...alright, time to tip my hand:AlienBird wrote:The point in having spell modifiers is giving a player a number bonus to add to the spells DC to add to their dice roll to achieve the spells effect, not modifying the spell to do other things.
Born of Three Thunders? Deafening Spell? Transdimensional spell? Or how about Fell Animate? Each of these adds a non-numeric effect to the spell that the base spell could not have had on it's own. Spell modifiers make spells do things above and beyond their base effect; how they do it is widely varied. Each of the aforementioned spell modifiers is available in 3.5 Dungeons and Dragons, the system where today's joke is drawn from. The exact modifier in question being Explosive Spell, which shunts everyone inside the spell's radius (in the D&D version, the city limits, and in U&U, the planet) and makes them take damage based on how far they were shunted (really, really far...).