Wizard
Base Class: Wizard

"One of the most awesome magical topics, even to archwizards, is the subject of Spellfire. Spellfire is viewed by most Faerûnians as a ravening, all-consuming fire that the gods allow one person at a time in all the world to wield in order to humble kings, dragons, and great mages alike a fire that is currently being hurled at the Zhentarim and others by a young woman named Shandril Shessair, who was born in the Dales and seems to be heading west. She is reported to have slain no less a personage than Manshoon, leader of the Zhentarim, and even more astonishingly, an entire ring of beholders, who had her trapped deep in Zhentil Keep. While such tavern tales are grounded in truth, it should be made very clear that talk of the deities allowing only one mortal at a time to wield Spellfire is so much fancy, though the ability is very rare and kept as secret as possible by those who have it. (Shandril's ability first manifested spontaneously in the midst of an adventure that revealed her powers to the Zhentarim and made her a marked, hunted person before she could learn control over Spellfire or hope to hide it.) My investigations have led me to suspect that at least three rulers I have met and several mages, too have the power of Spellfire, but I have been warned that to reveal their names means my sure demise, so I will merely say that these were folk I have met while engaged in writing my series of guidebooks to the Realms as well as during a recent whirlwind tour of Toril involving certain magical jewels and much unpleasantness. I leave further investigations to the bold not to say foolhardy reader." - Baerendra Riverhand, Sage of Spandeliyon

 

In Realms campaigns, only the DM can allow a character to manifest Spellfire ability (which may occur at any time and is usually triggered by direct contact with magic or a even the touch of an enchanted or magic-using being). This ability is hereditary, but can rarely crop up at random. Some sages believe that it is a form of wild magic sent by the gods to forewarn mortals of great upheavals such as the Time of Troubles. The ability in general is extremely rare; while it is not true that only one Spellfire wielder can exist in Faerûn at a time, known Spellfire talents attract a lot of unwanted attention, so wielders rarely advertise their abilities.

Spellfire is one of the interests that have fascinated priests and wizards down through the centuries, but no deific power has ever granted Spellfire to a mortal who asked for it. (Elminster and the other Chosen of Mystra wield a similar Silver Fire, but that is an ability Mystra gave to them, not things they requested.) No mage seeking to gain the ability to hurl Spellfire by means of the Art is known to have managed anything more than a ravening fire spell that superficially resembles certain Spellfire blasts.

Inevitably, of course, some will manifest this ability, and so notes and rules on Spellfire follow. 

Absorption

The most iconic feature of Spellfire, is its ability to nullify and/or absorb energy. Involuntary at first, but with time and practice this feature becomes controllable. Absorption acts as if your body is infused with the Antimagic Field spell. For the purposes of gameplay, these levels of energy absorbed and stored in your body are treated as magic levels.

  • Any energy that is absorbed is done so at a 1-to-1 ratio per item plus, charge, rarity, breath weapon damage die amount, or spell level. (Spell level supersedes any charge amount)
  • Unless an identifiable spell level is absorbed, the default amount absorbed is 1. For example, if one creature from a group of summoned creatures has its magic absorbed, regardless of the spell level that summoned it, only 1 level of magic is absorbed. 
  • Cantrips are spells of less than a 1st level spell and thusly do not provide any absorbed levels upon nullification. 
  • Magical items that do not fall into any of the aforementioned categories, often referred to as "Wonderous" items, such as potions and scroll lose their magic producing a level of energy equal to their level or rarity respectively. When these magic items have their magic absorbed they revert to their most basic form such as water or blank paper.
  • Any spell you cast with a range of self is canceled and absorbed. 
Greater Absorption

As you gain mastery over Spellfire, your control of Absorption grows with is, eventually allowing you to absorb magic from a distance and even absorb the energy of life itself.

