Spellfire & Recharing

Remember that a spellfire wielder can only absorb single target spells only. Spiritual Weapon is not a single target spell, it can be retargeted during it's duration.

As long as the wizard or cleric chooses an absorbable spell and can find a way to target himself with it while being ready to absorb, let them. The problem I see is that readying to absorb a spell should discharge a held touch spell, just as casting another spell does.

The Spellfire Channeler prestige class has ways for the spellfire wielder to recharge themselves without the help of a friend, by draining magic items.

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.
 

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Thanks for all your thoughts and inputs.

I feel that if I allow Spellfire in my campaign(RtToEE), I should allow the player to use the feat without me trying to punish him.

Some aspects have been cleared:
1) The evil demand after persons wielding this power
2) The wielder's ability to recharge himself through creative methods.
3) The destructive power an optimised wielder can unleash.

My player has already laid up his carrier plans for me:
Dwarf with con 18, Monk to church of Mystra.
Monk2/Transmutaioner 3/Spellfire wielder x where x is at least 5.

The build seems oright from role playing aspect. He will use his familiar's "deliver touch attacks" to recharge himself when necessary. The monk part allows this monk to use mage armor, shield and enlarge to power up his improved grapple attacks. AC is hight (20+) and Bulls strength and other level 2 buff spells make him a formidable fighter while he improves his spellfire abilities.

This is not a munchkin build as I see it. He will fry some of the bad guys in my campaign quite fast, but I should survive it.

It is not possible to overload a Spellfire wielder. He must ready an action to absorb it and the excess levels above his constitution will affect him. I can not see myself being too harsh to him just because he has spellfire ability.

Do you think that I will regret allowing him Spellfire feat?

Thanks
 

Bouncer said:
Thanks for all your thoughts and inputs.

I feel that if I allow Spellfire in my campaign(RtToEE), I should allow the player to use the feat without me trying to punish him.

Some aspects have been cleared:
1) The evil demand after persons wielding this power
2) The wielder's ability to recharge himself through creative methods.
3) The destructive power an optimised wielder can unleash.

My player has already laid up his carrier plans for me:
Dwarf with con 18, Monk to church of Mystra.
Monk2/Transmutaioner 3/Spellfire wielder x where x is at least 5.

The build seems oright from role playing aspect. He will use his familiar's "deliver touch attacks" to recharge himself when necessary. The monk part allows this monk to use mage armor, shield and enlarge to power up his improved grapple attacks. AC is hight (20+) and Bulls strength and other level 2 buff spells make him a formidable fighter while he improves his spellfire abilities.

This is not a munchkin build as I see it. He will fry some of the bad guys in my campaign quite fast, but I should survive it.

It is not possible to overload a Spellfire wielder. He must ready an action to absorb it and the excess levels above his constitution will affect him. I can not see myself being too harsh to him just because he has spellfire ability.

Do you think that I will regret allowing him Spellfire feat?

Thanks


Some quicker notes than my last post -

1) Spiritual hammer 'targets' to attack and continues to attack target until redirected. I don't recall the 'single target' requirement on spellfire - correct me if I'm wrong?

2) It's not a munchkin build at all. In fact, I'd change the 'transmutationer' to wizard or sorc and take it to 5.

3) You might regret this becaise I perceive that you are not one to change your campaign on the fly to match character desires and actions - thus you will likely lose some of your bad guys fairly quickly. Up to you if you can deal with this.

4) No, you should not punish him. Spellfire is only allowable by GM decision - so if you let him take it why punish him :).

5) It is indeed quite possible to overload a spellfire wielder. For example, a dwarf SW with a CON 15 is at 9 spellfire and readies to absorb from an enemy mage casting a spell targeting him... That's only 6 spellfire left he can absorb before he starts overloading. Also, metamagicked spells are absorbed at the higher spell level - so a maximized magic missile tossed at him gains him +5, not +1. This can wreak havoc with them trying to recharge in combat - but you say he doesn't tend to do so, so it's likely not a problem anyway.


Sounds to me like you got yourself an awesome player - he could munchkin that out so easily it's not even funny, but he's not - he's working with you and avoiding the worst of the mechanic imbalances.

Good luck and Good fun to you :)
 

In MOF the spellfire absorbing ability refers you to the ROD OF ABSORPTION. The ROA can only absorb spells and spell like abilities that are single target or rays.

Tilla the Hun (work) said:
Some quicker notes than my last post -

1) Spiritual hammer 'targets' to attack and continues to attack target until redirected. I don't recall the 'single target' requirement on spellfire - correct me if I'm wrong?
 

Sounds to me like you got yourself an awesome player - he could munchkin that out so easily it's not even funny, but he's not - he's working with you and avoiding the worst of the mechanic imbalances.

Incidently, I would like to know how do you make a munchkin Spellfire Wielder. This way I can avoid such builds if I allow Spellfire in my campaign.

I have given my players 36 point buy with additional "bonus points" at level 3 and level 5 (you get of course one at level 4 too!). Players begin at level 4.

Any suggestions?

Thanks again.
 

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