|This spell imbues its caster with the ability to achieve great movement speeds. But this speed comes at a price: the caster is less stealthy and more likely to blunder into traps while the spell is in effect.|
Swiftness is a level 2 Charms/Air Magic spell which reduces your movement delay by 2, making it easier to escape combat or pursue fleeing enemies. However, this speed leaves you moving carelessly, reducing your stealth by 50% and reducing your ability to detect traps. The duration added each cast is 20 + 1d(Spell power), with a cap of 100 turns.
- This spell does stack with other sources of speed, such as Haste and boots of running.
- Be aware that casting it while standing in shallow water will cause the spell to fail. If you already have Swiftness and move onto water (without being airborne), your Swiftness is temporarily ineffective.
- Under normal circumstances, spriggans receive no benefit from this spell and centaurs only receive a 1 point bonus to move delay due to the in-game cap on movement speeds. If your spriggan or centaur is moving slowly for some reason, however, Swiftness will function correctly.
In 0.13 this spell no longer fails if cast while standing in shallow water. The effect is still suspended while standing in water.