  • At 2nd level, Absorption is always active and beyond your control.
  • At 3rd level, you are able to use an action to absorb the magic of spells and items at range with Spellfire Beam.
  • At 5th level, you are able to use an action to turn you active absorption "on/off".
  • At 7th level, you are able use an action to touch a creature, attempting to absorb its life energy through the skill Life Drain.
  • At 9th level, your Life Drain skill no longer required a failed save to absorb life energy.
Naturel Absorption

Nature energy is automatically absorbed from your surroundings giving you [roll]1d4[/roll] levels of energy per day. This check is made every dawn to represent the energy absorbed the day before. This naturel absorption is disabled if you are in a dead-magic zone or doubled if you are in a magically charged zone.

  • Examples of dead-magic zones would include the entire Anauroch Desert, other random areas in the Prime Material plane where the Weave was torn during the Time of Troubles, and areas that have been artificially deprived of magic as determined by your DM.
  • Examples of magically charged zones would include some other realms such as the Feywild, random areas in the Prime Material plane where the Weave was distorted during the Spellplague, and areas that have been artificially filled with excessive magic as determined by your DM. 
Absorption Immunity/Resistance

Most, if not all magic that comes into direct contact with you is nullified and absorbed. Few spells and items can stand up to the absorption ability of Spellfire and as such, the following is a list of spells, effects, and items that are immune or resistant to Spellfire Absorption:

  • Effects that absorb or dissipate magic without storing it or using it to power an alternative effect are normally immune to Absorption and also absorb Spellfire bolts without taking harm from it. 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 Rod of Absorption, a Wand of Negation (but only if the beam strikes the Spellfire), a Sphere of Annihilation, and a Counterspell or Dispel Magic spell (but only if cast in the same round as 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 bolt destruction but can be absorbed. This sort of magic includes the spells Wall of Force and the effect of a Scroll of Protection.
  • For some unexplained reason, prismatic effects from such spells as Prismatic Wall can be readily destroyed or absorbed, but only one hue or layer fails per round.
  • A Antimagic Field spell is immune to Spellfire bolts and absorption.
  • Psionics and magic from abilities that are of divine (good or evil) nature or nature itself, cannot be absorbed. Such examples include Lay on Hands, and Wild Shape.
  • Abilities granted directly by Patrons such as Eldritch Invocations cannot be absorbed. The cantrip Eldritch Blast is absorbed but all additional effects remain including the damage from agonizing blast.
  • Abilities granted directly by deities such as effects from the feature Channel Divinity cannot be absorbed. Divine Smite is absorbed only if spell slots are used to cast it.
  • Any spell that physically manipulates preexisting objects can be absorbed but the object may still accomplish the task set for it before being absorbed. (Examples of such spells are Catapult and Telekinesis)
  • Sentient items, artifacts, and effects sourced from the divine (good or evil) are normally immune to absorption. 
Storing Energy

Your capacity to store energy is determined by your Constitution score, not your modifier. Up to 10 times you Constitution score (treated as magic levels) can be held, but only half of that can be held risk-free. Storing more that your Constitution score times five (Constitution*5) endangers you, your surroundings, and other creatures near you.

Spellfire Feedback

If the number of magic levels stored is in excess of half the allowable amount, certain risks and penalties come into play. As you master Spellfire, the penalties become less straining on your body, however there is always a risk of Spellfire Overload.

The chart below lists the damaging effects of over storing magic:

Feedback Chart
Capacity Level 1 Level 5 Level 10 Level 13 Level 17 Level 20
CS*5+1 to CS*6 1 1 1 - - -
CS*6+1 to CS*7 2 2 2 1 - -
CS*7+1 to CS*8 3 3 3 2 1 -
CS*8+1 to CS*9 4 4 4 3 2 1
CS*9+1 to CS*10-1 5 5 5 4 3 2
CSx10+ 6

 

The following is a list of side effects that come from storing levels of energy over your Constitution score (CS)*5:

1. CS*5 + 1 through CS*6: You can feel the energy within your body, and your eyes glow slightly. Once per day, if you fail a DC10 Constitution save, you lose 1d4 stored levels of magic taking 1d6 damage per level lost.

2. CS*6 + 1 through CS*7: Your skin tingles, and your eyes glow brightly. Once per hour, if you fail a DC15 Constitution save, you lose 1d4 stored levels of magic taking 1d6 damage per level lost.

