[Feats] Reserve Feats

Started by Lance, December 14, 2013, 04:34:49 PM

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Lance

Recently, the topic of spellcasters running out of their spells throughout a prolonged encounter and thus becoming dead-weight has been brought up among several members. And though the whole orison idea may be good for the divine casters within the guild, just where does that leave those who choose to instead practice the arcane?

So, to remedy the whole running out of spells thing for all casters, this is my answer (Copy/pasted from 3.5's Complete Mage  :P). This isn't "custom" content since it's all 3.5 material (at least thus far. We're open to any ideas of "non-standard" reserve feats), but since not everyone may have the book readily in hand, I'll be posting it all up here.

Quote from: D&D 3.5 Complete Mage, Pg. 36RESERVE FEATS
[spoiler]Complete Mage presents a new category of feat: reserve feats.
These feats are usable only by spellcasters, and they employ
an unusual form of prerequisite. Reserve feats draw upon
the magic inherent in a caster's body and soul, utilizing (but
not consuming) energy from available spells to augment the
character's already prodigious magical talents.
Each reserve feat's primary benefit is a supernatural ability
usable at will. Unless stated otherwise, it requires a standard
action to activate and does not provoke attacks of opportunity.
If a saving throw is allowed, the DC is equal to 10 + the level of
the spell allowing the ability's use + the ability modifier you
would apply to that spell's save DC. For example, if a wizard
with a +3 Intelligence modifier and a reserved 3rd-level sonic
spell succeeds on a touch attack using the Clap of Thunder
reserve feat, she causes the target to make a successful DC
16 Fortitude save or be deafened.
In addition, each feat provides a caster level boost to a
certain category of spells that applies at all times, regardless
of whether the character has any spells left to cast.
The primary benefit can only be activated if the caster
has a spell of an appropriate variety (of a particular school,
subschool, or descriptor) available to cast. The definition of
?available to cast? depends on whether the character prepares
spells or casts spontaneously from a list of spells known.
A spellcaster who prepares spells each day (such as a
wizard) must have an appropriate spell prepared and not yet
cast that day. If the character has more than one appropriate
spell prepared and uncast, she gains the benefit only from the
highest-level spell; she can't gain multiple benefits, or stack
benefits, by preparing more than one appropriate spell.
A spellcaster who does not need to prepare spells (such as
a sorcerer) must know an appropriate spell and must have at
least one unused spell slot of that spell's level or higher. If
the character has more than one appropriate spell known, he
gains the benefit only from the highest-level spell for which
he has an unused spell slot of that level or higher.
If a spellcaster has spells from more than one class, only
spell slots that could actually be used to cast the appropriate
spell count toward granting this benefit. A bard/sorcerer
who knows the appropriate spell only as a bard spell can't
use his sorcerer spell slots to qualify for the reserve feat's
primary benefit.
Once the spellcaster no longer has an appropriate spell
available?either because of casting it, exhausting the
appropriate spell slots, or a daily spell selection that does not
include that spell?she can't use the feat's primary benefit
until she once again has an appropriate spell available for cast-
ing. She retains the secondary benefit of the feat, however.
Only actual spells or spell slots allow the character to
use the primary benefit of a reserve feat. Spell-like abilities,
supernatural abilities, and extraordinary abilities?even if
they mimic or duplicate an appropriate spell?do not qualify.
Spells that do not have a descriptor until cast (such as the
summon monster spells) can't be used to gain the primary
benefit of a reserve feat.
A spellcaster can key two or more reserve feats off a single
spell. For example, if a wizard had the Sickening Grasp and
Winter's Blast feats, she could use both primary benefits of
those feats if she had a single 3rd-level (or higher) necromancy
cold spell prepared and not yet cast. The secondary boosts
likewise stack; a spellcaster who has the Aquatic Breath and
Drowning Glance feats gains a +2 competence bonus when
casting water spells.
Example: Consider the feat Mystic Backlash. In order to use
the feat's primary benefit, a wizard must have an abjuration
spell of at least 5th level prepared and not yet cast. As soon as
she casts her last abjuration spell of 5th level or higher, or if
she prepares no abjuration spells of 5th level or higher on a
given day, she loses the primary benefit of the feat until she
once again prepares an appropriate spell.
A sorcerer, on the other hand, need merely have an abju-
ration spell of 5th level or higher on his spells known list
and at least one spell slot of the same level or higher unused
for the day. As soon as he casts his last sorcerer spell of 5th
level or higher, he loses the primary benefit of the feat until
he readies his spells for the next day (or otherwise regains a
spell slot of 5th level or higher).
A wizard can take a reserve feat as her bonus feat at 5th,
10th, 15th, or 20th level, in place of a metamagic or item
creation feat.[/spoiler]

