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Sorcerous Origin: Spellfire
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<blockquote data-quote="Erik Westmarch" data-source="post: 6890008" data-attributes="member: 6815948"><p>(casts Thread Revivify)</p><p></p><p>I found this via Google Search for Sorcerer origins, and I like it. Here's my take:</p><p></p><p>1st: Spells Known. </p><p>6th: Absorb Magic</p><p>14th: Drain Magic Item</p><p>18th: Crown of Fire</p><p></p><p></p><p><u>Spells Known</u>: You learn additional Spells at the specified Sorcerer level. These are in addition to your spells known. All light and flame produced by these spells are Spellfire. The flame/light is always white with marbling of a second color chosen at 1st level (unique to caster).</p><p></p><p><strong>Lvl Spells</strong></p><p>1st Light, Produce Flame, Cure Wounds</p><p>3rd Continual Flame, Flaming Sphere</p><p>5th Counterspell, Dispel Magic</p><p>7th Fly, Fire Shield</p><p>9th Flame Strike</p><p></p><p></p><p><u>Absorb Magic</u>: If you successfully cast Counterspell or Dispel Magic, you absorb a number of Sorcery Points equal to the spell's level. Any Sorcery Points in excess of your maximum SP dissipate in 1 hour if not spent.</p><p></p><p><u>Drain Magic Item</u>: You absorb magic from an item. Consumable items are destroyed. Charged items are drained of all charges but not destroyed. They will not regenerate charges for 1d4 days. Permanent items are rendered inert for 1d4 days. You gain 2 SP per rarity type of the item. Any Sorcery Points in excess of your maximum SP dissipate in 1 hour if not spent.</p><p></p><p><u>Crown of Fire</u>: One per long rest you can conjure the Crown of Fire, which appears as a bright crown of flame floating 6" above your head. It produces bright light in a 60' radius. You have Resistance to all spells and spell-like effects and Advantage on all Saving Throws vs Spells and spell-like effects. The crown lasts for 1 minute. It is affected by Antimagic but immune to Dispel.</p></blockquote><p></p>
[QUOTE="Erik Westmarch, post: 6890008, member: 6815948"] (casts Thread Revivify) I found this via Google Search for Sorcerer origins, and I like it. Here's my take: 1st: Spells Known. 6th: Absorb Magic 14th: Drain Magic Item 18th: Crown of Fire [U]Spells Known[/U]: You learn additional Spells at the specified Sorcerer level. These are in addition to your spells known. All light and flame produced by these spells are Spellfire. The flame/light is always white with marbling of a second color chosen at 1st level (unique to caster). [B]Lvl Spells[/B] 1st Light, Produce Flame, Cure Wounds 3rd Continual Flame, Flaming Sphere 5th Counterspell, Dispel Magic 7th Fly, Fire Shield 9th Flame Strike [U]Absorb Magic[/U]: If you successfully cast Counterspell or Dispel Magic, you absorb a number of Sorcery Points equal to the spell's level. Any Sorcery Points in excess of your maximum SP dissipate in 1 hour if not spent. [U]Drain Magic Item[/U]: You absorb magic from an item. Consumable items are destroyed. Charged items are drained of all charges but not destroyed. They will not regenerate charges for 1d4 days. Permanent items are rendered inert for 1d4 days. You gain 2 SP per rarity type of the item. Any Sorcery Points in excess of your maximum SP dissipate in 1 hour if not spent. [U]Crown of Fire[/U]: One per long rest you can conjure the Crown of Fire, which appears as a bright crown of flame floating 6" above your head. It produces bright light in a 60' radius. You have Resistance to all spells and spell-like effects and Advantage on all Saving Throws vs Spells and spell-like effects. The crown lasts for 1 minute. It is affected by Antimagic but immune to Dispel. [/QUOTE]
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