3. CS*7 + 1 through CS*8: Your skin glows faintly, and your eyes shine brightly enough to be noticed in full daylight. Once per minute, if you fail a DC15 Constitution save, you lose 1d4 stored levels of magic taking 1d6 damage per level lost.

4. CS*8 + 1 through CS*9: Your entire body glows, and her eyes are as bright as lanterns. Once per turn, if you fail a DC20 Constitution save, you lose 1d4 stored levels of magic taking 1d6 damage per level lost.

5. CS*9 + 1 through CS*10-1: The body glows brightly and gives off heat that can be felt 30 feet away. Once per turn, if you fail a DC20 Constitution save at disadvantage, you lose 1d4 stored levels of magic taking 1d6 damage per level lost.

6: You sufferer a Spellfire Overload.

Spellfire Overload

You can be overloaded by taking in more than or equal to your Constitution*10 in energy levels. This causes you excruciating pain and forces an involuntary release of the excess energy in the form of an explosion.

All levels of stored energy are released at once. All creatures and items caught in the blast suffer the effects per the rules below.

Creature Rules:
  • You take [roll]1d4[/roll] damage per level of magic released.
  • At 5 to 20 ft. away, a creature takes [roll]3d6[/roll] damage per level of energy released.
  • At 25 to 40 ft. away, a creature takes [roll]2d6[/roll] damage per level of energy released.
  • At 45 to 60 ft. away, a creature takes [roll]1d6[/roll] damage per level of energy released.
Item Rules:

All items caught in the blast wave must make a successful DC20 item saving throw (1d20 + item rarity level) vs. Spellfire or be destroyed. Magical items save as well but receive three saving throws. If all three fail, the item is simply destroyed. If two fail, a wild magic release occurs (use the wand of wonder percentile effect table in the DMG), draining the item of [roll]2d4[/roll] charges (or if it lacks charges, making it dormant for [roll]2d4[/roll] 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 of the DM's choice. Artifacts only need to make two saves as they cannot be destroyed.

Life Drain

You attempt to touch a creature to drain and absorb their life energy.

  • A successful attack roll is required to touch the target.
  • Creatures are able to resist having their life energy drained, thus being allowed to make a Constitution saving throw against your DC.
  • If you successfully touch the target and they fail their saving throw, you permanently drain away one experience level or Hit Die from the being and gain 10 levels of stored magic.
  • Creatures completely drained in this way die, and never rise as an undead unless they are governed by previously established contingency magics that assist them in becoming a lich or otherwise achieving artificial – as opposed to natural, spontaneous - undeath.

Starting at 9th level, while an attack roll is still required, creatures can no longer make a Constitution saving throw to resist the draining.


Flare Charge: This ability cannot be charged.

Flare Charge

You can expend levels of stored magic to charge your Spellfire abilities. Abilities that can be charged will be labeled as such at the bottom of their description labeled "Flare Charge".

  • Charging anything other than Spellfire abilities will only increase either the amount of the spell's lowest die number, duration or restore item charge uses.
  • Flare charge cannot increase the cast level of spells.
  • Cantrips, other than Spellfire, cannot be charged.
  • Spells with a ritual tag can only be charged if spell slots are expended to cast them. (Rituals cannot be charged)
  • Flare charge is always confined by your Constitution score (Constitution*1).

Once you reach 4th level you are able to charge both your normal spells and the spells of others. At 8th level you are able to restore expended slots of magic items with have charges.

Flare Charge - Items

You can transfer Spellfire into a magical item to recharge it without harming the item.

  • As a bonus action, you can touch an item being held by yourself or an ally to infuse it with Spellfire.
  • Generally, one magic level equals one item charge, and you can transfer any amount up to and including your Constitution score maximum in the round.
  • Due to the nature of their enchantments, certain items cannot be charged (at the DM's discretion). This can only be discovered by trial and error, wherein to-be-transferred magic dissipates and is lost.
  • Direct contact with the item is necessary.
  • If an item is charged by any amount more than once a day the item must make an item saving throw (1d20 + item rarity level) vs. your spell DC. On a failed save the item losses all charges and suffers the consequences that go with it or becomes inert for [roll]1d4[/roll] days.