Quote from: D&D 3.5 Complete Mage, Pg. 36USING RESERVE FEATS
[spoiler]Reserve feats are designed to allow spellcasters to stretch their
resources over a greater number of encounters. As long as you
retain the appropriate spell or spells, you have unlimited access
to one or more special abilities, many of which are useful in
combat.
Effectively trading a single spell or spell slot for an at-will
ability represents an entirely new direction for feats. At a glance
the benefit appears extremely potent, and it is. The important
distinction is that these feats, in general, don?t directly make
you more powerful; instead, they allow you to extend your power
over more encounters. This in turn allows the party to continue
adventuring (rather than call it a day after your spell allotment is
exhausted), which translates into the players having more fun.
A reserve feat shouldn?t make you appreciably more power-
ful in a single encounter, and it doesn?t make your most potent
spells much better. In most cases, a reserve feat?s benefit com-
pares to spells two or three levels below the spell kept in reserve.
In essence, you get an unlimited low-level spell effect as long
as you keep your ?big gun? in reserve. This situation encour-
ages tactical use of spell resources?for example, the decision
whether to cast fireball now or save it for the next fight?without
preventing you from doing something interesting every round.
At higher levels, even if the power level of the feat?s benefit
doesn?t compare well to your other spells, don?t forget the
other advantages that it offers. As supernatural abilities, these
benefits don?t use components, so you can activate them even
while bound or gagged. They can?t be countered or dispelled.
Arcane spell failure chance does not apply, making the feats
attractive to multiclass spellcasters who normally wear armor.
Most important, they are unaffected by spell resistance. All told,
while a 9d6 burst of fire might not appear to measure up to the
average 17th-level wizard?s spell complement, it might prove
quite useful in any number of situations.[/spoiler]

Feat Descriptions
[spoiler]ACIDIC SPLATTER [RESERVE]
You can channel magical energy into orbs of acid.
Prerequisite: Ability to cast 2nd-level spells.
Benefit: As long as you have an acid spell of 2nd level or
higher available to cast, you can throw an orb of acid as a
ranged touch attack. The attack has a range of 5 feet per level
of the highest-level acid spell you have available to cast and
deals 1d6 points of damage per level of that acid spell.
As a secondary benefit, you gain a +1 competence bonus
to your caster level when casting acid spells.

AQUATIC BREATH [RESERVE]
Your reservoir of magic allows you to breathe normally even
underwater.
Prerequisite: Ability to cast 3rd-level spells.
Benefit: As long as you have a water spell of 3rd level or
higher available to cast, you can breathe normally in both air
and water. This supernatural quality requires no activation.
As a secondary benefit, you gain a +1 competence bonus
to your caster level when casting water spells.

BLADE OF FORCE [RESERVE]
You can surround a weapon with a short-lived aura of
force.
Prerequisite: Ability to cast 3rd-level spells.
Benefit: As long as you have a 3rd-level or higher force
spell available to cast, you can surround a melee weapon
or a single piece of ammunition with a thin field of force.
Activating this ability is a swift action; you must touch the
weapon to be affected as part of the action.
The next attack made with that weapon, if taken before the
end of your next turn, deals an extra 1 point of damage per
level of the highest-level force spell you have available to cast.
Furthermore, that weapon ignores the miss chance normally
granted to an incorporeal creature. If the next attack with
that weapon misses, this benefit is lost.
As a secondary benefit, you gain a +1 competence bonus
to your caster level when casting force spells.

BORNE ALOFT [RESERVE]
You can channel the magic of the winds to briefly grant
you flight.
Prerequisite: Ability to cast 5th-level spells.
Benefit: As long as you have an air spell of 5th level or
higher available to cast, you can fly up to 30 feet (perfect
maneuverability) as a move action once per round. You
must begin and end this flight solidly supported, or you fall.
You can't use this ability if you wear heavy armor or carry
a heavy load.
As a secondary benefit, you gain a +1 competence bonus
to your caster level when casting air spells.

