Spellfire...my version...

kreynolds

First Post
Here's a modified version of spellfire I whipped up. I was trying to tone it down a little bit so that it wasn't so awesome. Anyway, here it is...


Spellfire Wielder [General]
You are one of the rare people who have the innate talent to control raw magic in the form of spellfire.
&nbsp&nbsp&nbspBenefit: You can ready an action to absorb spells target at you as if you were a rod of absorption. You gain one level of spellfire energy for every spell level absorbed and can store a number of spellfire energy levels equal to your Constitution. If you have reached your limit, you cannot absorb spells until you expend some of your stored spellfire energy levels.
&nbsp&nbsp&nbspIf an incoming spell effect has a greater number of spell levels that you can currently store, you absorb spell levels up to your limit, and the remaining spell levels are divided by the original number of spell levels to determine what fraction of the effect gets through (as with the spell turning spell, except that the caster of the spell is never at risk of being harmed).
&nbsp&nbsp&nbspIf your Constitution decreases so that your number of stored spellfire levels is greater than your current Constitution, the excess levels discharge at a random creature in range as destructive spellfire (see blow).
&nbsp&nbsp&nbspStored spellfire energy levels are unavailable in an antimagic field, but are not lost. Once the wielder is out of the antimagic field, the spellfire energy levels are again available for use. Dispel magic and similar effects cannot negate stored spellfire energy levels. A character with stored levels radiates magic as if he were an item with a caster level equal to his number of stored levels.
&nbsp&nbsp&nbspAs a standard action, a spellfire wielder may expend stored spellfire energy levels as a melee or ranged touch attack (maximum range 400 feet), dealing 1d6 points of spellfire damage per every two levels expended (Reflex half, DC 10 + half your hit die + Constitution modifier). Spellfire damage is half fire damage and half raw magical power. Creatures with immunity, resistance, or protection against fire effects apply these to half of the damage, but not the other half. A creature can choose “spellfire” as a weapon for the purpose of the Weapon Focus feat.
&nbsp&nbsp&nbspA spellfire wielder can heal a target by touch, restoring 2 hit points per spellfire energy level expended for this purpose. This is not considered positive energy, so it does not injure undead.
&nbsp&nbsp&nbspAdditionally, you can expend unused spell slots to further power your spellfire. For every spell level of the spell slots you expend, you can either add +1d6 damage to your spellfire blasts or you can restore an additional 2 hit points to an injured target.
&nbsp&nbsp&nbspUnlike most supernatural abilities, spellfire is affected by spells and magic items that affect spell-like abilities, such as a rod of absorption or rod of negation (if pointed at the manifestation rather than the wielder). It can be thwarted or counterspelled by dispel magic, and theoretically a spellfire wielder could counterspell another’s spellfire. However, spellfire is a supernatural ability and does not provoke an attack of opportunity when used, nor is it subject to spell resistance.
&nbsp&nbsp&nbspSpecial: You can only take this feat as a 1st-level character. Acquiring this feat requires the approval of the DM.[/quote]
 

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Interesting.
Considering what is written under the Spellfire paragraph on the FRCS (where it says something like "talented users are able to release multiple blasts at once, or even fly") one could also have different power levels, such as:

One must take the Spellfire Wielder feat at 1st level, giving bonuses as the one you suggested (maybe a little toned down, for example: can use a max of 5 spell levels in one round).
You can take later the Improved Spellfire, Greater Spellfire and True Spellfire feats.

Each one gives additional power and options: requirements might be character level (6 - 12 - 18 ?) and/or Cha or Con bonus.

Improved Spellfire could give you double the storage capacity, and the ability to spend two spell levels to activate a levitate effect that lasts 1 minute per point of Con bonus. It could also raise the cap to 10 spell levels.

Greater Spellfire could give you 3x storage, the option of using 3 spell levels to cast fly for one minute/level (as a standard action). The cap is raised to 15

True Spellfire could give you the option of quickening a spellfire effect (to use it as a free action) by paying double the cost, raise the cap to 20 and the storage to 4x

Probably like this is a bit too powerful.
Maybe every time add half con storage instead of full constitution (to a max of 2.5 con).
 

gpetruc said:
...one could also have different power levels...

You mean like this? It's something I whipped up for a prestige class and epic prestige class a while back.


Bend Wildfire Blast [Wildfire]
Cover does little to reduce the effectiveness of your wildfire blasts.
&nbsp&nbsp&nbspPrerequisites: Constitution 17+, Wildfire Blast class ability, Epic Wildfire Wielder, Wildfire Wielder.
&nbsp&nbsp&nbspBenefit: Targets gain no cover bonus to Armor Class against a wildfire blast modified with this feat, nor do they gain a cover bonus to saving throws (if used in conjunction with the Sculpt Wildfire Blast feat). Use of this feat requires the spending of two additional stored wildfire energy levels.

