Spellfire

Darklone

Registered User
Had some Spellfire discussions on other boards again... and some thoughts popped up to counter the one shot mechanism, it's balance problems and the weird absorption mechanism. What do you think about this:

To use the feat at all, you need to make a "turn undead" check, e.g. a (d20 + class level + cha mod) against a DC of the opponents (10 + spellcaster level + spell level).
- First change: You can absorb spells targeted at you (+0 DC), an area of effect spell that hits you (+5 DC) and targeted at a buddy in your reach (+10 DC) with a readied action.
- Second change: A second feat allows you to absorb spells without readying an action, but only one per round (counting against your limit of Quickened "actions/spells"). This causes another +10 to the DC.
- Third change: Firing the spellfire as weapon takes another check against a DC 10 + used levels. Failure means: you take 1d3 points of damage per stored spell level (and all are lost). But the attack thingy is now a line (medium range) and the Refl save DC against your attack is a 10 + (SF wielders level/2) + Cha mod.
 

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Darklone said:
Had some Spellfire discussions on other boards again... and some thoughts popped up to counter the one shot mechanism, it's balance problems and the weird absorption mechanism. What do you think about this:

To use the feat at all, you need to make a "turn undead" check, e.g. a (d20 + class level + cha mod) against a DC of the opponents (10 + spellcaster level + spell level).
- First change: You can absorb spells targeted at you (+0 DC), an area of effect spell that hits you (+5 DC) and targeted at a buddy in your reach (+10 DC) with a readied action.
- Second change: A second feat allows you to absorb spells without readying an action, but only one per round (counting against your limit of Quickened "actions/spells"). This causes another +10 to the DC.
- Third change: Firing the spellfire as weapon takes another check against a DC 10 + used levels. Failure means: you take 1d3 points of damage per stored spell level (and all are lost). But the attack thingy is now a line (medium range) and the Refl save DC against your attack is a 10 + (SF wielders level/2) + Cha mod.

I *like* spellfinre, I just haven't really had any chance to in game play with it.

Negatives:
1) I don't like the potential to hurt yourself when using it.
2) Charisma modifier... Now, as I said I haven't acually either used it or had it used in a game I'm in, but I've lightly perused the topic. And while I do think that charisma modifier linked to the feat makes sense, I don't like it. It pretty much makes this feat much better for some classes, thereby relatively lowering it's value.
Positives:
1) I do like this fleshing out of the feat, added mechanics could make it more fun.
2) I like the feat to absorb without a readied action. Having to do that always seemed silly and counter flavor to me.

Over all I give this a thumbs up. Especially as you're *supposed* to get this at first level, it'll allow you to make your character appropriately.... On the other hand, in the game where we've talked about it, the feat will not be available at first level, and would be aquired (if given) during gameplay.

Then the DM said he'd me more interested in giving out silverfire, and everyone initially interested immediantly lost interest completely.

"I wouldn't waste a feat on that"

I believe was the general feeling. In spite of the obvious out of character knowledge that it would be a very useful feat in the campaign.
 

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