Spellfire Preserver (3.5e Class)

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Spellfire Preserver
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Status: In game testing
Editing: Constructive edits welcome

Spellfire Preserver[edit]

Use of magic in the world has grown these past years and it is nature trying to seek balance. It is that, or it is the will of the gods that the Spellfire Preserver exists. The Preserver’s role is to seek out magical imbalances and correct the problem. The Preserver may be seen as opposed to magic, but at their core wish to preserve it by not letting it be abused. Absorbing the magic in to themselves is a great sacrifice for it can be painful at times.

Preservers must keep track of the daily total spell levels used independent of the current storage. Absorbing is very painful and at some point becomes more difficult to maintain control. If not careful, a Preserver can be consumed by the stored magic. It is also very tiring to expel the spellfire.

A Preserver may use magical items and their abilities without fear of accidentally draining them. They may also have spells cast upon them voluntarily. No action must be taken for this to happen unlike magic resistance. The Preserver must focus to prevent or absorb magic.

The Preserver's field of expertise is observation, magic and nature. The Preserver notices things that other people don’t. They see magic differently than spell casters and they see nature differently than druids. The Preserver is driven by their curiosity and search for knowledge and thus make good adventurers. They are typically hardy due to the difficulty of using spellfire.

Spellfire Preservers can not be arcane or divine casters because of how the raw magic is treated and their unique prospective of the weave. Although some of their ability may duplicate other spells, no spell is being cast and thus can’t be countered by normal means. Spells that negate magic can be used to stop spellfire and a successful dispel magic cast upon a spellfire wielder can remove ERP based on the desired level of spell to be dispelled.

Spellfire Preserver don’t rely solely on the use of spellfire. They train in combat to increase their survivability because once revealed they are targeted and hunted by large powerful groups to be used and abused. They tend to live in secret or among a large powerful group to protect them.


Making a Spellfire Preserver[edit]

Abilities: Charisma powers the spellfire, Wisdom helps control it, Constitution helps you survive it and Dexterity helps target it.

Races: Any, but typically Human.

Alignment: Any Neutral

Table: The Spellfire Preserver

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +2 +0 +2 Spellfire Wielder*
2nd +1 +3 +0 +3 Spellfire Evasion
3rd +2 +3 +1 +3 Endurance
4th +3 +4 +1 +4 Willed Reserve
5th +3 +4 +1 +4 Practiced Concentration, Improved Healing
6th +4 +5 +2 +5 Dispelling Touch
7th +5 +5 +2 +5 Controlled Spellfire
8th +6/+1 +6 +2 +6 Multi Attack, Willed Reserve(x2)
9th +6/+1 +6 +3 +6 Improved Spellfire Evasion
10th +7/+2 +7 +3 +7 Weave Balance
11th +8/+3 +7 +3 +7 Spellfire Flight
12th +9/+4 +8 +4 +8 Sense Magic, Willed Reserver(x3), Dispelling Touch(+20)
13th +9/+4 +8 +4 +8 Dominate Spellfire
14th +10/+5 +9 +4 +9 Split Focus
15th +11/+6/+1 +9 +5 +9 Crown of Fire, Multi Attack(x3)
16th +12/+7/+2 +10 +5 +10 Weave Jump
17th +12/+7/+2 +10 +5 +10 Spellfire Maelstrom
18th +13/+8/+3 +11 +6 +11 Spellfire Deflection
19th +14/+9/+4 +11 +6 +11 Capture Spell
20th +15/+10/+5 12+ +6 +12 Spell Channeler

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Bluff(Cha), Concentration(Con), Craft(Int), Decipher Script(Int), Heal(Wis), Knowledge [Any](Int), Listen(Wis), Profession(Wis), Search(Int), Sense Motive(Wis), Spellcraft(Int), Spot(Wis), Survival(Wis), Use Magic Device(Cha).

Class Features[edit]

All of the following are class features of the Preserver.

Spellfire Wielder(Su): At 1st level, a Preserver automatically gains the Spellfire Wielder (modified) feat. This feat can only be taken with DM permission.

