This document describes a list of spell shaping abilities that allow a caster to modify spells. The abilities include changing spell ranges, areas of effect, and damage types. Higher level abilities allow spells to take forms like bolts, balls, clouds, walls, and storms, expanding their areas of effect. The highest level ability creates a massive great storm with a radius of 100' per caster level.
This document describes a list of spell shaping abilities that allow a caster to modify spells. The abilities include changing spell ranges, areas of effect, and damage types. Higher level abilities allow spells to take forms like bolts, balls, clouds, walls, and storms, expanding their areas of effect. The highest level ability creates a massive great storm with a radius of 100' per caster level.
This document describes a list of spell shaping abilities that allow a caster to modify spells. The abilities include changing spell ranges, areas of effect, and damage types. Higher level abilities allow spells to take forms like bolts, balls, clouds, walls, and storms, expanding their areas of effect. The highest level ability creates a massive great storm with a radius of 100' per caster level.
1 Spell Mastery I Caster 1 rnd/lvl Self U Caster gains a special bonus of + l0 on any Spell Casting Static Maneuvers he makes. 2 Targets I* Caster 1 rnd/lvl Self U Any spell(s) cast will affect twice as many targets as normal. This only affects spells that have specific targets for the spell (e.g., a Detect Essence spell would be unaffected, but Healing 1 would allow the caster to heal two people). 3 4 Spell Mastery II Caster 1 rnd/lvl Self U As Spell mastery I, except that the bonus is +20. 5 Range I* Caster 1 rnd/lvl Self U Spells with a range of 'self may be cast at a range of 'touch.' 6 Bolt Form I Caster 1 rnd/lvl Self U Any spells cast that do not have a range of 'self' are fired as a Directed Elemental Attack with a range of 100'. The caster may even develop Directed Spell skill with any spells (if he has developed this spell). Instead of making a normal BAR, he rolls d100 (open-ended) and adds his Directed Spell skill plus 10 (target may subtract his normal DB). He looks up the result on the Basic Spell Attack Table to determine the victim's RR modification. 7 Radius* Caster 1 rnd/lvl Self U Any spell(s) cast will have twice the normal area of effect. This only affects spells that have a radius for area of effect (e.g., a Detect Essence spell would have a 10'r, but Healing 1 would be unaffected). 8 Range II* Caster 1 rnd/lvl Self U Spells with a range of 'touch' now have a range of 10'. 9 Spell Mastery III Caster 1 rnd/lvl Self U As Spell Mastery I, except that the bonus is +30. 10 Ball Form I Caster 1 rnd/lvl Self U Any spells cast that do not have a range of 'self' are fired as a Ball Elemental Attack with a range of 100' and a radius of 10'. Instead of making a normal BAR, he rolls dl00 (open-ended) and adds 10. He looks up the result on the Basic Spell Attack Table to determine the victims' RR modification. In addition, any target at the center of the radius suffers an additional RR modification of -35. 11 12 Wall Form Caster 1 rnd/lvl Self U Any spells cast that do not have a range of 'self' may be formed into a wall of the dimensions 10' x 10' x 1" and the spell will have a duration of 1 minute per level of the caster. The wall is visible as a churning mass of magical energy. Anyone (or thing) contacting the wall will be affected by the spell (with no RR). 13 Range V* Caster 1 rnd/lvl Self U As Range II, except a spell with a range of 10' or more has 50' added to the range. 14 Bolt Form II Caster 1 rnd/lvl Self U As Bolt Form I, except the range is 200'. 15 Cloud Form Caster 1 rnd/lvl Self U Any spells cast that do not have a range of 'self may be formed into a cloud (with a radius of l' per level of the spell) and the spell will have a duration of 1 minute per level of the caster. The cloud is visible as a shimmering cloud of mystical vapors. Anyone (or thing) contacting the cloud will be affected by the spell (with no RR). 16 Ball Form II Caster 1 rnd/lvl Self U As Ball Form I, except that the radius is 20'. 17 Circle Form I Caster 1 rnd/lvl Self U As Wall Form, except that the wall is a circle with the dimensions of 10'r x 10' xl". 18 Wall Form II Caster 1 rnd/lvl Self U As Wall Form, except that the wall has the dimensions of 10' x 20' xl" 19 20 Spell Typing Caster Varies Self U The caster may change the type of any spell he casts to any other type of spell (except for type J). For example, he can make a Force spell (type F), into a Passive spell (type P). The caster cannot add or subtract the sub-types of spells (subconscious or mental). Note that changing the spell type simply changes the way RRs are made (and which column of the Spell Failure Table is used); it does not change the nature of the spell-a Sleep spell changed to an Elemental type would mean that the targets do not get an RR. 25 Circle Form II Caster 1 rnd/lvl Self U As Circle Form I, except that the circle is 30'r. 30 Storm Form Caster 1 rnd/lvl Self U Any spells cast that do not have a range of 'self' may be formed into a storm (with a radius of 10' per level of the spell) and the spell will have a duration of 1 minute per level of the caster. Suitable targets must make an RR each round they are in the radius of the storm, or be affected by the spell. 50 Great Storm Caster 1 rnd/lvl Self U As Storm Form, except that the radius is 100' per level of the spell. NOTE: None of the spells on this list will affect spells with a normal type of DE or BE.