Chain Wildfire Blast [Wildfire]
Your wildfire blasts can be modified to arc to other targets in addition to the primary target.
&nbsp&nbsp&nbspPrerequisites: Constitution 18+, Wildfire Blast class ability, Epic Wildfire Wielder, Wildfire Wielder.
&nbsp&nbsp&nbspBenefit: Your wildfire blast affects the primary target normally, then arcs to a number of secondary targets equal to half your character level. You choose the secondary targets as you like, but they must all be within 30 feet of the primary target, and no target can be affected more than once. You can affect fewer secondary targets than the maximum if you so choose. Use of this feat requires the spending of three additional stored wildfire energy levels.

Delay Wildfire Blast [Wildfire]
Your wildfire blasts can be modified to manifest after a short delay.
&nbsp&nbsp&nbspPrerequisites: Constitution 18+, Wildfire Blast class ability, Epic Wildfire Wielder, Wildfire Wielder.
&nbsp&nbsp&nbspBenefit: A delayed wildfire blast doesn’t manifest until 1 to 5 rounds after you spend the stored wildfire energy levels. You determine the delay when you spend the stored wildfire energy levels, and it cannot be changed once set. The wildfire blast manifests just before your turn on the round you designate, and it originates from the point in space you were at when you activated the ability.
&nbsp&nbsp&nbspThe number of stored wildfire energy levels spent and the target(s) of the wildfire blast is determined at the time of use and cannot be changed afterwards. If the primary target of the wildfire blast is beyond maximum range of the point in space during the round you specify, the wildfire blast is released in a random direction and travels up to maximum range or until it strikes a creature, object, or interposing barrier. The random direction is determined by rolling 1d8 and referring to the diagram on page 138 of the Player’s Handbook. This roll is made by the DM.
&nbsp&nbsp&nbspIf this feat is used in conjunction with the Chain Wildfire Blast feat, the secondary targets cannot be chosen by you, and instead are determined by the DM when the wildfire blast manifests. Use of this feat requires the spending of three additional stored wildfire energy levels.
&nbsp&nbsp&nbspNote: This feat cannot be used in conjunction with the Double-Fisted Wildfire Blast feat.

Double-Fisted Wildfire Blast [Wildfire]
You can release a wildfire blast at two different targets simultaneously.
&nbsp&nbsp&nbspPrerequisites: Wildfire Blast class ability, Epic Wildfire Wielder, Wildfire Wielder.
&nbsp&nbsp&nbspBenefit: Your mastery of wildfire allows you to simultaneously strike two different targets within range of you (maximum 400 feet) with a single wildfire blast. Using a wildfire blast in this manner evenly divides the damage among the targets. You must have two hands free to use this feat. This feat does not increase the number of stored wildfire energy levels used.

Empower Wildfire Blast [Wildfire]
Your wildfire blasts can be modified to deal more damage than usual.
&nbsp&nbsp&nbspPrerequisites: Constitution 17+, Wildfire Blast class ability, Epic Wildfire Wielder, Wildfire Wielder.
&nbsp&nbsp&nbspBenefit: Your wildfire blast deals half again as much damage as the normally rolled result (roll for normal damage and multiply the result by 1.5). Use of this feat requires the spending of two additional stored wildfire energy levels.

Epic Wildfire Wielder [Wildfire]
Your ability to store wildfire energy levels is greater than normal.
&nbsp&nbsp&nbspPrerequisites: Concentration 20 ranks, Endurance, Wildfire Wielder.
&nbsp&nbsp&nbspBenefit: For purposes of determining your limit of stored wildfire energy levels, treat your Constitution as if it were 4 points higher than normal.
&nbsp&nbsp&nbspNormal: Without this feat, a wildfire wielder's limit of stored wildfire energy levels is equal to her Constitution score.
&nbsp&nbsp&nbspSpecial: You can select this feat multiple times. Each time you gain this feat, your limit of stored wildfire energy levels increases by 4.

Extend Wildfire Blast [Wildfire]
Your wildfire blasts can be modified to travel farther than normal.
&nbsp&nbsp&nbspPrerequisites: Constitution 17+, Wildfire Blast class ability, Epic Wildfire Wielder, Wildfire Wielder.
&nbsp&nbsp&nbspBenefit: An extended wildfire blast has its range doubled. Use of this feat requires the spending of two additional stored wildfire energy levels.

Heighten Wildfire Blast [Wildfire]
Your wildfire blasts can be modified to be harder to resist than normal.
&nbsp&nbsp&nbspPrerequisites: Constitution 16+, Wildfire Blast class ability, Epic Wildfire Wielder, Wildfire Wielder.
&nbsp&nbsp&nbspBenefit: A heightened wildfire blast has its save DC increased by 1 for each additional stored wildfire energy level you spend. Use of this feat requires the spending of one additional stored wildfire energy level per increase.

Lingering Wildfire [Wildfire]
Your wildfire blasts continue to deal damage even after the initial strike.
&nbsp&nbsp&nbspPrerequisites: Constitution 19+, Wildfire Blast class ability, Epic Wildfire Wielder, Wildfire Wielder.
&nbsp&nbsp&nbspBenefit: Any time you deal damage with a wildfire blast, that target takes damage equal to half your wildfire blast damage (Fortitude save DC 10 + half character level + Constitution modifier for half damage) again the following round. Use of this feat requires the spending of four additional stored wildfire energy levels.

