Spellfire Channeler (3.5e Prestige Class)

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Date Created: 5/17/2017
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An update to the 3.0e Spellfire Channeler that doesn't inherently suck. 10 5 Other Good Other Other

Alternate Magic,
"Other." is not in the list (Prepared Arcane Spellcasting, Spontaneous Arcane Spellcasting, Prepared Divine Spellcasting, Spontaneous Divine Spellcasting, Arcane Spellcasting, Divine Spellcasting, Prepared Spellcasting, Spontaneous Spellcasting, Alternate Magic, Psionics, ...) of allowed values for the "Class Ability" property.

Other


Spellfire Channeler

Spellfire is a rare gift bestowed upon only a handful of creatures in a single generation, and many of these individuals are hounded by cults, churches and other organizations their entire lives because everyone, everyone wants control of that seemingly boundless power.

Those that live long enough find very creative and diverse ways to apply their Spellfire to the other careers they choose to pursue.

Becoming a Spellfire Channeler

Each person who is touched by Spellfire has a different approach to using it, as shown below. Each is a separate prestige class. Expanded Storage stacks with itself, but can never go beyond Expanded Storage 5.

Spellfire Warrior

Spellfire Warriors use their innate magic to enhance their strength, stamina and speed in combat.

Entry Requirements
Base Attack Bonus: +5.
Skills: Concentration 8 ranks.
Special: Spellfire Wielder.

Table: The Spellfire Warrior

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +0 +0 Expanded Storage 2, Spellfire Strike OR Spellfire Shot, Fighter Training
2nd +2 +3 +0 +0 Bonus Feat, Magic Muscle, Improved Healing
3rd +3 +3 +1 +1 Expanded Storage 3
4th +4 +4 +1 +1 Bonus Feat, Spellward Skin
5th +5 +4 +1 +1 Expanded Storage 4, Spellfire Armory
6th +6/+1 +5 +2 +2 Bonus Feat, Improved Spellfire Strike OR Improved Spellfire Shot
7th +7/+2 +5 +2 +2 Expanded Storage 5
8th +8/+3 +6 +2 +2 Bonus Feat, Arcane Metabolism
9th +9/+4 +6 +3 +3 Dispelling Strike
10th +10/+5 +7 +3 +3 Bonus Feat, Crown of Fire

Class Skills (4 + Int modifier per level.)
Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Iaijutsu Focus (Cha), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Listen (Wis), Martial Lore (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha).


Class Features

All of the following are class features of the Spellfire Warrior.

Expanded Storage (Ex): The Channeler's capacity for storing Spellfire energy levels is multiplied by the listed value. However, spellfire energy levels in excess of the Channeler's Constitution score is dangerous, with different effects depending upon the number of levels stored:

Constitution +1 to Constitution x2: The channeler's eyes glow brightly, and any creature, magic item, or spell effect that touches the Channeler causes 1 Spellfire energy level to be discharged as a harmless burst of light. Once per day, the Channeler must make a Concentration check (DC 15) or take 1d6 points of damage as one of her Spellfire energy level backfires.
Constitution x2+1 to Constitution x3: As above, plus the channeler's skin glows (shedding light as a candle), a touch releases 1d4 spellfire energy levels as light, and the channeler must make the backfire Concentration check every hour.
Constitution 3x+1 to Constitution x4: As above, except the channeler sheds light equal to a torch, feels a burning sensation within her body (treat as if distracted by non-damaging spell, DC 20 to concentrate)) and must make the backfire Concentration check every minute. A touch releases 1d6 spellfire energy levels as a Flare spell (DC 10 + number of spellfire energy levels expended) against the channeler and all creatures within 5 feet of her.
Constitution x4+1 to Constitution x 5: As above, except the character radiates a palpable (but non-damaging) heat to a radius of 20 feet, is in pain (treat as if distracted by non-damaging spell, DC 25 to concentrate), and must make the backfire Concentration check every round. A touch releases 2d6 spellfire energy levels as a flare spell (DC 10 + number of spellfire energy levels expended) against the channeler and all creatures within 5 feet of her. The channeler must make a Will save (DC 25) every round or be forced to expend a maximum-strength blast of energy at a random target within 30 feet in preference to any other action.

