Old haste new level and name?

dwayne

Adventurer
I did this after the new haste spell in 3.5 came out. I placed it mid way between time stop and the new haste. I would like any ideas as to if this is a good or bad idea feed back is welcomed. Here is the spell.

Greater Haste
Transmutation
Level: Brd 6, Sor/Wiz 6
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Targets: You or person touched
Duration: 1d4+1 rounds
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
The transmuted creatures move and act more quickly than normal. This extra speed has several effects.
When making a full attack action, a hasted creature may take one extra full round action. (This effect is not cumulative with similar effects, such as that provided by a weapon of speed,.Exsample casting two spells in a round, two whirlwind attacks or drinking a potion, move your full movement rate ,adjusted, and making a full round of attacks on a subject.)
A greater hasted creature gains a +4 bonus on attack rolls and a +4 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.
All of the Greater hasted creature’s modes of movement (including land movement, burrow, climb, fly, and swim) increase by 60 feet, to a maximum of 4 times 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 haste or Greater Hast effects don’t stack. Greater Haste dispels and counters slow.
Material Component: A piece of hair from a quickling.

? :heh:
 

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With the short duration it might be balanced, except that it grants an extra full-round action rather than a standard action. (An extra full-round action would let two full attacks go off, which is very powerful.)
 

I'm thinking that actions are the real limits to PC power at mid-to-high (right thru Epic) levels.

This has a big implication: namely, that extra actions are worth more than anything else ever.

Thus, I'd say ix-nay on the aste-hay.

-- N
 


As written this spell is almost better than time stop. Time stop grants the same amount of bonus rounds, but doesn't allow offensive stuff during. This spell however has repeated internal inconsistencies. "When making a full attack action....example casting two spells..." Casting a spell is not a full attack action. Fix up these sorts of things and maybe the spell can be balanced a bit. But any spell that allows extra spells is a very dangerous thing. I have some ideas, but will reserve them until I can tell what your original intent was.
 

ok here is try two

Greater Haste
Transmutation
Level: Brd 6, Sor/Wiz 6
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Targets: You or person touched
Duration: 2 rounds (apparent time)
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
The transmuted creatures move and act more quickly than normal. This extra speed has several effects.
When making a full attack action, a hasted creature may take one extra Standerd or move action. (This effect is not cumulative with similar effects, such as that provided by a weapon of speed,.Exsample casting two spells in a round, two whirlwind attacks or drinking a potion, move your full movement rate ,adjusted, and making a full round of attacks on a subject.) While Greater Haste is in effect, other creatures 50% chance to ignor your attacks and spells; you cannot target such creatures with any attack or spell. A spell that affects an area and has a duration longer than the remaining duration of the Geater Haste have their normal effects on other creatures once the Greater Hast ends.
You cannot move or harm items held, carried, or worn by a creature stuck in normal time, but you can affect any item that is not in another creature’s possession.
You are hard to detect while Greater hast lasts +20 to all checks to find the subject. If you enter an area protected by an antimagic field while under the effect of Greater haste the spell ends and you are stunded for one round no save.
A greater hasted creature gains a +4 bonus on attack rolls and a +4 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.
All of the Greater hasted creature’s modes of movement (including land movement, burrow, climb, fly, and swim) increase by 60 feet, to a maximum of 4 times 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 haste or Greater Hast effects don’t stack. Greater Haste dispels and counters slow.
Material Component: A piece of hair from a quickling.
 

Do I have the gist of this right? You cast this spell and then on your next round you can do a double round? The write up is still confusing because it mentions that the effects only occur when taking a full attack action. As of now it still seems rather confused.
 

sorry

Posted it too quickly the spell should read....

