Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Class Variant: Spellfire Sorcerous Origin
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="meMEmeMEme" data-source="post: 6666278" data-attributes="member: 6798769"><p><span style="font-family: 'Times New Roman'">Here's my take on the Spellfire as a Sorcerer option. I would be glad to get any ideas on how to make it better and/or more balanced:</span></p><p><span style="font-family: 'Times New Roman'"></span><span style="font-family: 'Times New Roman'"><strong></strong></span></p><p><span style="font-family: 'Times New Roman'"><strong>Sorcerous Origin: Spellfire</strong></span></p><p><span style="font-family: 'Times New Roman'"><strong></strong></span><span style="font-family: 'Times New Roman'">Spellfire is a rare magical power that is highly coveted by many in Faerun. Your innate magic comes from the raw energy of the weave: your spellfire ability allows you to absorb spells, internally convert it to raw magic energy and then use it in a myriad of ways.</span><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'"></span><span style="font-family: 'Times New Roman'"><em></em></span></p><p><span style="font-family: 'Times New Roman'"><em>Arcane Healing</em></span></p><p><span style="font-family: 'Times New Roman'"><em></em></span><span style="font-family: 'Times New Roman'">At 1st level, you add Cure Wounds and Healing Word to your list of known spells. These spells do not count against the number of sorcerer spells you know.</span><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'"></span><span style="font-family: 'Times New Roman'"><em></em></span></p><p><span style="font-family: 'Times New Roman'"><em>Raw Magic Armor</em></span></p><p><span style="font-family: 'Times New Roman'"><em></em></span><span style="font-family: 'Times New Roman'">Raw magic flows through your body and surfaces on your skin functioning as a protective layer of armor. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.</span></p><p><span style="font-family: 'Times New Roman'"></span><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'"><em>Absorb Magic</em></span></p><p><span style="font-family: 'Times New Roman'"><em></em></span><span style="font-family: 'Times New Roman'">Starting at 6th level, you gain the ability to absorb the raw magical energy that fuels spells. Add Counterspell to your list of known spells (if you already have Counterspell on your list of known spells, choose and add another sorcerer spell to your list). Whenever a spell is targeting only you (and not with an area of effect) you can choose to absorb it as you cast Counterspell. If you successfully counter the spell you also absorb the magical energy contained in it. Absorbing a spell allows you to convert its spell level into sorcery points. All sorcery points in excess of your sorcery points maximum for your level are lost within 24h.</span></p><p><span style="font-family: 'Times New Roman'"></span><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'"></span><span style="font-family: 'Times New Roman'"><em>Drain Magic Item</em></span></p><p><span style="font-family: 'Times New Roman'"><em></em></span><span style="font-family: 'Times New Roman'">At 14th level, you gain the ability to drain the power of magic items. As an action, you can absorb the magical energy of one magic item within 60 feet of you and convert it into sorcery points. The amount of sorcery points you gain is based on the rarity of the item. Consumable magic items (potions, scrolls etc.) are destroyed, but permanent magic itens are rendered inert for 1 day. A creature gets to make a Wisdom saving throw to prevent one of its held or carried items from being drained. Once you use this ability, you cannot use it again until you complete a short or long rest. </span><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'"></span><span style="font-family: 'Times New Roman'">Common items: 1 sorcery point</span></p><p><span style="font-family: 'Times New Roman'"></span><span style="font-family: 'Times New Roman'">Uncommon items: 2 sorcery points</span></p><p><span style="font-family: 'Times New Roman'"></span><span style="font-family: 'Times New Roman'">Rare items: 3 sorcery points</span></p><p><span style="font-family: 'Times New Roman'"></span><span style="font-family: 'Times New Roman'">Very Rare or Legendary items: 4 sorcery points</span></p><p><span style="font-family: 'Times New Roman'"></span><span style="font-family: 'Times New Roman'">Artifacts cannot be drained by this ability.