Additionally, you may add your Spellfire Channeler level to your Constitution score for the purposes of determining Spellfire level storage.


Spellfire Strike/Shot (Su): At first level, choose Spellfire Strike, or Spellfire Shot. If you choose Spellfire Strike, you may choose to make a single melee attack as a standard action. In doing so, you may expend any number of Spellfire levels as part of the attack; Adding 1d6 damage to the attack per Spellfire level expended. The Spellfire levels are not wasted if the attack misses; The weapon remains charged until it leaves the Warrior's hand or the Warrior chooses to re-absorb the Spellfire. You can only expend a number of Spellfire levels in any round equal to your Constitution score, plus your class level.

Spellfire Shot works the same way, except with projectile weapons.

At 6th level, your Spellfire Strike/Shot improves - The weapon remains charged for the duration of a full attack action, adding its extra damage to each successful attack before dissipating at the end of the round.


Fighter Training (Ex): Spellfire Warrior levels stack with Fighter levels for the purpose of effective Fighter level. If you have no actual Fighter levels, you count as a Fighter of your Spellfire Warrior level.

Bonus Feats (Ex): At each even-numbered level, you gain a bonus Fighter feat you qualify for.

Magic Muscle (Su): When you have a number of Spellfire levels absorbs greater than your Strength score, you gain the difference as an Enhancement bonus to your Strength score for as long as you retain the Spellfire levels.

Improved Healing (Su): At 2nd level, your ability to heal with Spellfire improves; You now heal 1d4+1 per Spellfire level expended rather than 2 hp per spellfire level.

Spellward Skin (Su): While you have Spellfire levels stored, you gain Damage Reduction X/Magic, where X is equal to 1/10th the number of Spellfire levels you have stored (Thus 30 Spellfire levels would give you DR 3/Magic). Additionally, as a standard action, you may convert any number of Spellfire levels up to your Constitution score into temporary hitpoints, gaining 5 temporary HP for each Spellfire level converted in this fashion. These temporary hitpoints last until eaten away by damage, and can be dispelled as if a spell.

Spellfire Armory (Su): All weapons you pick up are treated as magic for the purposes of overcoming damage reduction, and this can be further enchanted as if it were a weapon. However, this doesn't allow the weapon to have more enchantments than normal, but you can pick and choose what enchantments, between the weapon's and this ability's, win out in the end. Changing enchantments is the same action as drawing a weapon.

Furthermore, you can create your own magic weapons and armor, as if you possessed the Craft Magic Arms And Armor feat. The Warrior must make a successful Concentration check (DC 20 + caster level) to emulate each spell normally required to create the item; And spend Spellfire levels equal to the spell level. Thus, to make a 1st-level wand of magic missile, a Spellfire Warrior would need a Concentration check result of 21 or higher. To create a bottle of air (caster level 7th), he would need a check result of 27 or higher to emulate the water breathing prerequisite.

The Spellfire Warrior must make a successful check for each prerequisite for each item he makes. If he fails a check, he can try again each day until the item is complete (see Creating Magic Items, page 282 of the Dungeon Master's Guide). If he comes to the end of the crafting time and he has still not successfully emulated one of the powers, he can make one final check—his last-ditch effort, even if he has already made a check that day. If that check also fails, then the creation process fails and the time, money, and XP expended to craft the item are lost.


Arcane Metabolism (Su): Beginning at 8th level, your magic reinforces your body even more. While you have Spellfire levels stored, you gain Fast Healing equal to 1/10th the number of Spellfire levels you currently have.

