Speed Casting
(Alteration, Enchantment, Metamagic)
Reversible

Range:  0
Components:  V, S, M
Duration:  2 rounds + 1 round per level
Casting Time:  5
Area of Effect:  Creature touched
Saving Throw:  Negates

This spell doubles the number of spells a spell caster can cast during a single combat round: normally, a wizard can cast a maximum of one spell per round; now he can cast two. It does not allow one person to read two spells from a scroll in one round, nor does it allow two uses of the same triggerable item in one round nor does it allow the use of two items per round which could not normally be used within one round, etc. It only works on actually cast spells (spell-like natural or magical abilities are not sped up), and any physical attacks are not sped up - thus it is no good if you cast two touch spells in one round if they have to be used in the same round and you have only one attack per round. The effect of this spell sets in with a one round delay: cast speed casting in round number 1 and start double speed casting in round number 2 (sorry, no additional spell in round number 1).
Only spells which have initiative modifiers can be sped-cast. Both spells to be cast in the same round have to be of the kind with initiative modifiers. Like the haste spell, this spell offers a -2 bonus for the initiative roll of the character - but only for cast spells. Thus, casting times of zero are possible. This spell is cumulative with alacrity. First, alacrity's effect is used and then the -2 bonus of this spell is applied. This spell is not cumulative with itself or any other speed increasing methods. The method of initiative is easy: roll 1d10, take the result, add the normal casting time, subtract the bonus (-2), allow for a 1-point initiative penalty, then add the second casting time. For example, cast fireball twice in one round: a roll of 4; add 3 (for fireball), subtract 2 (bonus): boom number one at initiative modifier 5; add 1-point penalty (wait for the battery recharge), add 3 (for the second fireball): boom number two at moment 9.
The reversed spell, slow casting (which needs a to-hit roll in combat), forces the touched being to save versus spell. If this saving throw fails, that creature needs double the time to cast a spell and a maximum of one spell per two rounds could be cast - if it normally were to be cast in one round or less. If the saving throw succeeds, nothing happens and the spell is wasted.
The material component is a speed potion quaffed by the recipient. The potion does not have its usual effects except to age the drinker one year.