</span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'"></span><span style="font-family: 'Times New Roman'"><em>Crown of Fire</em></span></p><p><span style="font-family: 'Times New Roman'"><em></em></span><span style="font-family: 'Times New Roman'">Beginning at 18th level, you gain the ability to channel the power of spellfire into a crown of magical might. As an action, you can spend 10 sorcery points to manifest the crown of fire, which appears as a halo of spellfire around your head and provides light equal to a Daylight spell. For 1 minute or until you lose concentration (as if you were casting a concentration spell), you gain magic resistance: you have advantage on saving throws against spells and other magical effects. Additionally, you gain resistance against bludgeoning, piercing and slashing damage from nonmagical weapons. The crown automatically melts all nonmagical weapons that strike you (after inflicting damage, if any).</span></p></blockquote><p></p>
[QUOTE="meMEmeMEme, post: 6666278, member: 6798769"] [FONT=Times New Roman]Here's my take on the Spellfire as a Sorcerer option. I would be glad to get any ideas on how to make it better and/or more balanced: [/FONT][FONT=Times New Roman][B] Sorcerous Origin: Spellfire [/B][/FONT][FONT=Times New Roman]Spellfire is a rare magical power that is highly coveted by many in Faerun. Your innate magic comes from the raw energy of the weave: your spellfire ability allows you to absorb spells, internally convert it to raw magic energy and then use it in a myriad of ways.[/FONT][FONT=Times New Roman] [/FONT][FONT=Times New Roman][I] Arcane Healing [/I][/FONT][FONT=Times New Roman]At 1st level, you add Cure Wounds and Healing Word to your list of known spells. These spells do not count against the number of sorcerer spells you know.[/FONT][FONT=Times New Roman] [/FONT][FONT=Times New Roman][I] Raw Magic Armor [/I][/FONT][FONT=Times New Roman]Raw magic flows through your body and surfaces on your skin functioning as a protective layer of armor. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier. [/FONT][FONT=Times New Roman] [I]Absorb Magic [/I][/FONT][FONT=Times New Roman]Starting at 6th level, you gain the ability to absorb the raw magical energy that fuels spells. Add Counterspell to your list of known spells (if you already have Counterspell on your list of known spells, choose and add another sorcerer spell to your list). Whenever a spell is targeting only you (and not with an area of effect) you can choose to absorb it as you cast Counterspell. If you successfully counter the spell you also absorb the magical energy contained in it. Absorbing a spell allows you to convert its spell level into sorcery points. All sorcery points in excess of your sorcery points maximum for your level are lost within 24h. [/FONT][FONT=Times New Roman] [/FONT][FONT=Times New Roman][I]Drain Magic Item [/I][/FONT][FONT=Times New Roman]At 14th level, you gain the ability to drain the power of magic items. As an action, you can absorb the magical energy of one magic item within 60 feet of you and convert it into sorcery points. The amount of sorcery points you gain is based on the rarity of the item. Consumable magic items (potions, scrolls etc.) are destroyed, but permanent magic itens are rendered inert for 1 day. A creature gets to make a Wisdom saving throw to prevent one of its held or carried items from being drained. Once you use this ability, you cannot use it again until you complete a short or long rest. [/FONT][FONT=Times New Roman] [/FONT][FONT=Times New Roman]Common items: 1 sorcery point [/FONT][FONT=Times New Roman]Uncommon items: 2 sorcery points [/FONT][FONT=Times New Roman]Rare items: 3 sorcery points [/FONT][FONT=Times New Roman]Very Rare or Legendary items: 4 sorcery points [/FONT][FONT=Times New Roman]Artifacts cannot be drained by this ability. [/FONT][FONT=Times New Roman][I]Crown of Fire [/I][/FONT][FONT=Times New Roman]Beginning at 18th level, you gain the ability to channel the power of spellfire into a crown of magical might. As an action, you can spend 10 sorcery points to manifest the crown of fire, which appears as a halo of spellfire around your head and provides light equal to a Daylight spell. For 1 minute or until you lose concentration (as if you were casting a concentration spell), you gain magic resistance: you have advantage on saving throws against spells and other magical effects. Additionally, you gain resistance against bludgeoning, piercing and slashing damage from nonmagical weapons. The crown automatically melts all nonmagical weapons that strike you (after inflicting damage, if any).[/FONT] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Class Variant: Spellfire Sorcerous Origin
Top