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Hasty spells were first introduced in an article presenting a number of hasty cantrips. that's proven popular enough that I'm expanding them to hasty1st-level spells. You can find the philosophy behind hasty spells and their general rules in that original article, here.

Not that since that article was first released, it's been edited to add the following general rule: "Hasty spells are too quick and simple to empower other actions. Hasty spells cannot be used to trigger other abilities that normally function when a specific type spell is cast. For example, a unicorn bloodline sorcerer could not use their bloodline arcana to heal another creature if they had access to a hasty cure spell, a magus cannot use a hasty touch spell for spellstrike, and so on."

This is obviously far from ever possible hasty spells, but it does represent a fair cross-section of different hasty spell types.

(Art by Dominick)

Abundant Ammunition, Hasty

School conjuration (summoning); Level bard 1, cleric 1, psychic 1, ranger 1, wizard 1Casting Time 1 swift actionComponents STarget one container touchedDuration 3 roundsSaving Throw none; Spell Resistance no

When cast on a container such as a quiver or a pouch that contains nonmagical ammunition or shuriken (including masterwork ammunition or shuriken, but not special materials, alchemical attributes, or nonmagical treatments on the ammunition), at the start of each round this spell replaces any ammunition taken from the container the round before. The ammunition taken from the container the round before vanishes. If, after casting this spell, you cast a spell that enhances projectiles, such as align weapon or greater magic weapon, on the same container, all projectiles this spell conjures are affected by that spell.

Advanced Scurvy, Hasty

School necromancy [disease, evil]; Level cleric 1, druid 1Casting Time 1 swift actionComponents VRange touchTarget living creature touchedDuration 3 roundsSaving Throw Fortitude negates; Spell Resistance yes

The subject contracts an advanced form of scurvy. He becomes constantly fatigued, suffers from bone pain (–1 penalty on Strength and Dexterity-based checks), and wounds easily (add +1 point of damage to any bleed effects affecting the target). The disease can be treated magically or ends after 3 rounds.

Ant Haul, Hasty

School transmutation; Level cleric 1, druid 1, medium 1, occultist 1, psychic 1, ranger 1, summoner 1, summoner (unchained) 1, wizard 1Casting Time 1 swift actionComponents VRange touchTarget creature touchedDuration 2 rounds/levelSaving Throw Fortitude negates (harmless); Spell Resistance yes (harmless)

The target’s carrying capacity triples. This does not affect the creature’s actual Strength in any way, merely the amount of material it can carry while benefiting from this spell. It also has no effect on encumbrance due to armor. If the creature wears armor it still takes the normal penalties for doing so regardless of how much weight the spell allows it to carry.

Aspect of the Nightingale, Hasty

School transmutation (polymorph); Level bard 1, cleric 1, druid 1, inquisitor 1, paladin 1, ranger 1, shaman 1Casting Time 1 swift actionComponents VRange personalTarget youDuration 3 rounds

Your voice becomes clear and pleasant. You gain a +2 competence bonus on Perform (sing) checks and a +2 competence bonus on Diplomacy checks. Once during the spell's duration, if you are subject to a charm effect that allows a saving throw, you may roll twice and take the more favorable result.

Bane, Hasty

School enchantment (compulsion) [emotion, fear, mind-affecting]; Level adept 1, cleric 1, inquisitor 1, mesmerist 1, shaman 1Casting Time 1 swift actionComponents VRange 30 ft.Area 30-ft. burst, centered on youDuration 3 roundsSaving Throw none; Spell Resistance yes

This spell functions as bane, except as noted above.

Bless, Hasty

School enchantment (compulsion) [mind-affecting]; Level adept 1, cleric 1, inquisitor 1, paladin 1, shaman 1Casting Time 1swift actionComponents VRange 30 ft.Area The caster and all allies within a 30-ft. burst, centered on the casterDuration 3 roundsSaving Throw none; Spell Resistance yes (harmless)

This spell functions as bless, except as noted above.

Brightest Night, Hasty

School transmutation; Level bard 1, cleric 1, druid 1, paladin 1, witch 1, wizard 1Casting Time 1 swift actionComponents VRange close (25 ft. + 5 ft./2 levels)Targets one willing creatureDuration 1 minute/levelSaving Throw none; Spell Resistance no

You grant low-light vision to the affected creature. A creature that already has low-light vision has their existing lowlight vision enhanced so that they can see four times as far in conditions of dim light. Creatures within 10 feet of someone under the effects of hasty brightest night do not gain concealment from dim light.

Clarion Call, Hasty

School illusion; Level bard 1, cleric 1, magus 1, wizard 1Casting Time 1 swift actionComponents VRange touchTarget creature touchedDuration 1 minuteSaving Throw Fortitude negates (harmless); Spell Resistance yes (harmless)

The subject of this spell gains two benefits. First, the affected creature gains the ability to create a sound like the blast of a mighty horn or trumpet simply by miming the action of sounding one. Second, the subject can speak in a booming voice that carries easily over great distances, lowering the DC of any check to hear what is said by –15.

Magic Missile, HastySchool evocation [force]; Level bloodrager 1, magus 1, psychic 1, wizard 1Casting Time 1 swift actionComponents VRange short (25 ft. + 5 ft./2 levels)Targets up to five creatures, no two of which can be more than 15 ft. apartDuration instantaneousSaving Throw none; Spell Resistance yes

This functions as the magic missile spell, except as noted above, and that each missile does a single point of damage.

True Strike, HastySchool divination; Level alchemist 1, arcanist 1, bloodrager 1, inquisitor 1, investigator 1, magus 1, medium 1, psychic 1, wizard 1Casting Time 1 swift actionComponents VRange personalTarget youDuration Until expelled or the end of your next turn

This spell functions as true strike, except as noted above, and the insight bonus it provides to an attack roll is only +2.

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