Dispelling Strike (Su): Whenever you perform a successful Spellfire Strike against a target, one of the magic items or active spells is targeted by a Dispel attempt using your HD as your caster level. If successful against a spell, you gain a number of Spellfire levels equal to the spell's level. Dispelling a magic item suppresses its power for 24 hours and you gain Spellfire levels equal to half the item's caster level. Spells of the highest spell level and magic items of the highest caster level are affected first.

Crown of Fire (Su): At 10th level, you learn to create a Crown of Fire. Doing so is a free action that costs 5 Spellfire levels, and it costs 5 Spellfire levels each round to maintain it. While the Crown is active, your body is wreathed in Spellfire, causing you to shed light as a Daylight spell, and granting you Damage Reduction X/Cold Iron, where X is your Constitution score, plus your class level. Anyone who strikes you in melee with a non-reach weapon takes 5d6 damage from the spellfire, and nonmagical weapons are melted by the spellfire before they ever touch your body. The Spell Resistance your Spellfire ignores uses your full Constitution score rather than your Con modifier while under the effects of the Crown of Fire. This ability doesn't interfere with any of your other Spellfire abilities.


Spellfire Sneak

Those who live life in the shadows learn to use their Spellfire to do so more easily.

Entry Requirements
Base Attack Bonus: +3.
Skills: Concentration 8 ranks, Hide 8 ranks, Move Silently 8 ranks, and either Open Lock, Disable Device or Search 8 ranks.
Special: Spellfire Wielder.

Table: The Spellfire Sneak

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +2 +2 +0 Expanded Storage 2, Knock, Ghostfire
2nd +1 +3 +3 +0 Sneak Strike 1, Blur, Ghostsight
3rd +2 +3 +3 +1 Expanded Storage 3, Invisibility
4th +3 +4 +4 +1 Sneak Strike 2, Silence, Darksight 30
5th +3 +4 +4 +1 Expanded Storage 4, Greater Invisibility
6th +4 +5 +5 +2 Sneak Strike 3, Dimension Door
7th +5 +5 +5 +2 Expanded Storage 5, Superior Invisibility
8th +6/+1 +6 +6 +2 Sneak Strike 4, Ethereal Jaunt
9th +6/+1 +6 +6 +3 Shadow Walk, Darksight 60
10th +7/+2 +7 +7 +3 Death Strike, Enervation

Class Skills (6 + Int modifier per level.)
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex).


Class Features

All of the following are class features of the Spellfire Sneak.

Expanded Storage (Ex): The Channeler's capacity for storing Spellfire energy levels is multiplied by the listed value. However, spellfire energy levels in excess of the Channeler's Constitution score is dangerous, with different effects depending upon the number of levels stored:

Constitution +1 to Constitution x2: The channeler's eyes glow brightly, and any creature, magic item, or spell effect that touches the Channeler causes 1 Spellfire energy level to be discharged as a harmless burst of light. Once per day, the Channeler must make a Concentration check (DC 15) or take 1d6 points of damage as one of her Spellfire energy level backfires.
Constitution x2+1 to Constitution x3: As above, plus the channeler's skin glows (shedding light as a candle), a touch releases 1d4 spellfire energy levels as light, and the channeler must make the backfire Concentration check every hour.
Constitution 3x+1 to Constitution x4: As above, except the channeler sheds light equal to a torch, feels a burning sensation within her body (treat as if distracted by non-damaging spell, DC 20 to concentrate)) and must make the backfire Concentration check every minute. A touch releases 1d6 spellfire energy levels as a Flare spell (DC 10 + number of spellfire energy levels expended) against the channeler and all creatures within 5 feet of her.
Constitution x4+1 to Constitution x 5: As above, except the character radiates a palpable (but non-damaging) heat to a radius of 20 feet, is in pain (treat as if distracted by non-damaging spell, DC 25 to concentrate), and must make the backfire Concentration check every round. A touch releases 2d6 spellfire energy levels as a flare spell (DC 10 + number of spellfire energy levels expended) against the channeler and all creatures within 5 feet of her. The channeler must make a Will save (DC 25) every round or be forced to expend a maximum-strength blast of energy at a random target within 30 feet in preference to any other action.

