I have been doing my best to find lore and rules for Spellfire to use in 5E. So far so good but I could use some impute. I DM every now and then and I already know this class would be a game changer. This is more about implementing Spellfire abilities in a DnDBeyond format that might be playable if your DM is very forgiving. This is what i have so far.
The ability of Spellfire is thought to be a gift from the gods to one person at a time in all the world to wield in order to humble kings, dragons, and great mages alike. True spellfire is the ultimate ability to draw raw magic into your body the expel it in a number of forms. This ability manifests in many ways including but not limited to: Spellfire bolts, Magic absorption, flight, and Whirlflames. All of these abilities are sustained through levels of stored magic based on the wielder's constitution.
Be warned that as powerful as this ability is, it is the best example of a double edged blade. The fallowing are disadvantages that come with this ability to consider:
Due to to nature of Spellfire, a wielder does not regain spell slots unless from absorbing magic or a class feature.
The wielder may never carry magic items that they are not attuning or are attuned to.
If the wielder comes into contact with magic items, the item may permanently lose its magic.
The wielder may experience a Spellfire Overload potentially causing the wielders death.
Lvl 2 Life Giving Flame
If the damage taken by a spellfire wielder ever brings him or her to the brink of death (0 hit points or beyond) when they have levels of stored magic, Spellfire instantly and automatically turns to healing mode to keeps the wielder alive. Every turn that the wielder remains unconscious and has stored magic, a level of magic is expended to heal 2 hit points up to a total of 12 hit points (unless available energy runs out before then). Though healed, the wielder remains unconscious for 1d4 hours or until an action is used to awaken them.
If the wielder does not have any stored magic, death does mean death. If the wielder instantly dies this ability does not activate and the wielder dies as all levels of stored magic are expunged in an uncontrolled fiery blast release.
This ability is no longer available after 5th level when Spellfire control is voluntary.
Lvl 2 Magic Absorption
The most renowned ability of Spellfire, is its ability to cancel out then absorb magic. Involuntary at first, but with practice this ability becomes controllable. Magic is automatically absorbed from your surroundings at a rate of 1d4 levels per day. This check is made every morning to represent the magic absorbed the day before. This naturel absorption is disabled if you are in a dead-magic zone or is doubled if you are in a magically charged zone.
Most, if not all magic that comes into direct contact with the wielder of Spellfire can be absorbed. The absorbed magic is stored inside the wielder's body and discharged later. Stored magic permanently remains in a wielder's body until discharged. The fallowing is a list of spells and effects that are immune or resistant to Spellfire:
Effects that absorb or dissipate magic without storing it or using it to power an alternative effect are normally immune from a draining by a Spellfire user and also absorbs Spellfire without taking harm from it (unless overloaded). Some examples of these are a ring of spell turning (which dissipates Spellfire, being unable to redirect it at anyone-including back at its source), a [Tooltip Not Found], a [Tooltip Not Found] (but only if the beam strikes the spellfire), a sphere of annihilation, and a dispel magic spell (but only if cast in the same round the spellfire is used).
Spells and items that take in and store magical energy, such as a ring of spell storing and certain ioun stones (pale lavender ellipsoids, lavender and green ellipsoids, and vibrant purple prisms), absorb spellfire but can also be drained by a spellfire user.
Spells or item effects that are barriers to magic are immune to Spellfire bolts or blast destruction but can be absorbed by a spellfire user. This sort of magic includes the spells wall of force and [Tooltip Not Found], and the effect of a scroll of protection from magic. For some unexplained reason, prismatic effects such from the spell Prismatic Wall as a can be readily destroyed by spellfire, but only one hue or layer fails per round.
Be warned that nothing is immune to a Spellfire Overload including the above list if the Spellfire wielder has a sufficiently strong Constitution.
Involuntary Control (Unlocked at level 2)
New to your spellfire ability, absorption of magical energy from spells, breath weapons, magic items and magical item discharges is involuntary. The character drains any active magic they come into contact with, including useful magic and healing spells. Only rest or nonmagical healing can restore lost hit points to the character. The wielder can neither sense nor drain, either automatically or deliberately, dweomers (A dweomer refers to the aura of a spell having been cast whose duration remains active.) existing in items that have charges or untriggered spells. A 2nd-level spellfire wielder who snatches a wand from a hostile wizard cannot drain it but can drain its effects as they are emitted from the wand when it is triggered, thus preventing them from manifesting and gaining their energy to be stored in the wielders body. Stored energy never dissipates without a cause —necessary healing of the wielder, for example—and can remain in the wielder's body for years, if need be.
Due to this ability, the wielder can not carry magic items they are not attuned to without draining their power causing them to become inert.
Proficient Control (Unlocked at level 6)
At 6th level, the wielder can now control the absorption of magic as it becomes entirely voluntary to absorb magic at will. However the wielder can still only carry magic items that they are attuning or attuned to without absorbing their magic causing them to become inert.
As an action you must "turn on" your ability to absorb magic. While this ability is on any magic you come into contact with is absorbed including beneficial magic.
