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Spellfire...my version...
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<blockquote data-quote="kreynolds" data-source="post: 750785" data-attributes="member: 2829"><p>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...</p><p></p><p></p><p><strong><span style="font-size: 15px">Spellfire Wielder [General]</span></strong></p><p>You are one of the rare people who have the innate talent to control raw magic in the form of spellfire.</p><p>&nbsp&nbsp&nbsp<strong>Benefit: </strong>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.</p><p>&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).</p><p>&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).</p><p>&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.</p><p>&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.</p><p>&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.</p><p>&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.</p><p>&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.</p><p>&nbsp&nbsp&nbsp<strong>Special: </strong>You can only take this feat as a 1st-level character. Acquiring this feat requires the approval of the DM.</p></blockquote><p>[/QUOTE]</p>
[QUOTE="kreynolds, post: 750785, member: 2829"] 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... [b][size=4]Spellfire Wielder [General][/size][/b] You are one of the rare people who have the innate talent to control raw magic in the form of spellfire.    [b]Benefit: [/b]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.    If 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).    If 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).    Stored 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.    As 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.    A 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.    Additionally, 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.    Unlike 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.    [b]Special: [/b]You can only take this feat as a 1st-level character. Acquiring this feat requires the approval of the DM.[/quote] [/QUOTE]
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