Additionally, you may add your Spellfire Channeler level to your Constitution score for the purposes of determining Spellfire level storage.


Knock (Sp): Beginning at 1st level, the Sneak may use Knock as a spell-like ability at will by expending 2 Spellfire levels each time.

Ghostfire (Su): As a stealthy being, glowing brightly would give away your position too easily. Thus, your abilities do not cause physical light; However, they do glow on the Ethereal plane (Twice as brightly as they would in the physical, in fact), which may attract unwanted attention from the denizens there, at the DM's discretion. As a side benefit, your Spellfire gains the Ghost Touch property.

Sneak Strike (Ex): At 2nd level and every even-numbered level thereafter except 10th, you gain one of: Sneak Attack, Skirmish, or Sudden Strike. This stacks with any existing instances of the abilities. Each time you choose Sneak Attack or Sudden Strike, the damage of the ability increases by 1d6; Each time you choose Skirmish, either the damage increases by 1d6 if the dodge bonus is equal to the number of dice (Thus if you had Skirmish +1d6/+1 AC and chose Skirmish, it would increase the damage by 1d6, but not increase the Dodge bonus) OR it increases the AC bonus by 1 if the number of extra damage dice was higher than the AC bonus (So if you had Skirmish +2d6/+1 AC, the AC bonus would increase by 1, but not the damage).

Blur (Sp): Beginning at 2nd level, the Sneak may use Blur as a spell-like ability at will by expending 2 Spellfire levels each time.

Ghostsight (Su): Beginning at 2nd level, you can see ethereal things as well as you can physical things. You can easily distinguish between the two, as ethereal objects seem transparent and a little blurry.

Invisibility (Sp): Beginning at 3rd level, the Sneak may use Invisibility as a spell-like ability at will by expending 2 Spellfire levels each time.

Silence (Sp): Beginning at 4th level, the Sneak may use Silence as a spell-like ability at will by expending 2 Spellfire levels each time.

Darksight (Ex): At 4th level, the Sneak gains Darkvision out to 30ft, or their existing Darkvision range increases by 30ft. At 9th level, the range (Or range increase) increases to 60ft.

Greater Invisibility (Sp): Beginning at 5th level, the Sneak may use Greater Invisibility as a spell-like ability at will by expending 4 Spellfire levels each time.

Dimension Door (Sp): Beginning at 6th level, the Sneak may use Dimension Door as a spell-like ability at will by expending 4 Spellfire levels each time.

Superior Invisibility (Sp): Beginning at 7th level, the Sneak may use Superior Invisibility as a spell-like ability at will by expending 8 Spellfire levels each time.

Ethereal Jaunt (Sp): Beginning at 8th level, the Sneak may use Ethereal Jaunt as a spell-like ability at will by expending 7 Spellfire levels each time.

Shadow Walk (Sp): Beginning at 9th level, the Sneak may use Shadow Walk as a spell-like ability at will by expending 6 Spellfire levels each time.

Death Strike (Ex): Beginning at 10th level, the Sneak gains Death Strike. This is the same as the Death Attack ability of the Assassin, except the save DC is equal to the number of Spellfire levels expended as part of the Strike, plus the Sneak's Constitution modifier.

Enervation (Sp): Beginning at 10th level, the Sneak may use Enervation as a spell-like ability at will by expending 4 Spellfire levels each time.


Spellfire Mage

Spellfire Magi meld their Spellfire into their Art, allowing them to create more powerful spell effects with less effort.

Entry Requirements
Skills: Concentration 8 ranks, Spellcraft OR Perform 8 ranks.
Feats: Any metamagic feat.
Spellcasting: Able to cast 2nd-level arcane spells.
Special: Spellfire Wielder.