Now that this is a voluntary action that you control it is not active while you sleep, and if active for longer than 6 hours at a time you take a single level of exhaustion.
Master Control (Unlocked at level 10)
At 10th level of Spellfire ability, the wielder can for the first time use a Beam of Spellfire (costing at least 1 level of stored magic per 15 ft. in length) to drain energy from an active spell, or magical item, rather than through direct touch. A successful magic attack roll against the owners AC is required to make contact with items more than 10 feet from the wielder, and Spellfire beams can only reach as far as the spellfire wielder can actually see. See the list below for absorption effects.
On a hit:
A magical item with a plus property such as a +1 Shortsword loses its magic becoming a non-magical item providing a level or stored magic.
A magical item with charges loses 1 charge providing 1 level of magic.
A magical item without a plus property or charges is drained of its ability for 1d8 days providing 2 levels of magic unless the DM deems the items power produces more levels.
Lvl 2 Stored Magic
A Spellfire wielder's capacity for Spellfire energy is determined by their Constitution score not their modifier. Up to 11 times the wielder's Constitution score (in spell levels) can be held in the body, but only half that can be handled risk-free (Constitution*5). Thereafter, the wielder and adjacent surroundings are at increasing risk as the amount of stored energy increases, as follows:
(Constitution*5) + 1 through Constitution*6: The Spellfire wielder can feel the stored energy surging and roiling within, and their eyes glow slightly. Every 24 hours of continuous existence at this storage level forces a DC11 Constitution Saving Throw on the Spellfire wielder; failure indicates a surge of the stored energy that burns the wielder for 1d6 points of internal damage and expends one stored spell level.
If a creature or a magical item touches the Spellfire wielder during this state, 1d6 spell levels of stored energy are involuntarily released into them, doing 1d6 points of damage per spell level. Magical items must make a DC11 item saving throw (1d20 + weapon rarity level) vs. magical fire. Failure means the item erupts with an uncontrolled discharge of a random function at a random target area, and forces the item to make a second saving throw. If it also fails, the item is destroyed, releasing 1d4 more random discharges and pouring the rest of its energy into the Spellfire wielder in a single raw surge. Magical items without charges must make the same 2 saving throws, but if they have no magical effects to discharge (such as long sword +2), they discharge none but still risk destruction and the absorption by the spellfire wielder of their magical energy.
(Constitution*6) + 1 through Constitution* 7: The Spellfire wielder feels restless discomfort from the stored energy surging and roiling within, and their eyes glow brightly. The wielder's skin tingles, and a DC12 Constitution Saving Throw with results as above under (Constitution*5+1 through Constitution*6) must be made every hour. Contact with the Spellfire user deals out a discharge of 2d6 spell levels and forces magical items to make a DC12 item saving throw (1d20 + weapon rarity level) vs. magical fire at a -1 penalty, with the results given above.
(Constitution*7) + 1 through Constitution*8: The Spellfire wielder feels a burning sensation racing about within, and their fingertips feel numb. Small, delicate objects are readily dropped, which the DM should adjudicate. The wielder's eyes blaze enough to be noticed as light sources even when they stands in full sunlight, and even the wielder's skin glows faintly. The wielder must make a DC13 Constitution Saving Throw (with results as above) every turn. Direct contact with the spellfire wielder causes 3d6 spell levels to be released and forces magical items to make a DC13 item saving throw (1d20 + weapon rarity level) vs. magical fire at a -2 penalty, with the results given above. Even nonmagical items are affected by direct contact and must make a DC13 item saving throws (1d20 + weapon rarity level) vs. magical fire (with no penalty) or be destroyed. Items worn or carried by the Spellfire wielder are not affected, as the wielder's body shields them against energy surges.
(Constitution*8)+1 through Constitution*9: The Spellfire wielder's skin glows brightly, and their eyes are as bright as lanterns. The wielder is wracked with pain and feels as if they are on fire inside. The wielder must make a successful DC14 Constitution Saving Throw vs. paralyzation to successfully initiate any action except releasing Spellfire energy. Failure indicates an immediate release of 4d6 spell levels of energy. A Constitution Saving Throw (with results as above) must be made every round. Direct contact with the wielder releases 4d6 spell levels and forces magical items to make a DC14 item saving throw (1d20 + weapon rarity level) vs. magical fire at a -3 penalty, with the results given above. Nonmagical items involved in such contacts must make a DC14 item saving throw (1d20 + weapon rarity level) vs. magical fire at a -1 penalty.
(Constitution*9)+1 through Constitution*10: The Spellfire wielder's own non-magical items ignite and are swiftly consumed, doing possible fire damage to surroundings, but none to their wearer. The wielder's skin glows brightly, emitting heat that can be felt up to 30 feet distant and causing discomfort, but not damage, to other living things. The wielder must make a successful DC15 Constitution Saving Throw vs. paralyzation at a -2 penalty to successfully initiate any action except releasing Spellfire energy. Failure indicates an immediate release of 5d6 spell levels of energy. A DC15 Constitution Saving Throw (with results as noted earlier) must be made three times per round. Direct contact with the wielder causes the release of 5d6 spell levels and forces magical items to make a DC15 item saving throw (1d20 + weapon rarity level) vs. magical fire at a -4 penalty, with the results given above. Nonmagical items involved in such contacts must make a DC15 item saving throw vs. magical fire at a -2 penalty.