CLAP OF THUNDER [RESERVE]
You can deliver a thunderous roar with a touch.
Prerequisite: Ability to cast 3rd-level spells.
Benefit: As long as you have a sonic spell of 3rd level or
higher available to cast, you can deliver a melee touch attack
as a standard action. This attack deals 1d6 points of sonic
damage per level of the highest-level sonic spell you have
available to cast. Additionally, the subject must succeed on
a Fortitude save or be deafened for 1 round.
As a secondary benefit, you gain a +1 competence bonus
to your caster level when casting sonic spells.

CLUTCH OF EARTH [RESERVE]
You briefly increase the earth's pull on the target creature.
Prerequisite: Ability to cast 2nd-level spells.
Benefit: As long as you have an earth spell of 2nd level or
higher available to cast, you can spend a standard action to
reduce the speed of any landbound creature within 30 feet of
you. The creature's normal land speed, as well as its burrow
and climb speeds, decrease by 5 feet per level of the highestlevel
earth spell you have available to cast, to a minimum
speed of 5 feet. This effect lasts for 1 round.
A successful Fortitude save negates this effect and ren-
ders the target immune to the feat's effect for 24 hours.
Creatures currently swimming or flying are immune to
this effect.
As a secondary benefit, you gain a +1 competence bonus
to your caster level when casting earth spells.

DIMENSIONAL JAUNT [RESERVE]
With a single step, you can cross an entire room.
Prerequisite: Ability to cast 4th-level spells.
Benefit: As long as you have a teleportation spell of 4th
level or higher available to cast, you can spend a standard
action to teleport yourself and carried objects up to your
heavy load a distance of 5 feet per level of the highest-level
teleportation spell you have available to cast. You can teleport
only to a location that you can see (including one you are
currently scrying). You can?t bring along another creature
(except for a familiar).
As a secondary benefit, you gain a +1 competence bonus to
your caster level when casting teleportation spells.

DIMENSIONAL REACH
[RESERVE]
You can transport small
objects to you with an act
of will.
Prerequisite: Ability
to cast 3rd-level spells.
Benefit: As long as
you have a conjuration
(summoning) spell of
3rd level higher avail-
able to cast, you can
transport small items
directly into your hand
as a standard action. You
must have line of sight to
an item you wish to transport
in this way, and it
must be unattnded.
This ability works at a
range of up to 5 feet per
level of the highest-level
summoning spell you have
available to cast, and the
item can weigh up to 2
pounds per level of that
spell.
As a secondary benefit, you
gain a +1 competence bonus to your
caster level when casting conjuration
(summoning) spells

DROWNING GLANCE [RESERVE]
With a look, you create a small but incapacitating amount of
water in the subject's lungs.
Prerequisite: Ability to cast 4th-level spells.
Benefit: As long as you have a water spell of 4th level
or higher available to cast, you can use a standard action to
transform a small portion of the air in a living creature's lungs
to water, making it difficult for the creature to breathe. The
subject must be within 30 feet. The target becomes exhausted
for 1 round; if it succeeds on a Fortitude save, it is instead
fatigued for 1 round.
Whether or not a targeted creature successfully saves, it is
immune to any further uses of your drowning glance for 24
hours. Creatures that can breathe water (or who don't breathe)
are immune to this effect.
As a secondary benefit, you gain a +1 competence bonus
to your caster level when casting water spells.

FACE-CHANGER [RESERVE]
Your mastery of illusions allows you to subtly alter your
appearance at whim.
Prerequisite: Ability to cast 3rd-level spells.
Benefit: As long as you have a glamer spell of 3rd level or
higher available to cast, you can alter your appearance as the
spell disguise self, except that the duration lasts 1 minute per
level of the glamer spell.
This illusory transformation requires a full-round action
to activate.
As a secondary benefit, you gain a +1 competence bonus
to your caster level when casting glamer spells.

FIERY BURST [RESERVE]
You channel your magical talent into a blast of fire.
Prerequisite: Ability to cast 2nd-level spells.
Benefit: As long as you have a fire spell of 2nd level or
higher available to cast, you can spend a standard action to
create a 5-foot-radius burst of fire at a range of 30 feet. This
burst deals 1d6 points of fire damage per level of the highestlevel
fire spell you have available to cast. A successful Reflex
save halves the damage.
As a secondary benefit, you gain a +1 competence bonus
to your caster level when casting fire spells.

