Bouncer said:
Hi!
One of my players with "Spellfire" feat from forgotten realms has come up with few "alternative" methods for reloading his spellfire charges:
1) As a wizard level 3, use the touch ability of the familiar to deliver touch attacks to himself while readying an action to absorb it (chill touch or shocking grasp).
2) As a cleric level 3, use the spell spritual hammer to hit himself while he readies an action to absorb it. A spritual hammer can be moved with a move equivalent action and he claims that he can use a standard action to move it and hit himself while he absorbs it.
Please advice if the 3.5 rules support these scenarios.
Thanks.
3.0 or 3.5 - neither really changes the effect of rules on what you've asked.
I'm a GM and a player who's been on both sides of this question before.
1) This is actually technically correct according to the rules AND the flavor text of spellfire. Any reasonably intelligent mage would figure out that he can absorb spells cast at him by preparing for it. Regardless of being in combat or not, the mage can choose to absorb the spell targeting himself. Using a familiar to deliver the touch spell is just merely clever and inventive - such things should be rewarded.
2) I'm not sure your wording is quite accurate. Is it like this
rnd1: cast spiritual hammer to attack self
rnd2: rdy spellfire absorb when hit
rnd3: when hit, absorb hammer.
?
If so, then yes, technically he can absorb the hammer as it 'strikes like a spell' and must overcome spell resistance.
You don't need combat to ready an action. You just need conflict of a nature that is best ajudicated by the initiative stack.
FYI: Some of the best methods by which you can counter a spellfire wielder:
A) overloading on spells (keep throwing little spells at him till he blows up

)
B) antimagic fields
C) sneaking cursed magic items of SR onto him (SR is applied BEFORE the spell is absorbed)
D) mixing SR into most of his items... Particularly vicious with magic items they really want.
E) House rule that a spellfire wielder below max 'automatically' absorbs spells targeting them... including 'cure' 'heal', etc.
F) Spellfire wielders are creatures of intense mystical energies and nature. Many, many, many organizations would love to 'coerce' one into working for them, or capturing one to study the effect and potentially duplicate it. Can get as vicious as you want it to get.
And if all else fails - don't target the spellfire wielder directly. Disintegrate the ground below them, levitate rocks over thier heads, etc.
Spellfire is incredibly powerful and it takes agility of mind for a GM to keep it from unbalancing the game.