Above Constitution*10: If a wielder stores more magic than Constitution*10, the wielder sufferers a Spellfire Overload.
Spellfire Overload:
A Spellfire wielder can be overloaded by taking in more than Constitution *10 in spell level energy. This causes the wielder excruciating pain and forces an involuntary release of the excess energy. Save for very emotional circumstances, such as avenging the death of a loved one, spellfire wielders never willingly overload themselves; the pain and risk is simply too great.
By absorbing foreign magic or by physically consuming Spellfire they produce, a wielder can overload themselves becoming unstable. If a Spellfire wielder exceeds their absorption limit of Constitution*10, they involuntarily releases 1 level of stored magic 1d4 times per round. The wielder suffers 2d6 points of internal damage for each such gut-ripping release, as well as dealing damage to others and the surroundings with the unleashed Spellfire at the usual rate of 1d6 points per release of Spellfire energy. This uncontrolled release takes the form of a spherical blast radiating out evenly in all directions from the wielder's body. These involuntary releases continue only until one of them causes the total energy stored in the spellfire wielder to fall back into the Constitution*10 category.
All items must make a successful DC16 item saving throw (1d20 + weapon rarity level) vs. magical fire at a -5 penalty or be destroyed. Magical items save at a -7 penalty but receive three saving throws. If all three fail, the item is simply destroyed. If two fail, a wild magic releases —use the wand of wonder percentile effect table in the DUNGEON MASTER Guide- occurs, draining the item of 2d4 charges (or if it lacks charges, making it dormant for 2d4 days), and hurling the item far away. If only one saving throw fails, the magical item is teleported without error to a random location elsewhere in Faerun. Artifacts cannot be destroyed, but still make two DC16 item saving throws at a -3 penalty. If both are failed, they issue a wild magical release (as explained above) and are hurled far away; if one is failed, they are teleported without error to a random location elsewhere in Faerun that the DM chooses.
If the wielder reaches Constitution*11 despite involuntarily releasing levels of stored magic the wielder explodes in a Spellfire Supernova. All levels of stored magic are released at once until the spellfire wielder to falls back into the Constitution*10 category. All items caught in the blast fallow the rules above were as all creatures caught in the blast are damaged based on the list below:
The wielder takes 2d8 radiant damage per level of spellfire released.
At 5 to 10 ft. away the creature takes 8d8 radiant damage per level of spellfire released.
At 15 to 20 ft. away the creature takes 6d8 radiant damage per level of spellfire released.
At 25 to 30 ft. away the creature takes 4d8 radiant damage per level of spellfire released.
At 35 to 40 ft. away the creature takes 2d8 radiant damage per level of spellfire released.
At 45 to 50 ft. away the creature takes 1d6 radiant damage per level of spellfire released.
Lvl 2 Spellfire
As you learn to control the your new found connection to the weave you become able to manifest Spellfire in different ways.
Starting at 2nd level you are able to hurl Spellfire Bolts.
When you reach 6th level, you are able to hurl exploding Spellfire Blasts.
When you reach 10th level, you can create Whirlflames.
At 14th level, once you drain the remaining lifeforce of a sentient creature for the first time, you unlock the ability to create a Crown of Spellfire. After unlocking this ability, you can manifest a Crown of Spellfire by expending stored magic.
At 18th level, you have mastered the art of wielding Spellfire. By expending a large amount of stored magic you are able to transform into a Spellfire Elemental.
Unless noted otherwise, only 1 manifestation of Spellfire can be active as a time.
Lvl 6 Prolonged Spellfire
Prolonged spellfire use has some side effects on the body of the wielder, as follows:
The wielder gains immunity to fire damage. Magical fire is automatically absorbed upon contact without the wielder needing to exercise any deliberate will— or even to be conscious. If this stored energy reaches Constitutionx7, it awakens a sleeping or comatose spellfire wielder, regardless of magical or psionic compulsions to the contrary.
This immunity to fire includes immunity to all ill effects of smoke inhalation and burning or corrosive gases, including magical effects such as cloudkill.
Disintegrate magics automatically fail when directed against a spellfire wielder's body or anyone or anything in direct bodily contact with him or her, even if spellfire is not active at the time.
Lvl 6 Spellfire Control
The wielder acquires enough precision over spellfire use to perform delicate tasks requiring the release of less than an entire spell level of energy, such as lighting a candle. Though an entire spell level is not actually expended, the unused excess dissipates harmlessly into the surrounding fabric of the Prime Material Plane, not triggering magic or giving energy to items or beings, but resulting in the loss of the entire spell level of energy from the wielder. Spellfire can be released deftly enough to warm or thaw food rather than cook it—or blast it to ash!
