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Spellfire Channeler:

Spellfire weilders have the powerful ability to absorb spells/effects cast at them to be used later. The
spellfire wielder can use his power to send a gout of arcane fire at his enemies, heal himself, or gain
additional powers. A spellfire channeler can absorb magic from non-artifact items, gaining spell levels
equal to the caster level of the item.
True Spellfire:
Spellfire is a powerful ability that permits the mage to absorb spell energy cast at him directly and store
it within himself. If the channeler is the target of an area effect, he can absorb half the levels but does
not end the effect. Once absorbed, the channeler can use this energy in several ways:
1) The channeler can emit the stored energy as emission of raw arcane energy, in either a
line, burst, or 30ft radius ball. The damage is equal to 1d6 per level expended; the
channeler cannot spend more levels than he has constitution points.
2) The channeler can convert the stored energy to heal himself; each level so expended
heals 1d4 points of damage. The spellfire wielder can attach severed limbs within 1d4
minutes at the cost of 10 spell levels.
3) If the channeler has 1 spell level or more, he is able to fly at spd 18.
4) The channeler can spend 15 spell levels around to gain MR 50%
A Spellfire channeler is a living battery of raw magic and is able to regenerate spellfire energy without
the necessity of constantly drawing upon spells or magic items. In the same way a sorcerer recovers her
spell-slots, after sleeping for 8 hours a spellfire channeler regains a number of spellfire energy levels
equal to her class level, to a maximum equal to her Con score.
Capacity:
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 Con score is dangerous, with different effects
depending upon the number of levels stored:
Con +1 to Con 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/day the channeler must make a Constitution check (DC 10) or take 1d6 points of damage as one
of her spellfire energy levels backfires.
Con x2+1 to Con 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 Constitution
check every hour.
Con x3+1 to Con 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 Constitution 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.
Con x4+1 to Con x5: 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 a non-damaging spell, DC 25 to concentrate), and
must make the backfire Constitution 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 SV (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
action.

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