No other Spellfire activity can be undertaken the same turn this ability is used, other than in-use abilities with a duration such as Firefly.

Flare Charge - Spells

You have the power to boost spells you cast, or those cast by another being by transferring Spellfire energy into them charging their next spell. As a bonus action, you can touch a willing creature to "charge" their next spell to increase its Duration or Die Amount.

  • Duration: By expending 2 levels of energy, you can double a spells duration. Every additional 2 levels of energy expended only adds to the multiplier of the original duration, to a maximum duration of 24 hours. (2 levels = Duration*2, 4 levels = Duration*3, 6 levels = Duration*4, etc.)
  • Die Amount: You may add one additional die of the lowest dice the spell normally uses per level of energy expended.
  • This ability cannot effect saving throws, attack rolls, number/type of summons, or random effect-choices that come with casting spells.
  • Flare charge is always confined by your Constitution score (Constitution*1), for example, if you have a Constitution score of 10 and cast a 1st level Magic Missile you may only expend 10 levels of energy to add 10d4 damage dice while not increasing the number of darts. You choose how to distribute the additional damage dice. 
  • Due to the unknown circumstances certain spells cannot be charged. These spells can only be discovered through trail and error. Known spells that cannot be charged include shield, lesser restoration, and [Tooltip Not Found]. It is at your DM's discretion as to what spells cannot be charged.

 

If a creature other than you is infused with magic and does not expend it by the end of their next turn, they must make a Constitution saving throw against your spell DC. On a failed save they suffer [roll]1d6[/roll] points of unreducible damage for every level of stored magic they were given, or half as much on a successful save, as the unstable magic escapes their body.

No other Spellfire activity can be undertaken the same turn this ability is used, other than in-use abilities with a duration such as Firefly.

Healing Flames

While Absorption is active and your hit points are dropped to 0 or less, Spellfire will activate the round you make your first death save, replacing it. (Reviving Flames)

At 5th level, when you have the ability to turn "off" your Absorption, you may use an action to touch Spellfire to yourself or others to restore hit points. (Soothing Flames)

 
Soothing Flames

While Absorption isn't active you may use an action to produce silvery-blue flames in your hand and touch it to yourself or another creature to sooth pain and heal wounds. Direct flesh-to-flesh touch is required, infusing one level of stored magic to restore 1d4+1 lost hit points to a target creature, including yourself.

  • Soothing Flames cannot bypass effects that prevent healing.
  • Soothing Flames cannot restore temporary hit points.
  • Soothing Flames is not positive or negative energy so it can restore hit points to all creatures including elementals, constructs, oozes, plants and undead.
  • Soothing Flames cannot restore missing limbs, organs or appendages.

Flare Charge: This ability can be charged to add a number of dice rolled equal to your Constitution score. For example, someone with a Constitution score of 10 can heal 10d4+1 hit points per turn.

Spellfire Unleashed

Spellfire itself is pure raw Weave energy focused into the form of swirling silvery-blue flames. If used as a fiery weapon, this form does a base 1d6 points of damage per magic level.

  • Spellfire use is limited by your line of sight up to 400 feet.
  • Non-magical creatures struck by Spellfire are allowed a Dexterity saving throw vs. your DC for half damage.
  • Undead beings that drain life energy make this save as well but are not allowed a saving throw at all if their life forces are sustained by magic and not by the life force they drain, i.e., a vampire is allowed a saving throw, but a lich is not. No creature that is created or sustained by magic (such as most undead and construct beings) is allowed this saving throw, and neither are enchanted creatures, such as non-magic-using warriors who have had protective spells cast on them, or beings who are bearing active magical items, armor, shields and so on.
  • While not considered spell casting magic, most Spellfire is used in tandem with spells regarding rules on casting limitations per round.
  • Ongoing spells or unchanged, continuing Spellfire releases can occur in the background, following on from previous rounds, without harming or being harmed by you undertaking the other activity in a particular round, similar to casting a spell while call lightning is active.

In ascending order, these abilities (not spells) are manifestations of Spellfire you gain as you learn control.