This level of control also allows for the fallowing:
The user expends 1 level of spellfire magic causing their eyes to glow and activate as per the spell, Detect Magic. This ability has a number of uses equal to the wielder's Constitution modifier per short rest.
The wielder gains the power to heal with spellfire. Direct flesh-to-flesh touch is required, and each spell level of spellfire expended restores 2 lost hit points to the target creature, who may be the wielder.
If the wielder's hit points drop to 0 or less when they has at least 1 level of stored magic, the spellfire instantly and automatically turns to healing mode and tries to keeps the wielder alive. The wielder must make a Constitution saving throw vs a DC10. Every turn there after the Spellfire will expend a level of stored magic to heal 2 hit points until the wielder reaches 12 hit points or an ally expends an action to wake the wielder.
(No other spellfire activity can be undertaken while this spellfire use is being performed.)
Lvl 6 Flame Charge
The wielder gains the ability to transfer spellfire into a magical item or into a creature without harming them.
At level 6 the wielder can touch a magic item and expend a number of stored levels of magic to restore that items drained magic.
At level 10 the wielder can touch a creature and super charge the next spell they cast.
Flame Charge - Item (Unlocked at lvl 6)
The wielder gains the ability to transfer spellfire into a magical item to recharge it without harming the item (no saving throws required). Due to the nature of their enchantments, certain sorts of items cannot be renewed. This can only be discovered by trial and error, wherein to-be-transferred spellfire energy dissipates and is lost. Direct contact with the item is necessary, and the spellfire wielder can-not perform any other spellfire activity during the round. Generally, one spell level of spellfire energy equals one item charge, and the wielder can transfer any amount up to and including his or her Constitution score maximum in the round.
Flame Charge - Spells (Unlocked at lvl 10)
At 10th level, a wielder also gains the power to boost spells they cast or those cast by another being in bare flesh-to-bare flesh contact with him or her by transferring spellfire energy into the spell. Certain spells cannot be aided, and no saving throw, attack roll, or random- effect-choice alterations can be made in this way, but duration can be extended by 1d3 rounds per spell level of spellfire energy, and damage can be augmented by one die (of whichever dice the spell normally uses) per spellfire spell level. No other spellfire activity can be undertaken while this spellfire use is being performed.
The charge must be made before the spell is cast and if the spell misses or is canceled, the Spellfire charge dissipates harmlessly into the plane the characters are in.
Lvl 6 Blinding Fire
A spellfire wielder gains the ability to alter the light intensity of spellfire from almost invisible to blinding. The wielder can expend a level of stored magic to use intense light to blind any creature within 30 feet. (equal to a blindness spell—including allowing a saving throw vs. spell to prevent its effect—when used on or near creatures that see by means of eyes). Creatures of greater than eight levels or Hit Dice that are blinded gain a saving throw to end this blinding effect at the end of every unsighted day. Also, creatures that use gaze attacks—such as basilisks, beholders, and catoblepas—lose the use of these eye-related powers for the same length of time as they are blinded. Creatures of any level or Hit Dice may be cured of this blindness by a cure blindness or deafness, heal, or regenerate spell, but not by a dispel magic.
(No other spellfire activity can be undertaken while this spellfire use is being performed.)
Lvl 10 Spellfire Deflection
The wielder gains precision enough in the wielding of spellfire to create a protective barrier. The barrier can be used in the fallowing ways:
1. As a reaction the wielder can spend 1 level of stored magic to cast Deflect Missile.
2. As an action the wielder can spend 1 level of magic plus 1 level per ally up to 1 plus your Constitution modifier to create a protective barrier around the party. The barrier consumes 1 level of stored magic every minute. As long as the barrier is up the caster and protected allies within 5 feet of the wielder receive the fallowing effects:
You have immunity to magic including divination and enchantment magic.
Any magic you cast is canceled and absorbed.
You can breath underwater.
You have immunity to all ill effects of smoke inhalation and burning or corrosive gases, including magical effects such as cloudkill.
You are protected from projectiles similar to the ability above.
Those inside the barrier are still susceptible to psionics. (No other spellfire activity can be undertaken while this spellfire use is being performed.)
Lvl 10 Firefly
The spellfire wielder gains the ability to fly at 60 feet by projecting spellfire at the ground and blasting off. An initial liftoff requires burning 9 spell levels and taking no other activity during casting, but flight can be maintained at a cost of one spell level per minute thereafter (two if a pronounced change in direction or an evasive maneuver must be performed). If the wielder runs out of stored energy or turns off the flight discharge in midair, she or he falls and suffers normal falling damage. A ground burst intended to slow such a plunge by firing spellfire at the ground just before impact reduces falling damage by 3d6 per spell level expended.
(No other spellfire activity can be undertaken while this spellfire use is being performed.)
Lvl 10 Life Drain
At this level, Spellfire wielders also become able to drain life energy from living creatures by direct touch. A successful spell attack roll is required, and a Constitution saving throw is allowed to withstand the draining attempt; if it fails, the spellfire wielder takes away one experience level or Hit Die from the being, and gains one spell level of spellfire energy.
