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.
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.