Greater Haste
Transmutation
Level: Brd 6, Sor/Wiz 6
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Targets: You or person touched
Duration: 2 rounds (apparent time)
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
The transmuted creatures move and act more quickly than normal. This extra speed has several effects.
One it allows the hasted creature to take one extra Standerd or move action. (This effect is not cumulative with similar effects, such as that provided by a weapon of speed,.Exsample casting two spells in a round, or drinking a potion, move your full movement rate , and making a full round of attacks on a subject.) While Greater Haste is in effect, other creatures have a 50% chance to ignor your attacks and spells (because you are Partly in another plane); A spell that affects an area and has a duration longer than the remaining duration of the Geater Haste have their normal effects on other creatures once the Greater Hast ends if that creature is not effected allready (Exsample disentagrateing a subject and he is not affected you just wasted the spell, or melfs acid arrow lasts for so many rounds of your time if he is not affected the first time he has to roll twice in the round for each time there is damage to see if he is affected, a fighter moving at his full movement rate then doing his full round of attacks on foe would have to roll for each hit to see if they pass though him).
The same applys for items held, carried, or worn by a creature stuck in normal time, but any item that is not in another creature’s possession can be affected.
You are hard to detect while Greater hast lasts +20 to all checks to find the subject. If you enter an area protected by an antimagic field while under the effect of Greater haste the spell ends and you are stunded for one round no save.
A greater hasted creature gains a +4 bonus on attack rolls and a +4 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.
All of the Greater hasted creature’s modes of movement (including land movement, burrow, climb, fly, and swim) increase by 60 feet, to a maximum of 4 times 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 haste or Greater Hast effects don’t stack. Greater Haste dispels and counters slow.
Material Component: A piece of hair from a quickling.

In my campaign the temporal energy plane (plane of Time) is a vital part of the world creatures and guardians live and rule there as in many of the other planes. So I treat these spells as ethereal jaunt hope that helps. :)
 
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I liked the first version more, 2 rounds duration is too short for a 6th level spell, 1d4+1 seemed nice to me.

What about instead compensating with 1d4+1 rounds afterwards when the character is slowed as the spell, or that the PC is exhausted? If you add that the slow afterwards cannot simply be eliminated by another Haste.
 

Li Shenron said:
I liked the first version more, 2 rounds duration is too short for a 6th level spell, 1d4+1 seemed nice to me.

What about instead compensating with 1d4+1 rounds afterwards when the character is slowed as the spell, or that the PC is exhausted? If you add that the slow afterwards cannot simply be eliminated by another Haste.

I like that Idea too this thing is getting very hard to pin down but here is another poke.

Greater Haste
Transmutation
Level: Brd 6, Sor/Wiz 6
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Targets: You or person touched
Duration: 1d4+1 rounds
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
The transmuted creatures move and act more quickly than normal. This extra speed has several effects.
One it allows the hasted creature to take one extra Standard or move action. (This effect is not cumulative with similar effects, such as that provided by a weapon of speed,.Exsample casting two spells in a round, or drinking a potion, move your full movement rate , and making a full round of attacks on a subject.) While Greater Haste is in effect, other creatures have a 50% chance to ignore your attacks and spells (because you are Partly in another plane); A spell that affects an area and has a duration longer than the remaining duration of the Greater Haste have their normal effects on other creatures once the Greater Hast ends if that creature is not effected already (Exsample disintegrating a subject and he is not affected you just wasted the spell, or melfs acid arrow lasts for so many rounds of your time if he is not affected the first time he has to roll twice in the round for each time there is damage to see if he is affected, a fighter moving at his full movement rate then doing his full round of attacks on foe would have to roll for each hit to see if they pass though him).
The same applies for items held, carried, or worn by a creature stuck in normal time, but any item that is not in another creature’s possession can be affected.
You are hard to detect while Greater hast lasts +20 to all checks to find the subject. If you enter an area protected by an antimagic field while under the effect of Greater haste the spell ends and you are stunned for one round no save.
A greater hasted creature gains a +4 bonus on attack rolls and a +4 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.
All of the Greater hasted creature’s modes of movement (including land movement, burrow, climb, fly, and swim) increase by 60 feet, to a maximum of 4 times 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 haste or Greater Hast effects don’t stack. Greater Haste dispels and counters slow.
This spell is very taxing on the person seeing as to how he is only part way in the temporal energy plane (plane of Time). So when the spell ends time catches up and the creature is slowed as the spell for a number of rounds equal to the duration of the Greater haste spell the slow afterwards cannot simply be eliminated by another Haste. The subject also has to make a fortitude save equal to the DC of the spell or become exhausted for one hour and is aged one year (This is natural premature ageing which means all the penalties none of the benefits) if he makes the save noting happens. The DC for the save Goes up by +2 until the subject gets rest. This spell cannot be made permanent on an item as haste because too much time spent partially in the temporal energy plane will cause death at a rapped rate.
Material Component: A piece of hair from a quickling.

Thanks for the help Li Shenron :)
 

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