HURRICANE BREATH [RESERVE]
The power of elemental air you hold in your mind allows you
to exhale the wind.
Prerequisite: Ability to cast 2nd-level spells.
Benefit: As long as you have an air spell of 2nd level or
higher available to cast, you can attempt to knock a single
creature within 30 feet back with a blast of wind. This requires
a standard action and functions much like a bull rush; roll
1d20 + the level of the highest-level air spell you have avail-
able to cast opposed by your opponent's Strength check. If
you succeed, you push the creature back 5 feet.
As a secondary benefit, you gain a +1 competence bonus
to your caster level when casting air spells.

INVISIBLE NEEDLE [RESERVE]
You can create tiny darts of force.
Prerequisite: Ability to cast 3rd-level spells.
Benefit: As long as you have a force spell of 3rd level or
higher available to cast, you can use a standard action to hurl
a tiny needle-shaped projectile created from pure force. This
attack requires a successful ranged attack roll (not a ranged
touch attack), and the dart has a range of 5 feet per level of the
force spell. The needle deals 1d4 points of damage per level
of the highest-level force spell you have available. Because
it is composed of force, the needle can strike incorporeal
creatures.
As a secondary benefit, you gain a +1 competence bonus
to your caster level when casting force spells.

MAGIC DISRUPTION [RESERVE]
You can use your powers of abjuration to interfere with other
casters' spells.
Prerequisite: Ability to cast 3rd-level spells.
Benefit: As long as you have an abjuration spell of 3rd
level or higher available to cast, you can attempt to interrupt
another character's spellcasting with a tiny burst of magic.
As an immediate action, you can force any character within
30 feet currently casting a spell to make a Concentration
check (DC 15 + the level of the highest-level abjuration spell
you have available to cast); if the check fails, the spell's save
DC and caster level are reduced by 2 (to a minimum caster
level of 1st).
As a secondary benefit, you gain a +1 competence bonus
to your caster level when casting abjuration spells.

MAGIC SENSITIVE [RESERVE]
You literally see the emanations of magic around you.
Prerequisite: Ability to cast 3rd-level spells.
Benefit: As long as you have a divination spell of 3rd level
or higher available to cast, you can sense magical auras (as
if you had cast detect magic). The range of your detection is
equal to 5 feet per level of the highest-level divination spell
you have available to cast. Activating or concentrating on
this ability requires a standard action.
As a secondary benefit, you gain a +1 competence bonus
to your caster level when casting divination spells.

MINOR SHAPESHIFT [RESERVE]
Your mastery of shapeshifting magic allows you to reshape
your flesh in small but significant ways.
Prerequisite: Ability to cast 4th-level spells.
Benefit: As long as you have a polymorph spell of 4th level
or higher available to cast, you can spend a swift action to
grant yourself one of the following benefits:
Might: +2 bonus on melee damage rolls.
Mobility: +2 competence bonus on Balance, Climb, Jump,
and Swim checks.
Savagery: Primary claw attack dealing 1d6 points of damage
(assuming Medium size).
Speed: +5-foot enhancement bonus to any one movement
mode you already possess.
Vigor: Temporary hit points equal to your HD.
The chosen benefit lasts for a number of rounds equal to the
level of the highest-level polymorph spell you have available
to cast. If you activate this feat a second time while a previous
benefit is still in effect, the first benefit ends immediately.
As a secondary benefit, you gain a +1 competence bonus to
your caster level when casting polymorph spells. See page 91
for details on the new polymorph subschool of spells.

MYSTIC BACKLASH [RESERVE]
With a touch, your magic corrupts the spells of your
enemy.
Prerequisite: Ability to cast 5th-level spells.
Benefit: As long as you have an abjuration spell of 5th level
or higher available to cast, you can make another creature's
spellcasting harmful to itself. Use of this feat requires a melee
touch attack that does not provoke attacks of opportunity.
As a standard action, with a successful touch you can infuse
another creature with baneful magic for a number of rounds
equal to the level of the highest-level abjuration spell you
have available. A successful Will save reduces this duration
to 1 round.
For the duration of the effect, each time the target completes
the casting of a spell, it takes damage equal to the level
of the abjuration spell that determined the effect's duration.
Since the spell's casting has already been completed, this
doesn't count as damage dealt during casting.
As a secondary benefit, you gain a +1 competence bonus
to your caster level when casting abjuration spells.