Maximize Wildfire Blast [Wildfire]
Your wildfire blasts can be modified to deal maximum damage.
&nbsp&nbsp&nbspPrerequisites: Constitution 18+, Wildfire Blast class ability, Epic Wildfire Wielder, Wildfire Wielder.
&nbsp&nbsp&nbspBenefit: Your wildfire blast deals maximum damage to the target struck. For example, if you spend 10 stored wildfire energy levels, your wildfire blast deals 60 points of damage. Use of this feat requires the spending of three additional stored wildfire energy levels.

Quicken Wildfire Blast [Wildfire]
You can release a wildfire blast in the blink of an eye.
&nbsp&nbsp&nbspPrerequisites: Constitution 20+, Wildfire Blast class ability, Epic Wildfire Wielder, Wildfire Wielder.
&nbsp&nbsp&nbspBenefit: As a free action, once per round, you can release a wildfire blast. Use of this feat counts against your number of quickened spells per round and requires the spending of four additional stored wildfire energy levels.

Sculpt Wildfire Blast [Wildfire]
You can modify the shape of your wildfire blast beyond that of a simple ray.
&nbsp&nbsp&nbspPrerequisites: Constitution 18+, Wildfire Blast class ability, Epic Wildfire Wielder, Wildfire Wielder.
&nbsp&nbsp&nbspBenefit: A sculpted wildfire blast becomes an area effect instead of a targeted effect. The area types you can choose from are as follows: 40-foot cone, ball (20-foot radius burst, treated as fireball for the purpose of using a “bead” with a maximum range of 200 feet), 30-foot radius burst centered on you (does not affect you), or line (5 feet wide and 60 feet long or 10 feet wide and 30 feet long). A sculpted wildfire blast has its saving throw modified to a Reflex save for half damage (DC 10 + half character level + Constitution modifier). Use of this feat requires the spending of three additional stored wildfire energy levels.
&nbsp&nbsp&nbspNote: This feat cannot be used in conjunction with the Extend Wildfire Blast feat.

Still Wildfire Blast [Wildfire]
Your wildfire blasts can be released without the requirement of having a free hand.
&nbsp&nbsp&nbspPrerequisites: Constitution 16+, Wildfire Blast class ability, Epic Wildfire Wielder, Wildfire Wielder.
&nbsp&nbsp&nbspBenefit: A stilled wildfire blast can be released without the use of your hand. Use of this feat requires the spending of one additional stored wildfire energy level.
&nbsp&nbsp&nbspNote: This feat must be applied twice if used in conjunction with the Double-Fisted Wildfire Blast feat.

Subdual Wildfire Blast [Wildfire]
You can be merciful when striking targets with a wildfire blast.
&nbsp&nbsp&nbspPrerequisites: Wildfire Blast class ability, Epic Wildfire Wielder, Wildfire Wielder.
&nbsp&nbsp&nbspBenefit: You can choose to allow your wildfire blasts to deal subdual damage to the target struck. This feat does not increase the number of stored wildfire energy levels used.

Substitute Charge [Wildfire]
Your mastery of wildfire allows you to spend stored wildfire energy levels to use charged magic items without draining them.
&nbsp&nbsp&nbspPrerequisites: Spellcraft 30 ranks, Epic Wildfire Wielder, Wildfire Wielder, one epic item creation feat.
&nbsp&nbsp&nbspBenefit: When activating a charged magic item, you can instead use stored wildfire energy levels, thus extending the life of the magic item. You spend a number of stored wildfire energy levels equal to the number of charges needed to activate the item. For example, activating a wand requires one stored wildfire energy level, and activating a 2-charge function of a staff requires two stored wildfire energy levels.
 

You mean like this? It's something I whipped up for a prestige class and epic prestige class a while back.

Nice, very nice. but I think that these are too many feats (considering that most classes get relatively few feats). Maybe it could be kept more simple.

The idea of a PrC (or even a basic class, if you make spellfire more common) is good, also.
 


Yup MoF has Spellfire weilder prestige class, and the WotC site has Epic Spellfire rules.

Yours cut the damage in half from 1d6 per spell level to 1d6 per 2 spell levels-but under yours you can abosrb your own spells and the official version can't.
 

Quixon said:
Yours cut the damage in half from 1d6 per spell level to 1d6 per 2 spell levels...

Yup. I did that because its an awful lot of power at 1st level. Too much at once, so I figured I'd tone it down a little.
 

gpetruc said:
but I think that these are too many feats (considering that most classes get relatively few feats).

No worse than metamagic feats, and spellcasting classes get very few feats.

gpetruc said:
Maybe it could be kept more simple.

I'm sure it could, but at the same time, it isn't complicated. You just have a lot of options.

gpetruc said:
The idea of a PrC (or even a basic class, if you make spellfire more common) is good, also.

That's the prestige class and epic prestige class that I whipped up focused on. It was all about spellfire and gaining those feats up there.
 

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