At 14th level a successful spell attack roll is required but the creature can no longer make a Constitution saving throw.
Lvl 10 Spellfire Purge
A spellfire wielder can purge his or her own body of diseases, parasites (including molds and other external creatures), paralysis and petrification alterations, and all other magical effects that alter his or her body from its normal state by releasing 4 levels of stored magic internally. This causes wracking pain, and the wielder can do nothing else in the two rounds this process takes. It also deals the spellfire wielder 4d6 points of damage, but it purges the body completely. Charms, tracers, and grease magic's are also destroyed, even if the spellfire wielder is unaware of their existence.
(No other spellfire activity can be undertaken while this spellfire use is being performed.)
Lvl 14 Flare Step
A Spellfire user willing to do nothing else during the round can also choose to teleport without error to the vicinity of any one of his or her linked whirl flames at a cost of 4 spell levels of Spellfire energy. The wielder may also teleport allies at the cost of 2 spell levels per ally up to the wielder's Constitution modifier.
(No other spellfire activity can be undertaken while this spellfire use is being performed.)
Lvl 14 Minute Meteor Swarm
The wielder gains the ability to create a swarm of minute meteors by means of spellfire discharge. Each swarm costs 6 spell levels and must be fully paid for. A wielder, limited as usual by his or her Constitution score, must possess a current Constitution of 12 to produce two minute meteor swarms in the same round, but there is no other limit to the number of swarms that can be hurled in the same round, or how many other spellfire activities can take place during that round. When you use this ability — and as a bonus action on each of your turns thereafter — you can expend one or two of the meteors, sending them streaking toward a point or points you choose within 120 feet of you. Once a meteor reaches its destination or impacts against a solid surface, the meteor explodes. Each creature within 5 feet of the point where the meteor explodes must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.
(No other spellfire activity can be undertaken while this spellfire use is being performed.)
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I have been doing my best to find lore and rules for Spellfire to use in 5E. So far so good but I could use some impute. I DM every now and then and I already know this class would be a game changer. This is more about implementing Spellfire abilities in a DnDBeyond format that might be playable if your DM is very forgiving. This is what i have so far.
https://www.dndbeyond.com/classes/wizard/subclass/616054/edit#features
Inherited True Spellfire
The ability of Spellfire is thought to be a gift from the gods to one person at a time in all the world to wield in order to humble kings, dragons, and great mages alike. True spellfire is the ultimate ability to draw raw magic into your body the expel it in a number of forms. This ability manifests in many ways including but not limited to: Spellfire bolts, Magic absorption, flight, and Whirlflames. All of these abilities are sustained through levels of stored magic based on the wielder's constitution.
Be warned that as powerful as this ability is, it is the best example of a double edged blade. The fallowing are disadvantages that come with this ability to consider:
Lvl 2 Life Giving Flame
If the damage taken by a spellfire wielder ever brings him or her to the brink of death (0 hit points or beyond) when they have levels of stored magic, Spellfire instantly and automatically turns to healing mode to keeps the wielder alive. Every turn that the wielder remains unconscious and has stored magic, a level of magic is expended to heal 2 hit points up to a total of 12 hit points (unless available energy runs out before then). Though healed, the wielder remains unconscious for 1d4 hours or until an action is used to awaken them.
If the wielder does not have any stored magic, death does mean death. If the wielder instantly dies this ability does not activate and the wielder dies as all levels of stored magic are expunged in an uncontrolled fiery blast release.
This ability is no longer available after 5th level when Spellfire control is voluntary.
Lvl 2 Magic Absorption
The most renowned ability of Spellfire, is its ability to cancel out then absorb magic. Involuntary at first, but with practice this ability becomes controllable. Magic is automatically absorbed from your surroundings at a rate of 1d4 levels per day. This check is made every morning to represent the magic absorbed the day before. This naturel absorption is disabled if you are in a dead-magic zone or is doubled if you are in a magically charged zone.
Most, if not all magic that comes into direct contact with the wielder of Spellfire can be absorbed. The absorbed magic is stored inside the wielder's body and discharged later. Stored magic permanently remains in a wielder's body until discharged. The fallowing is a list of spells and effects that are immune or resistant to Spellfire:
Spells or item effects that are barriers to magic are immune to Spellfire bolts or blast destruction but can be absorbed by a spellfire user. This sort of magic includes the spells wall of force and [Tooltip Not Found], and the effect of a scroll of protection from magic. For some unexplained reason, prismatic effects such from the spell Prismatic Wall as a can be readily destroyed by spellfire, but only one hue or layer fails per round.
Be warned that nothing is immune to a Spellfire Overload including the above list if the Spellfire wielder has a sufficiently strong Constitution.