Gaining Spellfire:
Spellfire wielder can ready an action to absorb an incoming spell and gain the level of spell as ERP, similar to a rod of absorption but with a successful WILL save vs. the incoming spell check (DC 10 + spell level + ability bonus). The max ERP (energy reserve points) allowed without any negative effects is equal to her Constitution score plus Preserver level and is called the Threshold.
Threshold limits:
If absorbing above the Threshold then the energy begins to becomes uncomfortable and possibly lethal. From +1 to +10, known as 1 step the Preserver’s eyes will begin to glow as the energy will try to be released. Any step effects will continue for 1 minute even if brought below the Threshold. If still over the Threshold, the current step level effects will take place. Only by completely exhausting all of the ERPs will the effects stop early.
Backfire:
If maintained at step 1 for more than 24 hours, then a backfire check needs to be made, WILL save DC 10 + Step Level. Backfire damage is 1d6 and releases 1 ERP. At step 2, the body begins to glow as candle light and the Backfire check is made every 1 hour. At step 3, the body flares with a silvery white light as per torch light and Backfire checks are made every minute. At step 4, the body bursts in to silvery flames and has the effect of casting a daylight spell, but it can not be countered by the darkness spell. The overlapping areas of darkness will be set to the normal light conditions of ambient light. Backfire checks are made every round. At step 5 and above the Preserver has no choice but to release the energy and radiates a 20’ radius of fire damage releasing 1d6 ERP and doing ERP x 1d6 in damage, REF save for half, but the Preserver can not avoid the damage in any way. This is called critical mass for the Preserver and she will be unable to expend her ERP to heal herself at this point, but still may heal others. If knocked unconscious or asleep, all backfire checks automatically fail which will in all likely hood kill a Preserver at step 4 or higher.
Using Spellfire:
The saved ERP can then be expended as a raw magical blast of 1d6 per ERP spent against targets within medium range (100’ + 10‘/level). Only 1 ERP may be spent per Preserver level in 1 round. Damage is considered ½ raw magic and ½ fire damage. Saves against the Preserver’s blasts of spellfire have a REF save of DC 10 + the spellfire wielder’s Charisma bonus + ½ the spellfire wielder’s class levels (round down, min 1). The spellfire wielder may heal self or others by touch for 2 points for each ERP spent.
Fatigue:
Using spellfire can be exhausting. Once the spellfire wielder spends more than their Threshold in one day then they will be subject to fatigue checks each round they use spellfire (FORT save is DC 10 + step level). The first step is +1 to +10 used above the Preserver‘s Threshold. Once fatigued (-2 Dex and Str), continue the fatigue checks to become exhausted (-6 Dex and Str) and then unconscious. The step levels apply as penalties to fatigue checks from other sources as well.

All of the following abilities require the Spellfire Wielder feat as a prerequisite:

Spellfire Evasion(Ex):

At 2nd level, a Preserver can avoid magical area effect damage by taking in part of the magic. It neither dispels the effect nor necessarily prevents all the damage taken. If she makes a successful WILL saving throw against an attack that normally deals half damage on a successful save, she will take no damage and absorb ½ the spell level in to her spellfire energy reserve (ERP). If the spell is continuous from a single spell source, like Wall of Fire, the absorption only happens once. She still gets her normal REF save to avoid taking ½ damage if her WILL save fails. This ability can not be used in conjunction with the evasion or improved evasion abilities.

Endurance(Ex):

At 3rd level, the spellfire Preserver gains the Endurance feat. The Preserver also gains +4 to all Constitution and fatigue checks relating to Spellfire.

Willed Reserve(Ex):

At 4th level, a Preserver may retain spellfire energy as points (ERP) up to her Constitution + Preserver level + WILL bonus x1 without any negative effects. This is the new Threshold. The Threshold will increase in increments of your WILL bonus every 4 levels. So, x2 WILL bonus at 8th and x3 WILL Bonus at 12th etc.

Practiced Concentration(Ex):

At 5th level, a Preserver gains a +4 bonus to concentration and + 2 to WILL saves.

Improved Healing(Su):

At 5th level, a Preserver may add ½ their CHA bonus for each ERP spent for healing. For example a 6th level Preserver with a CHA of 18 may heal 24 hit points per round. (6 ERP * (2 + [+4 CHA bonus/2]))

Dispelling Touch(Su):

At 6th level, as per the spell Dispel Magic, the Preserver may dispel magic but only at a zero range. The Preserver must either touch the item or creature with active spells or be with in the effected area to affect the spell. Only 1 spell can be dispelled at a time, starting with the highest level affect first or a specific spell can be targeted with a successful spellcraft check (DC 15 + spell level). The spell level * ½ (min 1) is then stored as ERP for the Preserver. If done to a permanent item, it is turned off as long as the Preserver is present and is in medium range of item (100’ + 10’/level) and conscious. After the item is released, it will reactivate in 1d4 rounds. The Preserver makes a DISPEL check (1d20 + Preserver level, [max of 10 & max of 20 at level 12]) against the spell (DC 11 + caster level). The Preserver may not gain ERP from the same item more than once a day, but can dispel the item again if reactivated. The Preserver may voluntarily release an item in proximity that has be dispelled by her touch.

