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General Tabletop Discussion
*Dungeons & Dragons
Sorcerous Origin: Spellfire
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<blockquote data-quote="Nine Hands" data-source="post: 6382733" data-attributes="member: 4919"><p>I was playing around this morning while on a boring conference call. </p><p></p><p>Here is my take on the Spellfire origin for the 5E sorcerer. </p><p></p><p>Just note that I have not tested this and its pretty rough around the edges.</p><p></p><p>Spellfire</p><p>A rare magical power that is highly coveted by many in Faerun, as it allows its user to absorb spells cast at them, internally convert it to raw magical energy and then use it in a myriad of ways.</p><p></p><p>Absorb Magic</p><p>You can absorb spells that target you. As a reaction, when you are attacked or targeted by a spell, you can absorb the magic, which you can use to later. The maximum spell level you can absorb is equal to the highest sorcerer spell level you can cast. When you absorb a spell, treat it as converting a spell slot into sorcery points and you regain that number of sorcery points. Once you use this ability you must finish a short or long rest before you can use it again.</p><p></p><p>Arcane Healing</p><p>You add Cure Wounds and Healing Word to your list of known spells.</p><p></p><p>Drain Magic Item</p><p>Starting at 6th level, you can drain the power from a magic item. The amount of sorcery points you regain is based on the rarity of the item. Consumable magic items (potions, scrolls and items with limited uses) are destroyed but permanent magical items are rendered inert for 1 day. You must meet the minimum level requirements to drain more powerful magic items. Once you drain a magic item, you cannot drain another one until you complete a short or long rest.</p><p></p><p>[table="width: 500"]</p><p>[tr]</p><p> [td]Rarity[/td]</p><p> [td]Sorcery Points Gained[/td]</p><p> [td]Minimum Level[/td]</p><p>[/tr]</p><p>[tr]</p><p> [td]Common[/td]</p><p> [td]2[/td]</p><p> [td]6[/td]</p><p>[/tr]</p><p>[tr]</p><p> [td]Uncommon[/td]</p><p> [td]3[/td]</p><p> [td]6[/td]</p><p>[/tr]</p><p>[tr]</p><p> [td]Rare[/td]</p><p> [td]5[/td]</p><p> [td]6[/td]</p><p>[/tr]</p><p>[tr]</p><p> [td]Very Rare[/td]</p><p> [td]6[/td]</p><p> [td]7[/td]</p><p>[/tr]</p><p>[tr]</p><p> [td]Legendary[/td]</p><p> [td]7[/td]</p><p> [td]9[/td]</p><p>[/tr]</p><p>[tr]</p><p> [td]Artifact[/td]</p><p> [td]9[/td]</p><p> [td]11[/td]</p><p>[/tr]</p><p>[/table]</p><p></p><p>Flight</p><p>At 14th level, you can spend 3 sorcery points to cast fly on yourself as a bonus action.</p><p></p><p>Crown of Fire</p><p>Beginning at 18th level, you can channel the power of spellfire into a crown of magical might. </p><p>For 1 minute or until you lose concentration (as if you were casting a concentration spell), you gain resistance to spell damage and gain advantage on saving throws against spells.</p></blockquote><p></p>
[QUOTE="Nine Hands, post: 6382733, member: 4919"] I was playing around this morning while on a boring conference call. Here is my take on the Spellfire origin for the 5E sorcerer. Just note that I have not tested this and its pretty rough around the edges. Spellfire A rare magical power that is highly coveted by many in Faerun, as it allows its user to absorb spells cast at them, internally convert it to raw magical energy and then use it in a myriad of ways. Absorb Magic You can absorb spells that target you. As a reaction, when you are attacked or targeted by a spell, you can absorb the magic, which you can use to later. The maximum spell level you can absorb is equal to the highest sorcerer spell level you can cast. When you absorb a spell, treat it as converting a spell slot into sorcery points and you regain that number of sorcery points. Once you use this ability you must finish a short or long rest before you can use it again. Arcane Healing You add Cure Wounds and Healing Word to your list of known spells. Drain Magic Item Starting at 6th level, you can drain the power from a magic item. The amount of sorcery points you regain is based on the rarity of the item. Consumable magic items (potions, scrolls and items with limited uses) are destroyed but permanent magical items are rendered inert for 1 day. You must meet the minimum level requirements to drain more powerful magic items. Once you drain a magic item, you cannot drain another one until you complete a short or long rest. [table="width: 500"] [tr] [td]Rarity[/td] [td]Sorcery Points Gained[/td] [td]Minimum Level[/td] [/tr] [tr] [td]Common[/td] [td]2[/td] [td]6[/td] [/tr] [tr] [td]Uncommon[/td] [td]3[/td] [td]6[/td] [/tr] [tr] [td]Rare[/td] [td]5[/td] [td]6[/td] [/tr] [tr] [td]Very Rare[/td] [td]6[/td] [td]7[/td] [/tr] [tr] [td]Legendary[/td] [td]7[/td] [td]9[/td] [/tr] [tr] [td]Artifact[/td] [td]9[/td] [td]11[/td] [/tr] [/table] Flight At 14th level, you can spend 3 sorcery points to cast fly on yourself as a bonus action. Crown of Fire Beginning at 18th level, you can channel the power of spellfire into a crown of magical might. For 1 minute or until you lose concentration (as if you were casting a concentration spell), you gain resistance to spell damage and gain advantage on saving throws against spells. [/QUOTE]
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