SHADOW VEIL
[RESERVE]
You draw wisps of darkness across
your enemy's eyes, obscuring the
world around him.
Prerequisite: Ability to
cast 2nd-level spells.
Benefit: As long as you
have a darkness spell of
2nd level or higher available
to cast, you can obscure the vision of
a subject within 30 feet as a standard
action. If the subject fails a Will save, it treats all other crea-
tures and objects as though they had concealment and takes
a ?5 penalty on Spot checks for 1 round.
As a secondary benefit, you gain a +1 competence bonus
to your caster level when casting darkness spells.

SICKENING GRASP [RESERVE]
You wreak havoc with the inner organs of a target, causing
it to grow ill.
Prerequisite: Ability to cast 3rd-level spells.
Benefit: As long as you have a necromancy spell of 3rd
level or higher available to cast, any living creature you hit
with a melee touch attack becomes sickened for a number
of rounds equal to the level of the highest-level necromancy
spell you have available to cast. The subject can reduce this
duration to 1 round with a successful Fortitude save.
As a secondary benefit, you gain a +1 competence bonus to
your caster level when casting necromancy spells.

STORM
BOLT
[RESERVE]
The electrical energy con-
tained within your magic rages inside you,
begging to be released.
Prerequisite: Ability to cast 3rd-
level spells.
Benefit: As long as you
have an electricity spell of
3rd level or higher avail-
able to cast, you can fire a 20-foot
line of electricity as a standard action. This
bolt deals 1d6 points of electricity damage
per level of the highest-level electricity
spell you have available to cast.
As a secondary benefit, you gain a +1 competence bonus
to your caster level when casting electricity spells.

SUMMON ELEMENTAL [RESERVE]
You can channel the summoning power you hold to briefly
bring forth an elemental servant.
Prerequisite: Ability to cast 4th-level spells.
Benefit: As long as you have a summoning spell of 4th
level or higher available to cast, you can summon a Small
elemental (air, earth, fire, or water; your choice) within a range
of 30 feet. The elemental acts as if summoned by a summon
monster spell (PH 285). The duration of the summoning is
equal to 1 round per level of the highest-level conjuration
(summoning) spell you have available to cast.
You can have only one summoned elemental from this
feat at a time; if you use the ability a second time, the first
elemental disappears. Also, you must remain close to the
elemental you summon. If at the end of your turn you are
more than 30 feet from the elemental, it disappears.
If you have a conjuration (summoning) spell of 6th level or
higher available to cast, you can summon a Medium elemental
instead. If you have a conjuration (summoning) spell of 8th
level or higher available to cast, you can summon a Large
elemental instead.
As a secondary benefit, you gain a +1 competence bonus
to your caster level when casting conjuration (summoning)
spells.

SUNLIGHT EYES [RESERVE]
The bright magic within you allows you to see through the
darkest shadow.
Prerequisite: Ability to cast 2nd-level spells.
Benefit: As long as you have a light spell of 2nd level or
higher available to cast, you can take a swift action to grant
yourself the ability to see normally in any conditions of
illumination (shadowy illumination, darkness, and magical
shadow or darkness). The range of this vision is 10 feet per
level of the highest-level light spell you have available to cast,
and the effect lasts for 1 round.
As a secondary benefit, you gain a +1 competence bonus
to your caster level when casting light spells.

TOUCH OF DISTRACTION [RESERVE]
Your touch briefly clouds the mind of a foe, impeding its
efforts.
Prerequisite: Ability to cast 3rd-level spells.
Benefit: As long as you have an enchantment spell of 3rd
level or higher available to cast, you can cloud the mind of a
creature within 30 feet as a standard action. The target takes
a ?2 penalty on its next single attack roll or Reflex saving
throw. If the target makes no attacks or Reflex saves within
a number of rounds equal to the level of the highest-level
enchantment spell you have available to cast, the effect ends.
Multiple uses of this feat don't stack. This is an enchantment
(compulsion), mind-affecting effect.
As a secondary benefit, you gain a +1 competence bonus to
your caster level when casting enchantment spells.