Table: The Spellfire Mage

Hit Die: d4

Level Base
Attack Bonus
Saving Throws Special Spellcasting
Fort Ref Will
1st +0 +2 +0 +2 Expanded Storage 2, Spellfire casting 0, Spellfire Metamagic 1 -
2nd +1 +3 +0 +3 Spellfire Casting 1, Spellfire Shape (Into Fire 1) +1 existing arcane casting
3rd +1 +3 +1 +3 Expanded Storage 3, Spellfire Casting 2, Spellfire Metamagic 2 +1 existing arcane casting
4th +2 +4 +1 +4 Spellfire Casting 3, Spellfire Shape +1 existing arcane casting
5th +2 +4 +1 +4 Expanded Storage 4, Spellfire Casting 4, Spellfire Metamagic 3 +1 existing arcane casting
6th +3 +5 +2 +5 Spellfire Casting 5, Spellfire Shape (Into Fire 2) +1 existing arcane casting
7th +3 +5 +2 +5 Expanded Storage 5, Spellfire Casting 6, Spellfire Metamagic 4 +1 existing arcane casting
8th +4 +6 +2 +6 Spellfire Casting 7, Spellfire Shape +1 existing arcane casting
9th +4 +6 +3 +6 Spellfire Casting 8, Spellfire Metamagic 5 +1 existing arcane casting
10th +5 +7 +3 +7 Spellfire Casting 9, Crown of Fire, Arcane Font (Into Fire 3) -

Class Skills (4 + Int modifier per level.)
Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Int), Listen (Wis), Perform (Cha), Profession (Wis), Speak Language (None), Spellcraft (Int), Spot (Wis), Truespeak (Int), Use Magic Device (Cha).


Class Features

All of the following are class features of the Spellfire Mage.

Spellcasting: At each level except 1st and 10th, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming a Spellfire Mage, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Expanded Storage (Ex): The Channeler's capacity for storing Spellfire energy levels is multiplied by the listed value. However, spellfire energy levels in excess of the Channeler's Constitution score is dangerous, with different effects depending upon the number of levels stored:

Constitution +1 to Constitution x2: The channeler's eyes glow brightly, and any creature, magic item, or spell effect that touches the Channeler causes 1 Spellfire energy level to be discharged as a harmless burst of light. Once per day, the Channeler must make a Concentration check (DC 15) or take 1d6 points of damage as one of her Spellfire energy level backfires.
Constitution x2+1 to Constitution x3: As above, plus the channeler's skin glows (shedding light as a candle), a touch releases 1d4 spellfire energy levels as light, and the channeler must make the backfire Concentration check every hour.
Constitution 3x+1 to Constitution x4: As above, except the channeler sheds light equal to a torch, feels a burning sensation within her body (treat as if distracted by non-damaging spell, DC 20 to concentrate)) and must make the backfire Concentration check every minute. A touch releases 1d6 spellfire energy levels as a Flare spell (DC 10 + number of spellfire energy levels expended) against the channeler and all creatures within 5 feet of her.
Constitution x4+1 to Constitution x 5: As above, except the character radiates a palpable (but non-damaging) heat to a radius of 20 feet, is in pain (treat as if distracted by non-damaging spell, DC 25 to concentrate), and must make the backfire Concentration check every round. A touch releases 2d6 spellfire energy levels as a flare spell (DC 10 + number of spellfire energy levels expended) against the channeler and all creatures within 5 feet of her. The channeler must make a Will save (DC 25) every round or be forced to expend a maximum-strength blast of energy at a random target within 30 feet in preference to any other action.

Additionally, you may add your Spellfire Channeler level to your Constitution score for the purposes of determining Spellfire level storage.


Spellfire Casting (Su): At each level, you learn to cast a spell level using Spellfire. This allows you to cast your spells without expending them, by expending a number of spellfire levels equal to the spell's level +1. So to cast a 3rd-level spell without expending it, you'd have to expend four Spellfire levels. At first, you can only cast 0th-level spells in this manner, but as you become more and more practiced, you can cast higher- and higher-level spells with Spellfire. However, attempting to do so requires a successful Concentration check (DC 20 + Spell level).