Involuntary Control (Unlocked at level 2)
New to your spellfire ability, absorption of magical energy from spells, breath weapons, magic items and magical item discharges is involuntary. The character drains any active magic they come into contact with, including useful magic and healing spells. Only rest or nonmagical healing can restore lost hit points to the character. The wielder can neither sense nor drain, either automatically or deliberately, dweomers (A dweomer refers to the aura of a spell having been cast whose duration remains active.) existing in items that have charges or untriggered spells. A 2nd-level spellfire wielder who snatches a wand from a hostile wizard cannot drain it but can drain its effects as they are emitted from the wand when it is triggered, thus preventing them from manifesting and gaining their energy to be stored in the wielders body. Stored energy never dissipates without a cause —necessary healing of the wielder, for example—and can remain in the wielder's body for years, if need be.
Due to this ability, the wielder can not carry magic items they are not attuned to without draining their power causing them to become inert.
Proficient Control (Unlocked at level 6)
At 6th level, the wielder can now control the absorption of magic as it becomes entirely voluntary to absorb magic at will. However the wielder can still only carry magic items that they are attuning or attuned to without absorbing their magic causing them to become inert.
As an action you must "turn on" your ability to absorb magic. While this ability is on any magic you come into contact with is absorbed including beneficial magic.
Now that this is a voluntary action that you control it is not active while you sleep, and if active for longer than 6 hours at a time you take a single level of exhaustion.
Master Control (Unlocked at level 10)
At 10th level of Spellfire ability, the wielder can for the first time use a Beam of Spellfire (costing at least 1 level of stored magic per 15 ft. in length) to drain energy from an active spell, or magical item, rather than through direct touch. A successful magic attack roll against the owners AC is required to make contact with items more than 10 feet from the wielder, and Spellfire beams can only reach as far as the spellfire wielder can actually see. See the list below for absorption effects.
On a hit:
Lvl 2 Stored Magic
A Spellfire wielder's capacity for Spellfire energy is determined by their Constitution score not their modifier. Up to 11 times the wielder's Constitution score (in spell levels) can be held in the body, but only half that can be handled risk-free (Constitution*5). Thereafter, the wielder and adjacent surroundings are at increasing risk as the amount of stored energy increases, as follows:
(Constitution*5) + 1 through Constitution*6: The Spellfire wielder can feel the stored energy surging and roiling within, and their eyes glow slightly. Every 24 hours of continuous existence at this storage level forces a DC11 Constitution Saving Throw on the Spellfire wielder; failure indicates a surge of the stored energy that burns the wielder for 1d6 points of internal damage and expends one stored spell level.
If a creature or a magical item touches the Spellfire wielder during this state, 1d6 spell levels of stored energy are involuntarily released into them, doing 1d6 points of damage per spell level. Magical items must make a DC11 item saving throw (1d20 + weapon rarity level) vs. magical fire. Failure means the item erupts with an uncontrolled discharge of a random function at a random target area, and forces the item to make a second saving throw. If it also fails, the item is destroyed, releasing 1d4 more random discharges and pouring the rest of its energy into the Spellfire wielder in a single raw surge. Magical items without charges must make the same 2 saving throws, but if they have no magical effects to discharge (such as long sword +2), they discharge none but still risk destruction and the absorption by the spellfire wielder of their magical energy.
(Constitution*6) + 1 through Constitution* 7: The Spellfire wielder feels restless discomfort from the stored energy surging and roiling within, and their eyes glow brightly. The wielder's skin tingles, and a DC12 Constitution Saving Throw with results as above under (Constitution*5+1 through Constitution*6) must be made every hour. Contact with the Spellfire user deals out a discharge of 2d6 spell levels and forces magical items to make a DC12 item saving throw (1d20 + weapon rarity level) vs. magical fire at a -1 penalty, with the results given above.
(Constitution*7) + 1 through Constitution*8: The Spellfire wielder feels a burning sensation racing about within, and their fingertips feel numb. Small, delicate objects are readily dropped, which the DM should adjudicate. The wielder's eyes blaze enough to be noticed as light sources even when they stands in full sunlight, and even the wielder's skin glows faintly. The wielder must make a DC13 Constitution Saving Throw (with results as above) every turn. Direct contact with the spellfire wielder causes 3d6 spell levels to be released and forces magical items to make a DC13 item saving throw (1d20 + weapon rarity level) vs. magical fire at a -2 penalty, with the results given above. Even nonmagical items are affected by direct contact and must make a DC13 item saving throws (1d20 + weapon rarity level) vs. magical fire (with no penalty) or be destroyed. Items worn or carried by the Spellfire wielder are not affected, as the wielder's body shields them against energy surges.
(Constitution*8)+1 through Constitution*9: The Spellfire wielder's skin glows brightly, and their eyes are as bright as lanterns. The wielder is wracked with pain and feels as if they are on fire inside. The wielder must make a successful DC14 Constitution Saving Throw vs. paralyzation to successfully initiate any action except releasing Spellfire energy. Failure indicates an immediate release of 4d6 spell levels of energy. A Constitution Saving Throw (with results as above) must be made every round. Direct contact with the wielder releases 4d6 spell levels and forces magical items to make a DC14 item saving throw (1d20 + weapon rarity level) vs. magical fire at a -3 penalty, with the results given above. Nonmagical items involved in such contacts must make a DC14 item saving throw (1d20 + weapon rarity level) vs. magical fire at a -1 penalty.