Acquired at Level

Ability Name

Ability Level

Short Description:

2

Spellfire

Cantrip

Attack with Spellfire at a range of touch, up to 400 feet

4

Control Spellfire

Cantrip

Manipulate Spellfire for utility purposes

6

Spellfire Aura

1st

Block physical attacking projectiles

8

Firefly

2nd

Gain a fly speed of 60 feet

10

Flash Fire

3rd

Blind all creatures, that can see you, within range

12

Flare Step

3rd

You teleport yourself and others to your whirlflame

14

Maelstrom of Spellfire

5th

A swirling vortex of Spellfire centered on you

16

Spellfire Swarm

6th

Six tiny meteorites obit you until used to attack

 

Things to note: 

  • Spellfire is a damage type all its own. For the purposes of 5E gameplay, damage resistance/immunities are treated as if it were Force damage. All other effects are treated as fire that can be hot enough to melt objects or even consume normal fire. 
  • WARNING: Spellfire is composed of pure Weave energy, thus the clashing of Spellfire with pure Shadow Magic, or other circumstances determined by you DM, will cause the multiverse to unravel itself, tearing the fabric of the world, causing chaotic effects. If this happens, roll a 1d20 against a DC10. On a failure, roll a [roll]1d6[/roll] on the following list.

Spellfire Clash Table:

d6

Event Description

1

You tear the fabric of the Weave creating a permanent [roll]1d100[/roll] foot diameter Dead-Magic Zone. (Same effects as a permanent Antimagic Field spell)

2

You tear the fabric of the Weave creating a rift that pulls in all creatures and items in a 50 foot radius sphere, teleporting them to another plane of existence of the DM's choosing. The rift stays open for [roll]1d20[/roll] minutes.

3

You tear the fabric of the Weave creating a sudden upheaval of the ground in a [roll]1d100[/roll] foot diameter. The ground rises [roll]3d100[/roll] feet in the air as it becomes a permanent floating earth mote.

4

You tear the fabric of the Weave creating a permanent [roll]1d100[/roll] foot diameter Wild-Magic Zone. (Roll on the Wild Magic Surge table whenever a spell is cast within the zone)

5

You slightly tear the fabric of the Weave damaging it. [roll]1d6+3[/roll] Modrons, of the DM choice, under the DMs control, appear to repair it and disappear after the rear is repaired or after [roll]1d4[/roll] minutes.

6

You tear the fabric of the Weave creating an explosion of magical energy that surges into random vassals in the area. All players within 60 feet of the explosion must roll [roll]1d20[/roll] dice. Those that roll a 20 receive some of the surging magic causing them to manifest a Spellscar or another potentially permanent magical effect the DM chooses.

Prolonged Exposure

Prolonged spellfire use (defined as attaining 6th level as a spellfire wielder) has had the following side effects on your body.

1. You gain immunity to fire and ill effects of smoke inhalation. 

2. You automatically absorb magical fire even if your absorption is not active or you are unconscious. If this stored energy reaches Constitution*7, it wakes you up if you are sleeping or comatose, regardless of compulsions to the contrary.

3. You can detect magic as far as you can clearly see, perceiving dweomers as faint glows, and detecting flows of energy as streams of sparkling motes of light. This perception overlies your normal vision but does not obscure it.

4. You can feel the direction and approximate distance of any Spellfire use within 100 miles instantaneously and for as long as such use occurs. You can also know by touch if Spellfire has ever affected an item or been active in a locale; however, you must be in the locale and move about in it, not merely viewing it from afar or scrying it magically.

5. Disintegrate magics automatically fail when directed against you or anyone or anything in direct contact with you, even if absorption is not active.

6. You can actively purge your body of alien effects even if you are unaware of their presence.

Whirlflame

You can generate and release stationary whirlflames of Spellfire. They are usually left in doorways or narrow passages in front of a place that must be protected. In this way, a party of injured adventurers could shelter from the breath of an angry red dragon as the whirlflame retains the absorption feature of its creator. Creating a whirlflame requires 10 minutes of uninterrupted concentration and 1 level of stored energy. The generated whirlflame takes the form of a slowly spinning ball of silvery-blue flames, that emits a predetermined intensity of light and heat, about the size of a human's head. Once a whirlflame is created the same ritual used to create it can be repeated to store levels of energy separately from the levels used to sustain it. Those stored levels can be controlled remotely to travel through the weave to or from yourself regardless of you distance from the stationary whirlflame. 