Spellfire Metamagic (Su): At first level, you can use Spellfire to apply metamagic effects to your spells as you cast them. Each Spellfire level reduces the cost of the metamagic by 1 spell level. At 1st level, you can only spend 1 Spellfire level in this way (Meaning if you're a prepared caster, you can either spontaneously apply a +1 metamagic effect, like Reach spell or Still spell, OR if you're a spontaneous caster, you can reduce the cost of using a metamagic feat on a spell spontaneously by 1, to a minimum of 0). Metamagic effects reduced to +0 do not increase casting time. At each odd level, the number of spellfire levels you can spend on metamagic increases by 1, up to a maximum of 5 at level 9. This can be combined with Spellfire Casting, but you must remember that you can't spend more Spellfire levels in a single round that you have points of Constitution, and that any spellfire levels you spend that exceed your HD will burn you for one-half of 1d6 per level, with a Fort save for half, as described in the Spellfire Wielder template description.

Spellfire Shape (Su): At each even-numbered level, the Spellfire Mage learns a new shape for their Spellfire Blast. The default shape is a long-range Ray. Only one shape may be applied to each Spellfire Blast. The available shapes are:

  • Burst: Rather than a ray, you can create a burst that effects a 10ft radius, plus 5ft per 2 Spellfire levels spent. Creatures within the radius get a Reflex save for half damage (DC= 1/2 HD + number of Spellfire levels expended + Con modifier).
  • Chain: The ray bounces to other targets. Each target must be within Close range of the previous one, and the Chain Blast can't strike the same creature twice. The ray can strike a number of targets equal to the number of Spellfire levels (Each target after the first is allowed a Reflex save for half damage; DC= 1/2 HD + number of Spellfire levels expended + Con modifier). For each target beyond the first, the blast deals 1 less dice of damage. Thus if you expended 3 Spellfire levels to hit three targets; The first would take 3d6, the second would take 2d6 and the third would take 1d6, each with a Reflex save for half.
  • Cone: The blast takes the form of a cone, 10 feet long, plus 5ft per Spellfire level expended. Targets are allowed a Reflex save for half damage (DC= 1/2 HD + number of Spellfire levels expended + Con modifier).
  • Line: The blast takes the form of a 5-foot-wide line. The line is 10 ft long per Spellfire level expended. Targets are allowed a Reflex save for half damage (DC= 1/2 HD + number of Spellfire levels expended + Con modifier).
  • Flurry: You split the ray into multiple rays, each striking different targets. You can create a number of rays equal to the number of attacks you could make if you had a Base Attack Bonus equal to your HD, but each attack after the first suffers a cumulative -2 penalty on the attack roll (Just like normal attacks) AND deals 1 dice of damage less per ray. So if you were 11th level and used 3 Spellfire levels in a Flurry blast, you would create three rays - The first would be normal (Dealing 3d6 damage), but the second would suffer a -2 penalty on the attack roll and deal 2d6 damage, and the third ray would strike at a -4 penalty and only deal 1d6 damage.


Into Fire (Su): If you entered this prestige class as a spontaneous arcane caster (Such as a Sorcerer or Bard, but not a Wizard using the Signature Spell feat), beginning at 2nd level, you can convert a spell slot into Spellfire levels as a standard action. This generates a number of Spellfire levels equal to the spell's level.

At 6th level, this ability generates 2 Spellfire levels for every spell level consumed in this manner, and at 10th level, it generates 3 Spellfire levels for every spell level consumed. Spellthieves can also convert stolen spells into Spellfire levels in this manner.

