extra attack, but not an extra spell. If your wizard is into RUNNING, this spell is quite useful. If your wizard takes this spell for memorization, and not effective spells like Fireball, running away will probably be his or her fate, too. In other words, this spell - this version of Haste - is not for the fighting wizard (who is not a spellsword, but IS a straight wizard who also wishes to fight.) - - - I say, there should be two versions of Haste. There should be the one now being discarded, from 3.0. That version of Haste for fighting wizards and sorcerers. The second one being this new spell, in 3.5. For the wizard who wants to stand back and turn the fighting men and women of the party into tanks. But if this new version will be the only Haste available officially, I must state that I do not care for it. Just my opinion only. Edena_of_Neith [/QUOTE]
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