Controlled Spellfire(Su):

At 7th level, the spellfire wielder has learned to control and focus the spellfire energy more efficiently. Instead of chaotic blasts of raw magical energy, the wielder can now use silvery lances of energy. Her ranged attack can now be focused in to a close ranged touch attack (25’ + ½ level * 5’) that will cause 1d6 magical force damage per ERP spent, no save. Only ½ wielder level may be spent in this fashion per round.

Multi Attack(Su):

At 8th level, the spellfire wielder may hold on to the spellfire energy a little longer and redirect it to effect multiple targets or the same target multiple times. Additional targets must be within 15’ of the previous target. Additional attacks are at their base attack bonus if a roll to hit is required. The wielder gets a 2nd attack at 8th level and a 3rd at 15th. This effects all of the spellfire wielders spellfire attacks.

Improved Spellfire Evasion(Ex):

At 9th level, a Preserver can avoid magical area effect damage by taking in part of the magic. It neither dispels the effect nor necessarily prevents all the damage taken. As per the Spellfire Evasion ability but a failed WILL save only does ½ damage and she can make a REF save for ¼ damage, but no ERP will be gained. On a successful save she will take no damage if the spell allows for half damage on a REF save, and if magical area effect doesn’t allow for a save for half damage, then ½ damage is taken. She will gain ½ the spell level in ERP once from the same spell on a successful save. This ability can not be used in conjunction with the evasion or improved evasion abilities.

Weave Balance(Su):

At 10th level, the Preserver can now draw upon the weave directly to gain or reduce ERP. The preserver must meditate for a ½ hour. At the end of the balance period a concentration check must be made (DC 5, DC 10 for simple conversation, DC 15 for any activity, DC 20 for combat, +5 DC if injured or fatigued, +10 DC if exhausted) The balance time must restart if any ERP were spent in that period. At the end of the balance time, the Preserver will be at her Threshold. If already above the Threshold, this will reduce your ERP putting you in balance with the ambient magic.

Spellfire Flight(Ex):

At 11th level, the Preserver is able to use spellfire to propel her in to flight. Spending 1 ERP will last for 1 minute and is a swift action. There is no warning or graceful fall if flight is dispelled, negated or if the duration is up. The Preserver will be allowed to continue flight as an Immediate action by spending 1 ERP. Spending ERP for this ability does not count towards the turns maximum ERP allotment.

Sense Magic(Su):

At 12th level, the Preserver has become in tuned with the weave and can spend 1 ERP to Detect Magic as per the spell. No concentration check is needed but the presence of magic is more apparent the longer it is in your field of view. 1st round, the presence of magic is apparent. 2nd round, the general area of the magical auras comes in to view (50% concealment if using aura to target object). The 3rd round the magical aura is defined and can be scrutinized with a spellcraft check (DC 15 +spell level or ½ caster level). This is a swift action and spending ERP for this ability does not count towards the turn’s maximum. The effect only lasts 1 minute, but can be continued as an immediate action. This is not a divination and is not subject to other magic that may try to conceal or alter the aura or a spell. Potentially after 3 rounds, you can see invisible creatures or magical creatures in the ethereal plane.

Dominate Spellfire(Su):

At 13th level, the Preserver can use her touch abilities at short range as silvery tendrils extend out to affect her opponents or allies with a ranged touch attack. This can be used with multi attack but the same effect must be transmitted. Affected individuals can only be effected once. For example, all healing or all attack where you can heal 3 different people at 15th level, but not 1 person 3 times.

Split Focus(Su):

At 14th level, the Preserver may use a full attack action to split her spellfire actions as long as the ERP limit per round is not exceeded. For example, the Preserver at 15th can use 5 ERP to raw magical blast 3 enemies, use 5 ERP to range touch attack 3 more enemies (or the same 3) and use the last 5 ERP to heal 3 allies.

Crown of Fire(Su):

At 15th level, the Preserver may bring in to existence a fiery halo of silvery light (same as daylight spell) for 15 ERP as a full attack action and a concentration check DC 25. Any magical item or spell, of the Preservers choosing, that comes with in 5’ must save or be dispelled (as per dispelling touch) which will power the halo and ERP are not gained by the Preserver. Any dispelled item striking the Preserver will be automatically melted after dealing it’s non-magical damage. Those items not dispelled will automatically be dispelled after dealing their non-magical damage, but will not be destroyed. Artifacts, items of caster level 20 or greater are unaffected, but still only do non-magical damage and counts towards powering the crown. The Preserver may chose to have any absorbed spell or successfully evaded spell power the halo for another round instead of gaining the ERP. If no magic is absorbed towards the crown with in the round, then the halo will disappear in 1d3 rounds. If any magic is absorbed in that time, the crown will then be powered again. If no new magic is absorbed then the Preserver may chose to power it as an immediate action at the end of it’s duration for 15 ERP. This does not add to the allowed points limit per round. After the initial round the crown comes in to existence, the Preserver may act and spend ERP normally. Items only save once a round.