  • You can have a number of whirlflames equal to your Constitution modifier (minimum of 1).
  • Once generated, a whirlflame will remain where is was created for 1 day per your class level, even if you have left the vicinity or even the plane. It is not your DM's responsibility to keep track of your whirlflames.
  • When created, a whirlflame exhibits the same features as your Absorption ability and can be given two set tasks. Such tasks include: consume excessive amounts of air, heat a room or cave, release enough heat to cook a meal, and most anything else within reason.
  • Magical energy drained by a whirlflame does not prolong its existence, only energy directly bestowed upon it by you at a visit subsequent to its creation can do that, but is added to its to-be discharged energy total.
  • A single whirlflame can only hold up to 20 levels of energy. This does not include the magic used to sustain it.
  • If a being comes into contact with a whirlflame (either direct body contact or by passing a held object into it), the whirlflame exhausts [roll]1d4[/roll] spell levels into the touching being, dealing [roll]1d6[/roll] points of damage per level released. Whirlflames can in this way be destroyed by repeated contacts with creatures. Missile weapons and other nonliving or undead things do not normally cause a whirlflame discharge, but a whirlflame could be set to destroy just undead creatures or to melt all solid items that come into contact with it.
  •  If a whirlflame is destroyed, either by losing all stored spell levels or its time expires, you take [roll]1d4[/roll] points of damage through the expiring link—but there is no known means of otherwise harming you through such a link.
  • Remotely retrieving or storing any number magic requires 10 minutes of uninterrupted concentration.
  • Energy stored or withdrawn from a whirlflame does not prolong its existence, only energy directly bestowed upon it by you at a visit subsequent to its creation can do that.
  • Only levels of energy stored in the whirlflame can be drawn on unlike the levels of magic used to sustain it. 

 Flare Charge: This ability can be charged to extend the amount of days it exists by one day per level of stored magic expended up to your Constitution*1.

Spellfire Mastery

Starting at level 14, you can use an action to expend levels of energy equal to your Constitution score to create a Crown of Fire. This crown is sustained every following round by expending the same amount of energy powering the crown or another Spellfire ability. (Crown of Spellfire)

Starting at level 18, your mastery of Spellfire is absolute. As an action, you can expend 5 times your Constitution score (Constitution*5) to transform into the mythical embayment of Spellfire, a Spellfire Elemental. (Spellfire Elemental)

Crown of Spellfire

Unlocked for the first time you completely drain a sentient creature of its life energy through the Drain Life ability. You gain the ability to summon a silvery-blue crown of fire, the most spectacular known manifestation of Spellfire.

Once per long rest, you can use an action to expend a number of levels of energy equal to your Constitution score to fuel a nimbus cloud that forms around you. On your next turn, the nimbus cloud collects into a halo shaped crown of silvery-blue flames above your head. Every turn the crown is formed you must expend energy levels equal to your Constitution score to maintain it. Your can do this by powering the crown directly or by expending levels to power other Spellfire abilities.

While the crown is formed, you are endowed with the following traits:

  • The halo produces light equal to a daylight spell (60 feet bright and 60 dim). 
  • Any non-magical weapons that strike you melt or burn away after dealing damage. Magical weapons that strike you are not destroyed but must make an item saving throw (10+item rarity level) against your spell DC, losing a charge, plus property, or temporarily losing its enchantment for 1d8 days on a failure.
  • Naturel/unarmed attacks or attackers that touch you involuntarily receive [roll]1d4[/roll] levels of your stored energy, taking [roll]1d6[/roll] points of Spellfire (force) damage for each level.
  • You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. 
  • The crown can be maintained without penalizing other activities (including other Spellfire uses such as flying), so long as you continue to expend your maximum Spellfire energy per round on the crown and/or other Spellfire uses.
  • While this ability is active your normal absorption ability is automatically active.
  • It can be ended instantly if you will it, and it dies away automatically at the end of the round in which you run out of stored energy or fail to expend your Constitution*1 levels of stored magic.
  • If you choose to end the crown before all your energy is expended, you can (at no extra cost) cause it to destroy itself in a burst that emits nine Spellfire bolts. These streaking conflagrations deal 3d6 points of damage each and strike at one or up to nine different targets of your choice. Make a separate attack roll for each bolt.

