New Spellfire Feats

LordAO

First Post
While Spellfire is more primal, uncontrolled, and less sophisticated than arcane or divine magic, some Spellfire Wielders have learned to use their abilities in remarkable ways. Some of these abilities are similar to metamagics, but do not increase the "casting" time, nor do they have to be prepared before hand. These feats may only benefit the use of Spellfire abilities, not other forms of magic.

Maximize Spellfire
Prerequisites: Spellfire Wielder
When using Spellfire to create destructive blasts or to heal, you may pay an additional 3 spellfire energy levels to maximize the effect. These levels count toward the limit of spellfire energy levels that can be released at one time. Rather than rolling for damage or healing, you instead do the maximum number possible (6 per die for offensive spellfire). Obviously, the maximized healing effect is only a benefit to those with the Improved Healing ability from the Spellfire Channeler prestige class, but the ability to maximize the damage from spellfire blasts is useful to any spellfire wielder.

Spellfire Energy Substitution
Prerequisites: Spellfire Wielder
While fire is the easiest element for spellfires to invoke, some spellfires have learned to shape their power into other energy types.
When using offensive spellfire you may choose to deal half of the damage as Acid, Cold, Electricity, or Sonic damage, instead of fire, depending upon the version of the feat you selected. No matter what type of energy you choose to substitute, half of the damage will still be pure magic damage.
This feat may be taken more than once, each time selecting a different energy type that you may substitute for fire damage.

Chain Spellfire
Prerequisites: Spellfire Wielder
You can create spellfire bolts that arc from one target to another. Doing so costs an additional 3 spellfire energy levels, which count toward the normal limit of spellfire energy levels that may be used at one time. You must choose a primary target, and all of the secondary targets must be within 30 feet of the primary target and be within range of your spellfire (usually 400 feet). The primary target takes full damage, while the secondary targets take half the normal damage (round up). You must still make a ranged touch attack roll against each target, and all of the targets get reflex saves for half damage (unless you have Spellfire, Mastery, below). If the primary target is not struck (because the ranged touch attack missed, not because of evasion or a similar ability) the effect does not arc to the secondary targets.

Spellfire Mastery
Prerequisites: Spellfire Wielder, any other Spellfire feat
You have come to wield spellfire energy with great power and precision.
When using spellfire energy to heal, you heal 3 points of damage per spellfire energy level spent, rather than the normal 2. If you have the Improved Healing ability from the Spellfire Channeler prestige class, you heal 1d4 +2 points per spellfire energy level spent.
When using destructive spellfire, you inflict an additional point of damage per die rolled (so 1d6 +1 per spellfire energy level spent rather than the normal 1d6) and your targets no longer are allowed a reflex saving throw for half damage against your spellfire bolts. You must still make a melee or ranged touch attack to hit, as normal.

Inner Reserve
Prerequisite: Spellfire Wielder, ability to cast 1st level arcane or divine spells, Concentration 4+ ranks.
Some spellfire wielders have the ability to draw upon their reserves of arcane or divine spells to fuel their spellfire abilities.
As a free action you may convert one of your prepared spells (or unused spell slots) into spellfire energy, just as if you had absorbed a spell of that level. For example, a Wizard spellfire wielder could give up a prepared invisibility spell to gain 2 spellfire energy levels. Note that the reverse is not true, a character may not use this feat to convert spellfire energy into arcane or divine spells with this feat (but see the Improved Inner Reserve feat, below).

Improved Inner Reserve
Prerequisites: Spellfire Wielder, Inner Reserve, ability to cast 1st level arcane or divine spells, Concentration 12+ ranks.
You may use your stored spellfire energy levels to replenish your arcane or divine spells. You may regain a prepared spell that had been cast (for those who prepare spells) or replenish an unused spell slot (for spontaneous casters) by spending a number of spellfire energy levels equal to the level of spell you wish to regain. Doing so requires a move equivalent action and uninterrupted concentration. For example, a Cleric may spend 3 spellfire energy levels to regain a Cure Serious Wounds spell that he had cast earlier that day.

Improved Absorption
Prerequisites: Spellfire Wielder
Your have come to be in greater sync with the flows of the weave, allowing you to more easily absorb magic.
You no longer need to ready an action to absorb spells. Whenever subject to a spell or other magical effect that you can absorb, you instantly become aware of it and may choose to absorb it if you wish. Doing so does not count against any of your actions, and may be done even if you are flat-footed.
You may make a Spellcraft roll DC 20 + spell level to identify the spell being cast upon you, even if you are not aware of any of the spell’s components, by sensing the patterns in the spell’s energy. This is not necessary to absorb a spell, but can give a spellfire wielder a better idea of whether he should absorb a particular spell or allow it to affect him normally.

Harmony with the Weave
Prerequisites: Spellfire Wielder, Improved Absorption
You have come into complete harmony with the flows of magic and can draw upon the weave itself to replenish your spellfire energy.
Each day after a full night’s rest (and 1 hour of meditation, as normal for spell casters), you regain a number of Spellfire energy levels equal to your constitution score. This cannot increase your stored energy beyond your constitution score. If you already have stored energy levels, any extra levels beyond your constitution that would be gained from this feat are lost.

Spell Retention
Prerequisites: Spellfire Wielder, Improved Absorption, any other spellfire feat
While all spellfire wielders are able to absorb the magical energy that comprises a spell, only the most talented can absorb a spell and preserve its patterns.
You can absorb spells cast upon you and store them to be released at a later time. When absorbing a spell, you must choose whether or not to gain extra spellfire energy levels (as normal) or to store the spell being absorbed. Stored spells count toward your limit of stored spellfire energy levels. On your turn, you may take a standard action to release a stored spell. The released spell follows all of the normal rules for the spell in question, but its casting time and components, including exp cost and expensive components, are irrelevant (the original caster already provided them). Releasing the stored spell does not provoke an attack of opportunity. Use your own character level to determine the effective caster level of the released spell.
You may convert a stored spell into normal spellfire energy levels as a free action at any time, but if you do so the spell is lost. If you have any special feats that modify your spellfire abilities (such as Maximize Spellfire or Spellfire Energy Substitution) you may use these feats to enhance your stored spells by paying extra spellfire energy levels, if applicable. For example, a spellfire wielder who has absorbed a Fireball spell and has the Maximize spellfire feat may choose to maximize the fireball spell when he releases it by paying 3 additional spellfire energy levels. The DM has the final say on whether or not a spellfire feat may be used to enhance a stored spell.
 

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