Revision Spotlight04/29/2003


The New Haste Spell
Hurry Or You'll Miss It!



Although it's not hasted, the blink dog is wicked fast. No quick brown foxes will be jumping over its lazy butt in this new illustration for the Monster Manual.

You've waited -- you've wondered -- you've waited some more. This week we finally get around to showing off the new haste spell that everyone's been harping about. The big question is, were we just procrastinating, or intentionally prolonging your antici ... (wait for it) ... pation?

The spell had several problems as published -- mainly, it was just too good, especially for sorcerers. It overshadowed most other 3rd-level spells and made the Quicken Spell feat largely redundant. Haste was really meant to be a fighter buff, but wizards and sorcerers seemed to be the main beneficiaries. This new version brings it back to its intended function and should also eliminate the confusion that all those extra actions were causing.

As always, remember that nothing is complete or final until you buy the book in the store.

Haste
Transmutation
Level: Brd 3, Sor/Wiz 3
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 move and act more quickly than normal. This extra speed has several effects.

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.)

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.

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.

Multiple haste effects don't stack. Haste dispels and counters slow.

Material Component: A shaving of licorice root.

Dragon Magazine

Dragon Magazine features monthly focus articles on the upcoming D&D 3.5 revision. For more information on changes to the haste, harm, and hold person spells, check out Dragon 307 (May), available on newsstands April 22, 2003. Or subscribe to Dragon for your monthly fix of the latest Dungeons & Dragons updates and meaty bonus features.

Hear Ed Stark Discuss D&D 3.5!

Ed Stark appeared on Mortality.net Radio on March 28, 2003, to discuss the D&D 3.5 revision that releases in July of this year. His show, nearly 3 hours of nitty-gritty information about the upcoming revision, is available for download or streaming on their site. Consult their site for streaming information, or download the MP3 if you have a fast connection. The file is 30 MEG, but you won't want to miss it!

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