Spellfire Wielder (3.5e Template)
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Spellfire WielderEdit
Some creatures have an innate connection to raw magic and can absorb and redirect arcane energies. This is a 3.5e update for 3e's Spellfire.
Some creatures are born connected directly to the source of all magic. The currents of energy all around us flow right through them, allowing them to be a conduit for this energy. most are gifted by gods of magic or touched by happenstances of wild magic.
Creating a Spellfire WielderEdit
An inherited template, Spellfire Wielder can be applied to any creature with an intelligence of 3 or higher. Creatures noted as being enemies of the setting's deity of Magic almost never inherit the ability to shape Spellfire, and the ability is most prominent among those favored by said deity.
Size and Type, Hit Dice, SpeedEdit
Generally no change.
Special AttacksEdit
The creature gains Spellfire.
Spellfire (Su): The creature can absorb and re-shape raw magic, either by touching an existing spell effect and attempting a Dispel check (Using their HD as their caster level) or by absorbing a spell cast at them passively. A Spellfire Wielder gains one level of Spellfire energy for every spell level absorbed, and they can safely hold a number of Spellfire levels at any time equal to their Constitution modifier. Any levels beyond this are lost into the ether, the Wielder must make a Fortitude save (DC 13 + number of spell levels) or take 1d4 damage per spell level.
The Spellfire Wielder can then use the absorbed Spellfire levels in a blast, or use them to heal.
Spellfire Blast (Su): As a standard action, Spellfire Wielder may attempt a ranged touch attack out to Long range. The target takes 1d6 damage per Spellfire level expended, though the target can attempt a Reflex save for half (DC 1/2 HD + number of Spellfire levels expended + Constitution modifier). The Spellfire Wielder can expend any number of Spellfire levels as part of a blast, but they can only safely expend on spellfire level per HD - For each level beyond that, the Spellfire Wielder also takes half of the blast's damage, though she is allowed a Fortitude save to further reduce this by half. (Thus if a 3rd-level Spellfire Wielder with Con 16 expends 7 Spellfire levels as part of a blast, they take one-half of 4d6 damage, with a DC 11 Fortitude save to reduce this by half.) Spellfire deals raw magic damage, thus energy resistance does not apply (Though spell resistance does, as does magic immunity; Though the Spellfire Wielder's Spellfire ignores Spell Resistance that is equal to or less than the number of spell levels expended). Unlike most supernatural abilities, Spellfire can be affected by things that affect spells, such as a Rod of Absorption or Rod of Negation (If used on the manifestation rather than the wielder). It can be thwarted or counterspelled by Dispel Magic, and theoretically a Spellfire wielder could counter another's Spellfire.
Healing Fire (Su): As a standard action, the Spellfire wielder can heal another by touch. This heals 2 HP per Spellfire level expended, with the same per-level limitations as the blast. This is not positive energy and thus heals living, undead and construct creatures equally.
Special QualitiesEdit
The creature gains the following qualities.
Passive Absorption (Su): The creature gains spell resistance equal to their total Concentration modifier +10. Any spell absorbed in this manner is converted to Spellfire energy levels on a 1-for-1 basis.
Abilities, Skills and FeatsEdit
Normally unchanged, except Concentration and Spellcraft are always class skills.
Challenge RatingEdit
+3
AdvancementEdit
By HD (If monster) or character class (If player character race), as base creature.
Level AdjustmentEdit
+3
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