WIND-GUIDED ARROWS [RESERVE]
Your mastery of the wind allows you to alter the flight of a
ranged weapon.
Prerequisite: Ability to cast 3rd-level spells.
Benefit: As long as you have an air spell of 3rd level or
higher available to cast, you can spend an immediate action
to alter slightly the course of an arrow, crossbow bolt, spear,
or other ranged weapon already in flight. You can't change the
weapon's target, but you can apply a +2 bonus or ?2 penalty
on its attack roll.
You and the target can be no farther apart than 10 feet per
level of the highest-level air spell you have available, since the
guidance occurs at the end of the weapon's flight.
This feat works only on thrown or projectile weapons; it
can't affect spells, powers, energy attacks, or the like.
As a secondary benefit, you gain a +1 competence bonus
to your caster level when casting air spells.

WINTER'S BLAST [RESERVE]
The frozen magic within you can burst forth in a hail of
frost.
Prerequisite: Ability to cast 2nd-level spells.
Benefit: As long as you have a cold spell of 2nd level or
higher available to cast, you can create a 15-foot cone-shaped
burst of cold. This cone deals 1d4 points of cold damage per
level of the highest-level cold spell you have available to cast.
A successful Reflex save halves the damage.
As a secondary benefit, you gain a +1 competence bonus
to your caster level when casting cold spells.[/spoiler]

Table





Reserve Feats
Acidic Splatter
Aquatic Breath
Blade of Force
Borne Aloft
Clap of Thunder
Clutch of Earth
Dimensional Jaunt
Dimensional Reach
Drowning Glance
Face-Changer
Fiery Burst
Hurricane Breath
Invisible Needle
Magic Disruption
Magic Sensitive
Minor Shapeshift
Mystic Backlash
Shadow Veil
Sickening Grasp
Storm Bolt
Summon Elemental
Sunlight Eyes
Touch of Distraction
Wind-Guided Arrows
Winter's Blast
Prerequisites
Ability to cast 2nd-level spells
Ability to cast 3rd-level spells
Ability to cast 3rd-level spells
Ability to cast 5th-level spells
Ability to cast 3rd-level spells
Ability to cast 2nd-level spells
Ability to cast 4th-level spells
Ability to cast 3rd-level spells
Ability to cast 4th-level spells
Ability to cast 3rd-level spells
Ability to cast 2nd-level spells
Ability to cast 2nd-level spells
Ability to cast 3rd-level spells
Ability to cast 3rd-level spells
Ability to cast 3rd-level spells
Ability to cast 4th-level spells
Ability to cast 5th-level spells
Ability to cast 2nd-level spells
Ability to cast 3rd-level spells
Ability to cast 3rd-level spells
Ability to cast 4th-level spells
Ability to cast 2nd-level spells
Ability to cast 3rd-level spells
Ability to cast 3rd-level spells
Ability to cast 2nd-level spells
Benefit
Create orb of acid 1d6 damage/spell level, +1 CL on acid spells
Breathe normally in air or water, +1 CL on water spells
Surround a weapon in force, +1 CL on force spells
Fly 30 feet once per round, +1 CL on air spells
Touch attack does 1d6 damage/spell level and bestows
deafness, +1 CL on sonic spells
Impede creature's movement, +1 CL on earth spells
Teleport 5 feet/spell level, +1 CL on teleportation spells
Summon a small item, +1 CL on summoning spells
Exhaust an air-breathing foe, +1 CL on water spells
Alter your appearance, +1 CL on glamer spells
Create fire burst 1d6 damage/spell level, +1 CL on fire spells
Bull rush foes from a distance, +1 CL on air spells
Create force dart 1d4 damage/spell level, +1 CL on force spells
Reduce effect of enemy spellcasting, +1 CL on abjuration spells
Detect magic instinctively, +1 CL on divination spells
Grant physical benefit, +1 CL on polymorph spells
Target's spells damage self, +1 CL on abjuration spells
Obscure a target's sight, +1 CL on darkness spells
Sicken a target with a touch, +1 CL on necromancy spells
Create line of electricity 1d6 damage/spell level, +1 CL
on electricity spells
Summon elemental, +1 CL on summoning spells
See in darkness 10 feet/spell level, +1 CL on light spells
Impose ?2 penalty on target's attack or Reflex save, +1 CL
on enchantment spells
Apply modifier to ranged weapon attack, +1 CL on air spells
Create cold cone 1d4 damage/spell level, +1 CL on cold spells
"A wish? Okay, genie, make me a ham sandwich."