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The Haste spell affects all allies in a 15-foot radius. They are given the Normal Haste effect for the duration of the spell.

Description[]

When this spell is cast, all creatures affected function at double their normal movement rate, gain a -2 initiative bonus, and receive an extra attack per round. Thus, a creature moving at 6 and attacking once per round would move at 12 and attack twice per round. At the instant the spell is completed, it affects all ally creatures in a 15-ft. radius centered on a point selected by the caster (thus, creatures leaving the area are still subject to the spell's effect; those entering the area after the casting is completed are not). This spell is not cumulative with itself or with other similar magic. Spellcasting and spell effects are not affected. Note that this spell negates the effects of a Slow spell.

The following sentence is removed from the spell description in the Enhanced Editions but still effective, adding the factor of 4 to the recipients' fatigue status:

Note that affected creatures expend as much energy during this spell as they would normally in a whole day, significantly raising their fatigue level.

Gameplay[]

The caster selects a point on the area map to aim this spell toward and designates the spot with the targeting cursor and clicking it.

When the spell casting is finished, a sparkling blue projectile speeds to the designated point on the map and exposes all party friendly creatures to the spell's effects.

All party affiliated creatures in the AoE are granted the normal Haste effect.

A text display reads "Hasted" for each creature, and a brief lighting effect and color fade graphic renders on their sprite.

A player character will show an icon (No. 28) titled "Haste" on their portrait for the spell's duration.

Additionally, a sound effect is audibled when the spell is cast, and another when the spell's duration elapses.

When the spell runs its course, each hasted individual will accrue a +4 Fatigue value - when the value reaches 7, this starts the negative consequences of fatigue.

The haste spell counters and negates a Slow spell and Slow effect, and likewise, a haste effect is neutered by a slow effect.

A haste spell can be removed by any applicable Dispel Magic effect, but a Breach spell won't remove it.

Notes[]

  • See the Haste effect for detailed information of normal haste does and doesn't do.
  • Insect Plague types of spells and poison effects are a lot more deadly on hasted creatures.
  • The fatigue penalty should not be underestimated. On somebody with normal constitution, applying Haste twice without resting already causes a luck penalty, which will only get more severe going forward, meaning the character will soon be unable to hit enemies or do significant damage if they don't rest after being hasted.
  • This spell is non-cumulative with Offensive Spin or Improved Haste and doesn't stack with another haste spell either.

Where to obtain its scroll[]

Baldur's Gate[]

Dropped by[]

Found in[]

Sold by[]

The Black Pits[]

Sold by[]

Shadows of Amn[]

Found in[]

Sold by[]

Throne of Bhaal[]

Sold by[]

Found in[]

Trivia[]

The Advanced Dungeons and Dragons 2nd Edition ruleset Wizard spell Haste differs in several ways from the game's implemented spell version. The caster's level affects how many creatures can be hasted at once. Additionally, this spell ages the recipient by one year, because of sped-up metabolic processes.

Gallery[]

Mod content[]

This section is about unofficial content that is only available via fan-made mods.

Spell Revisions mod has changed this arcane spell, revising its effects and duration. See below for description:
Haste
Level: 3
School: Alteration
Range: Medium
Duration: 1 turn + 1 round/level
Casting Time: 3
Area of Effect: 20’ radius
Saving Throw: None

When this spell is cast, the affected creatures gain +6 to movement rate and can make an extra half attack each round. Spellcasting and spell effects are not affected. Haste negates and counters the effects of a Slow spell. When the spell ends, affected creatures become winded for 3 rounds. While winded they receive penalties of -2 to hit, damage, and armor class. This spell is not cumulative with itself or with other similar magic.

Note:The SR spell doesn't implement a chronic fatigue effect, just an acute short-term set of combat penalties.

External links[]

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