(Constitution*9)+1 through Constitution*10: The Spellfire wielder's own non-magical items ignite and are swiftly consumed, doing possible fire damage to surroundings, but none to their wearer. The wielder's skin glows brightly, emitting heat that can be felt up to 30 feet distant and causing discomfort, but not damage, to other living things. The wielder must make a successful DC15 Constitution Saving Throw vs. paralyzation at a -2 penalty to successfully initiate any action except releasing Spellfire energy. Failure indicates an immediate release of 5d6 spell levels of energy. A DC15 Constitution Saving Throw (with results as noted earlier) must be made three times per round. Direct contact with the wielder causes the release of 5d6 spell levels and forces magical items to make a DC15 item saving throw (1d20 + weapon rarity level) vs. magical fire at a -4 penalty, with the results given above. Nonmagical items involved in such contacts must make a DC15 item saving throw vs. magical fire at a -2 penalty.
Above Constitution*10: If a wielder stores more magic than Constitution*10, the wielder sufferers a Spellfire Overload.
Spellfire Overload:
A Spellfire wielder can be overloaded by taking in more than Constitution *10 in spell level energy. This causes the wielder excruciating pain and forces an involuntary release of the excess energy. Save for very emotional circumstances, such as avenging the death of a loved one, spellfire wielders never willingly overload themselves; the pain and risk is simply too great.
By absorbing foreign magic or by physically consuming Spellfire they produce, a wielder can overload themselves becoming unstable. If a Spellfire wielder exceeds their absorption limit of Constitution*10, they involuntarily releases 1 level of stored magic 1d4 times per round. The wielder suffers 2d6 points of internal damage for each such gut-ripping release, as well as dealing damage to others and the surroundings with the unleashed Spellfire at the usual rate of 1d6 points per release of Spellfire energy. This uncontrolled release takes the form of a spherical blast radiating out evenly in all directions from the wielder's body. These involuntary releases continue only until one of them causes the total energy stored in the spellfire wielder to fall back into the Constitution*10 category.
All items must make a successful DC16 item saving throw (1d20 + weapon rarity level) vs. magical fire at a -5 penalty or be destroyed. Magical items save at a -7 penalty but receive three saving throws. If all three fail, the item is simply destroyed. If two fail, a wild magic releases —use the wand of wonder percentile effect table in the DUNGEON MASTER Guide- occurs, draining the item of 2d4 charges (or if it lacks charges, making it dormant for 2d4 days), and hurling the item far away. If only one saving throw fails, the magical item is teleported without error to a random location elsewhere in Faerun. Artifacts cannot be destroyed, but still make two DC16 item saving throws at a -3 penalty. If both are failed, they issue a wild magical release (as explained above) and are hurled far away; if one is failed, they are teleported without error to a random location elsewhere in Faerun that the DM chooses.
If the wielder reaches Constitution*11 despite involuntarily releasing levels of stored magic the wielder explodes in a Spellfire Supernova. All levels of stored magic are released at once until the spellfire wielder to falls back into the Constitution*10 category. All items caught in the blast fallow the rules above were as all creatures caught in the blast are damaged based on the list below:
Lvl 2 Spellfire
As you learn to control the your new found connection to the weave you become able to manifest Spellfire in different ways.
Unless noted otherwise, only 1 manifestation of Spellfire can be active as a time.
Lvl 6 Prolonged Spellfire
Prolonged spellfire use has some side effects on the body of the wielder, as follows:
Lvl 6 Spellfire Control
The wielder acquires enough precision over spellfire use to perform delicate tasks requiring the release of less than an entire spell level of energy, such as lighting a candle. Though an entire spell level is not actually expended, the unused excess dissipates harmlessly into the surrounding fabric of the Prime Material Plane, not triggering magic or giving energy to items or beings, but resulting in the loss of the entire spell level of energy from the wielder. Spellfire can be released deftly enough to warm or thaw food rather than cook it—or blast it to ash!
This level of control also allows for the fallowing:
(No other spellfire activity can be undertaken while this spellfire use is being performed.)
Lvl 6 Flame Charge
The wielder gains the ability to transfer spellfire into a magical item or into a creature without harming them.
At level 6 the wielder can touch a magic item and expend a number of stored levels of magic to restore that items drained magic.
At level 10 the wielder can touch a creature and super charge the next spell they cast.
Flame Charge - Item (Unlocked at lvl 6)
The wielder gains the ability to transfer spellfire into a magical item to recharge it without harming the item (no saving throws required). Due to the nature of their enchantments, certain sorts of items cannot be renewed. This can only be discovered by trial and error, wherein to-be-transferred spellfire energy dissipates and is lost. Direct contact with the item is necessary, and the spellfire wielder can-not perform any other spellfire activity during the round. Generally, one spell level of spellfire energy equals one item charge, and the wielder can transfer any amount up to and including his or her Constitution score maximum in the round.
