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Arcane Arsenal: Buildup Spells

Arcane Arsenal: Buildup Spells

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This is the first product in S.T. Cooley Publishing's new product line, the "Shaheen's Scratchpad" line. This line consists of "Short subject" works of about 8-10 pages focused tightly on a single subject.

Arcane Arsenal: Buildup Spells introduces a new type of spell into fantasy RPG campaigns - the Buildup spell. Buildup spells allow a caster to get a little more "bang for his buck" when casting a spell, but the tradeoff is that the caster must wait between casting and discharging the spell. Of course, the question is: "do you have extra time to wait?" A nice little twist for those wizards or sorcerers who want just a pinch more versatility at their fingertips. This work includes rules for incorporating buildup spells into a campaign by simply including them as new spell options or through use of skills or Feats applied to existing spells(your choice), as well as an "in-game explanation" of the development of such spells.

Evocation [Buildup, Electricity]
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature or object
Duration: 5 rounds (see text)
Saving Throw: Reflex half
Spell Resistance: Yes

Like all buildup spells, chargeball requires that the caster have one free hand at the time of casting. This free hand is sheathed in crackling electrical energy, which grows in intensity as the spell duration continues, then begins to wane in intensity. The character may discharge the chargeball spell on the turn it is cast or may wait until a later round (see the description of buildup spells for more details). If the caster discharges the chargeball, the spell immediately ends and the energy flies unerringly toward a target within range, dealing electricity damage to the target; the target is allowed a Reflex saving throw for half damage. The effects of the chargeball depend on how long it is released after the casting of the spell (see the table below).
Material Component: A bit of wool.

Time between casting and discharge Effect
Less than one full round or five full rounds 1d4 points of electrical damage per level (5d4 max)
One full round or four full rounds 1d6 points of electrical damage per level (5d6 max)
Two or three full rounds 1d8 points of electrical damage per level (5d8 max) and target must make a Fortitude Save (against the spell's DC, separate and distinct from the Reflex save for half damage) or be stunned for one round

PAGE COUNT:8 pages not including cover and OGL information.

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Reviews (2)
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September 26th, 2005
Some very unorthodox spells are included that make one start to think. This book not only increases the effectiveness of arcane casters, it also extends their usefulness.<br><br><b>LIKED</b>: Very fun to use. The author [...]
September 8th, 2004
S.T. Cooley Publishing always has great ideas, and this is no exception. The opportunity to "charge up" a spell by taking longer to cast it is something I think your combat casters are gonna like. This one is inexpensive... if you like it, [...]
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File Last Updated:
September 07, 2004
This title was added to our catalog on September 07, 2004.
S.T. Cooley Publishing
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