Weave Jump(Su):

At 16th level, the Preserver may use the magical weave to guide her to another location on this or another connected plane. The Preserver may go to any place known or seen directly or to any place another person guiding the transport has seen or is familiar with. Use Teleport guidelines for accuracy. If going to another plane use Plane Shift as a guide for accuracy. The Preserver may bring up to ½ level of others touching her and costs 8 ERP for self only and 1 ERP per additional man-sized person. Travel can be blocked or redirected by spells that effect teleport and plane shift or magic circles in the target destination. Targeted spells may still be absorbed.

Spellfire Maelstrom(Su):

At 17th level, the Preserver can absorb all magic destroyed in the maelstrom. The maelstrom is a 40’ radius with the Preserver with in 5’ or inside the maelstrom. The Preserver’s items and personal spells are unaffected if she so chooses. The Spellfire Maelstrom has all of the effects of Mordenkainen’s Disjunction. All spell levels of spells and ½ caster levels of items destroyed are absorbed by the Preserver. Destroying artifacts is dangerous and may result in the loss of the Spellfire Wielder feat (WILL DC 25) and is 95% likely to attract the deity behind the creation of the artifact and eventual wrath. Regaining the Spellfire Wielder feat will take no less than a direct plea with a deity powerful enough to restore it to you. The Preserver expends all of her ERP in a full attack action to power Maelstrom and must be currently over her Threshold. Also, any continuous Spellfire effects on turn off (Flight, Detect Magic and Crown) and any Backfire effects immediately stop as all the ERP is drained. After the Maelstrom, the Preserver will now be subject to the new Backfire effect if over her Threshold. The Preserver is revitalized with the expenditure and re-absorption of the spellfire and now treats the daily expenditure for purposes of fatigue as being at Threshold. This is one way to quickly get rid of all the extra spellfire energy in a pinch, or gain gobs of ERP in a single round. This ability is not subject to the ERP round level limit.

Spellfire Deflection(Su):

At 18th level, the Preserver may redirect any area effect spell cast in to short range. Instead of affecting the intended area it will only effect the Preserver if successfully channeled and absorbed. A successful concentration roll is required to redirect the spell and then the Preserver will have to try to absorb it. If the Preserver fails to channel and absorb the spell in to her, it is instead centered on the Preserver and the spell goes off normally. The Preserver can now try to evade the spell, but those around the Preserver not in the original area may not be too happy.

Capture Spell(Su):

At 19th level, the Preserver may target someone casting a spell with in medium range and counter the spell with a saved standard action. But instead of the spell being countered, it will be captured and then appears as a small ball of silvery light rotating above the Preserver’s head. The Preserver can automatically absorb the spell level for the ERP as a swift action or retarget the spell as a standard action. The Preserver can only capture as many spell levels as she has levels. The spells must be absorbed or retargeted before 1 hour/level and 1 ERP must be spent per hour to maintain and to capture spell. Use of ERP in this fashion does not add to the round limit for spending ERP. The silvery balls can be dispelled, and dispelled automatically by the original caster. Once used by the Preserver, the spell is changed and can not be countered by normal means (no spellcraft check), but still can be dispelled at the original caster level or Preserver level if the Preserver adds her own ERP equal to the spell level.

Spell Channeler(Su):

At 20th level, the Preserver can channel a spell cast by another caster and give the spell additional attributes. Any spell channeled is equal to the Preservers level or at +2 if the caster is of a higher level. The channeled spell can have one of the following effects:
  • The spell can be made permanent if the XP cost is paid for by either party or split self target can be either channeler or caster.
  • Any meta-magic effect can be applied as long as it doesn’t exceed 9th level overall.
  • Overcome Spell Resistance of Target. No SR check is made vs. the spell
Captured spells can also be channeled but do not get the +2 advantage if the caster was a higher level. Channeled spells cost 2x the spell level in ERP and take a standard action.

Weapon and Armor Proficiency: Preservers are proficient will all simple weapons and light martial weapons. They are also proficient in light and medium armor as well as shields smaller than tower. Armor and shield use does not effect their ability to use spellfire.



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