Spellfire Image
Prerequisite: Only the chosen of Mystra can wield this power, so it is a boon that only a DM can give to a character during its creation.
 

Lore

Spellfire is a rare and powerful magical ability. It allows its wielder to absorb and store spells cast at them, converting this energy into raw magical power that can be used in various ways, such as healing, projecting destructive bursts of flame, or even flying.

Several notable characters have been known to wield Spellfire, including Elminster, Khelben Arunsun, and Laeral Silverhand. The ability to control Spellfire was once believed to be unique to a single person each generation, but this was later revealed to be a misconception, as many wielders chose to hide their abilities to avoid attracting attention from powerful organizations.

Spellfire is often compared to Silver Fire, another form of raw magical energy granted to the Chosen of Mystra. While both originate from the Weave, Spellfire is pure raw energy, whereas Silver Fire is channeled in a more subtle way.

Absorbing spells

You can use your reaction to absorb a leveled spells aimed at you (not area effects). If the spell targeting you is a 3rd level spell or lesser, you absorb its energy. Il the spell is at 4th level or higher, you make an ability check using your Constitution modifier with a DC of 10 + spell level. On a success, the spell is absorbed; on a failure you suffer the normal effect as per rules.

For every spell level absorbed, you gain one level of Spellfire energy and can store a number of these energy levels equal to 3 x your constitution modifier with a minimum of 3 charges. If you've reached your limit, you can't absorb more spells until you expend some of your stored Spellfire energy.

When a spell with more levels than you can store is incoming, you absorb up to your limit, and you suffer some of the effect of the original spell. You have advantage in the save check if the spell requires it. If the spell has a damage effect, you take half of that damage. If it has a duration, it will last only half of that time. If it is not possible to halve the effect in duration or in damage, the remains of the energy dissipate in form of harmless raw energy, sparkles and lights.

If your Constitution modifier decreases and you have more stored levels than your current limit, the excess levels discharge as destructive Spellfire at a random creature within range doing 1d6 force damage per excess of level discharged.

Stored Spellfire energy levels are inactive in an antimagic field but are not lost. Once you leave the antimagic field, the energy levels become available again. Dispel magic and similar effects can't negate stored Spellfire energy. If you have stored levels, you radiate magic like an item with a transmutation aura.

Using Spellfire

Burst

You can use any number of stored spellfire energy levels on a creature or an unattended item as an action to make a melee spell attack or a ranged spell attack (up to 150 feet) using your Charisma ability modifier, dealing 1d6 points of force damage per energy level used.
If you used an action to make a burst of spellfire in this round, as a bonus action you can make another burst, providing you still have spellfire energy levels stored.

Healing

 You can heal a creature as an action: you have to touch the creature to restore 2 hit points per spellfire energy level used for this purpose.

Fly

Using three charges of spellfire energy levels you can cast fly on yourself.

Raw-magic, still a spell.

Spellfire is influenced 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 you). It can be counterspelled as if it was a spell of a level equal to the energy levels used.
Spellfire Image

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