Flare Charge: This ability cannot be charged.

Spellfire Elemental

Having mastered control over Spellfire, you can transform into a physical manifestation of Spellfire unleashing its awesome power.

Once per long rest, as an action, you expend levels of energy equal to five times your Constitution score to transform (this is the ONLY time you can expend more than your Constitution score in one round). You are engulfed in blazing silvery-blue flames as you temporarily become a Spellfire Elemental. The transformation lasts for 5 plus your Constitution modifier minutes.

Note: Transforming in this way uses the same rules as a Druid class feature: Wild Shape  (PHB pg. 66).

 

Spellfire Elemental
Huge elemental, neutral
Armor Class 15 (Natural Armor)
Hit Points 192 (20d6 + 110)
Speed 30 ft., fly 60 ft.
STR
8 (-1)
DEX
16 (+3)
CON
16 (+3)
INT
22 (+6)
WIS
12 (+1)
CHA
12 (+1)
Saving Throws DEX +9, CON +9, INT +12, WIS +7
Skills Arcana +12, History +12, Insight +7, Medicine +7, Perception +7
Damage Immunities Fire, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Stunned
Senses Truesight 15 ft., Passive Perception 17
Languages Celestial, Celestial, Common, Elvish, Sylvan
Challenge 20 (25,000 XP)
 
Proficiency Bonus +6

Illumination. The Spellfire Elemental sheds bright light in a 60-foot radius and dim light for an additional 60 feet.

Water Susceptibility. For every 5 feet the Spellfire Elemental moves in 1 foot or more of water, it takes 2 (1d4) cold damage.

Crown of Spellfire. The trails of a Crown of Spellfire are in effect.

Spellfire Absorption. Spellfire Absorption effects are active, but does not store spell levels.

Spellfire Mastery. A Spellfire Elemental has an endless pool of levels of magic to expend. This endless pool can be used to power any and all Spellfire abilities while still being limited by its Constitution*1.

Actions

Multiattack. The Elemental can use its Frightful Presence. It then makes one other attack.

Touch. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) Spellfire (force) damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 3 (1d6) fire damage at the start of each of its turns.

Spellfire Unleashed. You can employ any one offensive Spellfire ability from the class feature Spellfire Unleashed. You may Flare Charge the ability you use as you please.

Frightful Presence. Each creature of the Spellfire Elemental's choice that is within 120 feet of the Spellfire Elemental and aware of it must succeed on a DC (your DC) Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Spellfire Elemental's Frightful Presence for the next 24 hours.

Spellfire Breath (Recharge 6). The Elemental exhales damaging Spellfire in a 30-foot cone. Each creature in that area must make a DC (your DC) Dexterity saving throw, taking 63 (16d6) Spellfire (force) damage on a failed save, or half as much damage on a successful one.

Reactions

Spellfire Aura. You may manifest a Spellfire aura.

Description

A huge majesty of silvery-blue flames that is an embodiment of pure Weave magic. Its body consists of dancing Spellflames that only produce heat when the elemental wills it. At the center of its core is the shadowy figure of its former humanoid body. Its over all form is similar to an Adult Red Dragon although its shape can change at will to resemble similar sized forms such as that of a huge Phoenix.


When you revert back to your normal form, you suffer the following penalties:

  • You are left completely drained of all levels of stored magic. This does not include any levels stored in existing whirlflames.
  • You accumulate 3 levels of exhaustion.
  • You are unable to use any form of Spellfire, including Spellfire Absorption, until a long rest has been completed.

Flare Charge: This ability cannot be charged.

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