I apologize for over-simplifying.Wulgara wrote:In 3.0 Haste gave you another spell, because it gave you a partial action, and casting a spell was a partial action.dougnoel wrote:FYI, haste isn't supposed to give you an extra spell per round. Almost an entire "Sage Advice" was dedicated to haste-related issues in Dragon, including that one. 3.5 clarified the haste rules on this issue and a few others. So it does work.Enverex wrote:It may be, but wasting 3 feats so you can have the same amount of casts as without wasting feats with haste isn't enough. I don't care if it is enough, I would like it to work, heh.Fire Monkey wrote:I am thinking that 2 spells per round for a high level mage is more than enough......
Doug
In 3.5, there's no such thing as a partial action (one of the best things they changed), and haste does *not* give you another spell.
That's not so much a clarification as it is "changing the rules so it doesn't work that way anymore."
I meant that haste cannot give you a third spell per round in D&D 3E. The maximum number of spells you can cast per round is limited to two, one of them being quickened, for non-epic-level characters. (This was clarified in Dragon.) You can cast a one action spell as a partial action if a partial action is all you have available to you (such as when slowed.) As you can see below, this is not clear, but that is why haste does not grant you an extra spell per round in NWN.
Partial Actions: 3E wrote:Partial Action: As a general rule, a character can do as much with a partial action as a character could with a standard action minus a move. Typically, a character may take a 5-foot step as part of a partial action.
Table: Partial Actions
............................. Attack of
Partial Actions Move Opportunity*
--------------- ---- ------------
Attack Partial Actions
Attack (melee) 5-ft. step No
Attack (ranged) 5-ft. step Yes
Attack (unarmed) 5-ft. step Maybe
Partial charge Yes (special)** No
Movement-Only Partial Actions
Single move Yes No
Partial run X2 Yes
Miscellaneous Partial
Actions*** 5-ft. step Maybe
Magic Partial Actions
Cast a spell**** 5-ft. step Yes
Activate magic item 5-ft. step Maybe
Use special ability* 5-ft. step Maybe
Concentrate to maintain a spell 5-ft. step No
Dismiss a spell 5-ft. step No
Special Partial Action
Start full-round action No Maybe
*Regardless of the action, if a character moves within or out of a threatened area, a character usually provokes an attack of opportunity. This column indicates whether the action itself (not the moving) provokes an attack of opportunity.
**A character must move in a straight line before attacking and must move at least 10 feet.
***Those actions defined as standard or move-equivalent actions. Most allow a 5-foot step, though actions that are variant charge actions follow the move for partial charge.
****Unless doing so is a full-round action, in which case a character could start a full-round action and then finish it the next round with a cast a spell action. Spells that take longer than 1 full round to cast take twice as long to cast.
As Wulgara said, they clarified the haste issue in 3.5 by removing partial actions and rewriting the spell description as follows:haste: 3E wrote:The transmuted creature moves and acts more quickly than normal. This extra speed has several effects.
On its turn, the subject may take an extra partial action, either before or after its regular action.
The subject gains a +4 haste bonus to AC. The subject loses this bonus whenever it would lose a dodge bonus.
The subject can jump one and a half times as far as normal. This increase counts as an enhancement bonus.
Haste dispels and counters slow.
Doughaste: 3.5 wrote: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.