Spellfire Wielder (3.5e Feat)
Spellfire Wielder [General]
Absorption: As a readied action, you can absorb the next spell that would affect you as a rod of absorption, the spell levels of the absorbed spell add directly to your spellfire energy pool. If you would absorb spell levels exceeding your maximum spellfire pool, the excess spell levels absorbed are discharged as a burst of harmless light. In addition, if you would use a spell, or spell like ability, instead of its usual effect, you may have its equivalent spell level be added directly to your spellfire energy pool. You can end the state as an immediate action.
Release: While you are not in a state of Absorption you are in a state of Release. As a standard action, you may expend these spellfire energy levels as a ranged touch attack (maximum range 400 feet), dealing 1d6 points of spellfire damage per spellfire level expended up to a maximum equal to your Hit Die, Creatures adjacent to the target take half the total damage of the target each (reflex half (15+Con)). Spellfire damage is untyped, pure magical power. You can treat your Base Attack Bonus as equal to your total Hit Die for this attack.
A spellfire wielder can also heal a target by touch, restoring 2 hit points per spellfire charge expended for this purpose.
- spellfire is affected by spells and magic items that affect spell-like abilities. It can be thwarted or counterspelled by dispel magic, and theoretically could be countered by another spellfire wielder. Spellfire is still a supernatural ability and will not provoke an attack of opportunity for its use, nor is it subject to spell resistance
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