Flame Charge - Spells (Unlocked at lvl 10)
At 10th level, a wielder also gains the power to boost spells they cast or those cast by another being in bare flesh-to-bare flesh contact with him or her by transferring spellfire energy into the spell. Certain spells cannot be aided, and no saving throw, attack roll, or random- effect-choice alterations can be made in this way, but duration can be extended by 1d3 rounds per spell level of spellfire energy, and damage can be augmented by one die (of whichever dice the spell normally uses) per spellfire spell level. No other spellfire activity can be undertaken while this spellfire use is being performed.
The charge must be made before the spell is cast and if the spell misses or is canceled, the Spellfire charge dissipates harmlessly into the plane the characters are in.
Lvl 6 Blinding Fire
A spellfire wielder gains the ability to alter the light intensity of spellfire from almost invisible to blinding. The wielder can expend a level of stored magic to use intense light to blind any creature within 30 feet. (equal to a blindness spell—including allowing a saving throw vs. spell to prevent its effect—when used on or near creatures that see by means of eyes). Creatures of greater than eight levels or Hit Dice that are blinded gain a saving throw to end this blinding effect at the end of every unsighted day. Also, creatures that use gaze attacks—such as basilisks, beholders, and catoblepas—lose the use of these eye-related powers for the same length of time as they are blinded. Creatures of any level or Hit Dice may be cured of this blindness by a cure blindness or deafness, heal, or regenerate spell, but not by a dispel magic.
(No other spellfire activity can be undertaken while this spellfire use is being performed.)
Lvl 10 Spellfire Deflection
The wielder gains precision enough in the wielding of spellfire to create a protective barrier. The barrier can be used in the fallowing ways:
1. As a reaction the wielder can spend 1 level of stored magic to cast Deflect Missile.
2. As an action the wielder can spend 1 level of magic plus 1 level per ally up to 1 plus your Constitution modifier to create a protective barrier around the party. The barrier consumes 1 level of stored magic every minute. As long as the barrier is up the caster and protected allies within 5 feet of the wielder receive the fallowing effects:
Those inside the barrier are still susceptible to psionics.
(No other spellfire activity can be undertaken while this spellfire use is being performed.)
Lvl 10 Firefly
The spellfire wielder gains the ability to fly at 60 feet by projecting spellfire at the ground and blasting off. An initial liftoff requires burning 9 spell levels and taking no other activity during casting, but flight can be maintained at a cost of one spell level per minute thereafter (two if a pronounced change in direction or an evasive maneuver must be performed). If the wielder runs out of stored energy or turns off the flight discharge in midair, she or he falls and suffers normal falling damage. A ground burst intended to slow such a plunge by firing spellfire at the ground just before impact reduces falling damage by 3d6 per spell level expended.
(No other spellfire activity can be undertaken while this spellfire use is being performed.)
Lvl 10 Life Drain
At this level, Spellfire wielders also become able to drain life energy from living creatures by direct touch. A successful spell attack roll is required, and a Constitution saving throw is allowed to withstand the draining attempt; if it fails, the spellfire wielder takes away one experience level or Hit Die from the being, and gains one spell level of spellfire energy.
At 14th level a successful spell attack roll is required but the creature can no longer make a Constitution saving throw.
Lvl 10 Spellfire Purge
A spellfire wielder can purge his or her own body of diseases, parasites (including molds and other external creatures), paralysis and petrification alterations, and all other magical effects that alter his or her body from its normal state by releasing 4 levels of stored magic internally. This causes wracking pain, and the wielder can do nothing else in the two rounds this process takes. It also deals the spellfire wielder 4d6 points of damage, but it purges the body completely. Charms, tracers, and grease magic's are also destroyed, even if the spellfire wielder is unaware of their existence.
(No other spellfire activity can be undertaken while this spellfire use is being performed.)
Lvl 14 Flare Step
A Spellfire user willing to do nothing else during the round can also choose to teleport without error to the vicinity of any one of his or her linked whirl flames at a cost of 4 spell levels of Spellfire energy. The wielder may also teleport allies at the cost of 2 spell levels per ally up to the wielder's Constitution modifier.
(No other spellfire activity can be undertaken while this spellfire use is being performed.)
Lvl 14 Minute Meteor Swarm
The wielder gains the ability to create a swarm of minute meteors by means of spellfire discharge. Each swarm costs 6 spell levels and must be fully paid for. A wielder, limited as usual by his or her Constitution score, must possess a current Constitution of 12 to produce two minute meteor swarms in the same round, but there is no other limit to the number of swarms that can be hurled in the same round, or how many other spellfire activities can take place during that round. When you use this ability — and as a bonus action on each of your turns thereafter — you can expend one or two of the meteors, sending them streaking toward a point or points you choose within 120 feet of you. Once a meteor reaches its destination or impacts against a solid surface, the meteor explodes. Each creature within 5 feet of the point where the meteor explodes must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.
(No other spellfire activity can be undertaken while this spellfire use is being performed.)
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