Crown of Fire (Su): At 10th level, you learn to create a Crown of Fire. Doing so is a free action that costs 5 Spellfire levels, and it costs 5 Spellfire levels each round to maintain it. While the Crown is active, your body is wreathed in Spellfire, causing you to shed light as a Daylight spell, and granting you Damage Reduction X/Cold Iron, where X is your Constitution score, plus your class level. Anyone who strikes you in melee with a non-reach weapon takes 5d6 damage from the spellfire, and nonmagical weapons are melted by the spellfire before they ever touch your body. The Spell Resistance your Spellfire ignores uses your full Constitution score rather than your Con modifier while under the effects of the Crown of Fire. This ability doesn't interfere with any of your other Spellfire abilities.

Arcane Font (Su): Beginning at 10th level, once per day, you can enter a state of pure connection to the magic present in the universe. Immediately upon entering this state, your Spellfire levels are instantly placed at their maximum, though you don't need to make an Concentration checks and touching you doesn't discharge any Spellfire levels. Furthermore, during this state, you can cast any spell without expending it, and any of your abilities that cost Spellfire levels do not cost Spellfire levels to activate or maintain (Including Spellfire Metamagic and Crown of Fire). This state lasts up to 1 round per HD, but once it ends, you are subject to all the normal effects of having such a gigantic amount of Spellfire present within your body, AND for a number of rounds equal to the number of rounds you spent in that state, you can only take one move or standard action each round (Not both) and are prevented from taking a full-round action. You can, of course, end the Arcane Font prematurely by means of a standard action.


Spellfire Devotee

Servants of the divine blessed by Spellfire, Spellfire Devotees tend to focus on protection, healing and transformation.


Spellfire Aesthetic

Monks, Ninjas and other similar beings touched by Spellfire tend to attempt to fuel their search for perfection with the silver flames they hold within.


Spellfire Shade

Casters of Shadow magic tend to find that the Spellfire is bothersome, but others see the shadow aspect of it and seek to bring it to the surface.


Spellfire Psychic

Those blessed by both Spellfire and Psionics are a rare bunch indeed, but they blur the line between magic and the mind.


Spellfire Binder

While vestiges enjoy living a mortal life through the living, willing vessel known as a Binder, very few are ever invited to experience the life of someone gifted by Spellfire. Those that do become much more likely to return for more.


Spellfire Incarnate

Sometimes those imbued with Spellfire dabble in soulstuff, and learn to transition magic into spiritual energy and back again.


Spellfire Initiator

Rare but powerful, these individuals have spent their lives studying martial arts, and have learned to combine them with Spellfire into a seamless whole.


Spellfire Mastermaker

The skilled makers known as Artificers make magic items, and can consume other magic items in order to use their essence in their current project. Those gifted with Spellfire can instead absorb and use the magic from raw spells, as well as other interesting abilities.






Back to Main Page3.5e HomebrewClassesPrestige Classes

Article BalanceVery High +
AuthorZhenra-Khal +
Base Attack Bonus ProgressionOther +
Class AbilityAlternate Magic +
Class Ability ProgressionOther +
Fortitude Save ProgressionGood +
Identifier3.5e Prestige Class +
Length10 +
Minimum Level5 +
RatingUnrated +
Reflex Save ProgressionOther +
SkillBalance +, Climb +, Concentration +, Craft +, Diplomacy +, Heal +, Iaijutsu Focus +, Intimidate +, Jump +, Knowledge +, Listen +, Martial Lore +, Profession +, Ride +, Spellcraft +, Spot +, Survival +, Swim +, Tumble +, Use Magic Device +, Appraise +, Bluff +, Decipher Script +, Disable Device +, Disguise +, Escape Artist +, Forgery +, Gather Information +, Hide +, Move Silently +, Open Lock +, Perform +, Search +, Sense Motive +, Sleight of Hand +, Use Rope +, Speak Language + and Truespeak +
Skill Points4 + and 6 +
SummaryAn update to the 3.0e Spellfire Channeler that doesn't inherently suck. +
TitleSpellfire Channeler +
Will Save ProgressionOther +