Nifty fire mage feats?

There's a fire mage in the campaign I play in (Red Hand of Doom). He loves him some fire, and has put fireball to good use. But right now he's not particularly 'awesome,' since his fireballs aren't much better than anyone else's. Does anyone know some feats or other tricks to give a fire mage some more coolness.
 

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Spell Focus (Evocation) is an obvious one for the +1 DC.

Energy Substitution (fire) not only lets him turn any energy spell into yummy burnination, but is also a prereq (IIRC) for the next feat:

Spell Thematics -- I forget the source of this, but it lets every spell cast have a unique 'theme' to the flavor description... &, on the crunchy side, ups the Spellcraft check to counter all of his spells & also allows 1 spell/caster level to be chosen as a 'signature' spell which are always cast at +1 CL.
 

Calishite Elementalist is a general feat [I think, there are no prereqs listed] that allow you to train in either the Air or Fire tradiotn. +1 Caster level and some free spells to boot for wizards :) It'd be easily adapted to another campaign setting with a similar tradition.

If he is a fire gensai or tanarukk and has a will save of +3, he can take Healing Flames which allows him to heal himeself, depending on the size of a fire nearby.

Azerblood gives +4 vs saving throws against fire effects (ever get caught in the blast radius?). It's a FRCS shield dwarf regional feat FYI. Just thought I'd add that one in, even if it prolly won't fit his characetr.

Those are all from Races of Faerun, though I am sure that Sandstorm has a few nice feats :)

cheers,
--N
 

There is a feat in the Sandstorm Book called Fiery Spell that enhances spells to be more intense (+1/die damage), and also a feat called Searing Spell that causes fire descriptor spells to damage even creatures that are normally immune (dealing 1/2 normal to those creatures).

Since your caster loves fire make sure they get some resistance/immunity items, and be ready for those who think they might be more suseceptible to cold by getting cold resistance/immunity items ta'boot.
 

PHB II has the Blistering Spell Metamagic feat, which makes a spell use up a slot one level higher, but adds enough bonus damage to make up for it, and gives the target a penalty due to the painful searing it causes.
 

* Bloodline of Fire (PGtF 35, regional): +2 caster level fire spells and +4 save bonus against fire spells.


Meatamagic feats:
* Blistering Spell (PHII 91, +1): +2 damage/spell level and taget may suffer -2 penalty on attacks and checks.
* Searing Spell (Sandstorm 53, +1): Ignores fire resistance, half damage to creatures with fire immunity, double damage to cold subtype.
* Fiery Spell (Sandstorm 50, +1): +1 damage/damage dice.
 

You can do much to change descriptions of spells to match your concept. In the past, I had a fire mage as well, and changed (or created) thematic descriptions for spells that otherwise had no relation to fire.

For Bull's Strength, the affected character smolders and smokes from his/her muscles and is noticably hot to touch.

For many divinations, the character must use a flame or look into a fire to get the effect going.

For many area of effect spells (that don't do damage) are illuminated dimly a fire firery nimbus (non-damaging) of various colors.

Just about any spell can be descriptively modified to espouse a fire based mage (or alternatively to any other 'style' of mage). Just a little imagination applied will do the trick.
 

Custom Feats?

You could always just make up a new feat...

Fiery Surge [Metamagic]
This feat may be applied to any spell with the fire descriptor. When casting that spell, you may elect to take 1d4 damage per level of the spell, and in return you do +1 damage/die, have a +2 bonus to the save DC and the equipment of anyone affected by the spell must make the proper saves or be damaged, as if that person had rolled a natural 1 on their save. You may not in any way avoid taking the damage for casting a Fiery Surge spell, as the damage has no type, though it could be described as the very essence of fire.

Yada, yada, yada... I'm sure you get my drift... not sure how balanced that would be though... I basically just thought it up on the spot as an example...
 

Good advice already. Check out the Wu Jen and Shugenja spell lists for some cool ideas, since those are very elementalist-spellcasters. Consider the usual Fire Resistance/Fire Subtype/Fire elemental slaves, but also consider giving him some weaker Cold Resistance (to signify how warm his body is). Consider giving him bonuses in lighted conditions, and harsher penalties in dark conditions -- encourage him to carry around open flame as much as possible. :) Don't neglect environmental conditions, either...a bonus to resist extreme heat, and extreme cold, could probably be in order. And the usual "fire-style" familiar would be a good recommendation...I believe one of the Improved Familiar lists has elementals in it, so those could work. Fire breath, phoenixes, fire-based dragons, salamanders, the list goes on and on for creatures who should consider him kindred. Giving him flaming weapons is probably a no-brainer, but consider giving him "flaming" or "flaming burst" spells, where his magic deals a bit of extra fire damage. And make sure to give him something effective against those who resist fire (though I'd probably consider more of a charm-style effect for that, rather than straight damage).

Here's some new, not-fully-fleshed-out ideas that could be fun:

Combustion Spell: People catch on fire when they fail a save. Applies to all spells -- magic missiles light people on fire, now.
---> NEW SPELL: Ignite: Simply lights stuff on fire.
---> NEW SPELL: Fanned Fire: If something is on fire, this can cause it to leap to a new target, as well.
Explosive Spell: Those who fail a save are knocked down/knocked out to the edge of the area.
Heat-Seeker: Evasion and Improved Evasion don't simply halve or negate damage against this spell. Instead, Evasion grants you a +2 to bonus to the save, Improved Evasion +4.
--->Heat-Vision: Concealment miss chances are reduced by 10% for you.
Fire Spikes: When he takes damage, fire sprays out and damages the attacker. If he is killed, he blows up all pretty like...destroying his body, but probably a lot more, too...
--->Melting: Things that attack him may melt or steam away or catch on fire...perhaps a DR of a certain value is best for this effect, perhaps something like the Rust Monster's attack.
Rocket: A move that lights yourself on fire for a charge attack, dealing additional fire damage (+1d6, maybe) on a charge. Consider combining it with a fireball spell...when you cast fireball, instead of shooting a bead of flame, you BECOME a bead of flame, and travel the distance it is cast, and burst out when you reach your destination.
Ghost Fire: Doesn't suffer a miss chance on incorporeal creatures; deals more damage to undead.
 

The very cool Dragon Compendium I has Flash Casting on page 99. It might be a problem if the character is a wizard as it has a Cha 13 req. Anytime you cast a spell with the fire or light descriptor opponents relying on sight take a -2 on attacks against you for 1 round.
 

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