Spellflame Mage
"...and he was caught there, trapped. The deamons grinned as the pressed close in but halted when he grinned back. Then from his hands, like great gouts of flame, came his soul, consuming the horde as they fled." - an excerpt from Rodram's tale.
by
Thomas N. Baumbach
Spellfire is a concept that exists in D&D through the Forgotten Realms campaign setting, but the concept of pure arcane fire extends beyond this history. The Shannara series of fiction by Terry Brooks contains “druid fire,” a similar ability to FR’s spellfire. Likewise other fictional worlds, including such notables as Tolkien’s Middle Earth, and Moorcock’s Melinbone, feature arcane energy channeled through weapons (a slighty different concept than D&D flaming magic weapon quality). Even in the real world there exists countless myths and legends where magic is found in or ascribed to the fire and flame.
The spellflame mage is an amalgam of all these sources. The selection of feats available to a spellflame mage allows her to customize how her ability is used, and can potentially reflect any of the afore mentioned historical sources for spellfire.
The spellflame mage is a new core class; their abilities classify them as a spellcasters, but they carry a damage potential roughly equal to that of the average fighter on a round to round basis but less than that of the average spellcaster when comparing spells to spellflame. Spellflame is a separate ability from spellfire, but you can treat the two as the same for purposes of feat/prestige class prerequisites and similar requirements. You can use this class by just dropping it into your campaign, but the spellflame mage really shines when it is the only arcane spellcaster available.
A spellflame mage has an inate talent for magic similar to a sorcerer’s. But rather than channeling magic into spells, the spellflame mage is a conduit for pure arcane energy channeled into spellflame. The spellflame mage is a unique spellcaster, often feared or reviled even by cultures familiar with magic-users.
Adventurers: Spellflame mages seek adventure for the same reasons other spellcasters do. Like sorcerers, a spellflame mage adventures to gain power and learn more about their abilities. Unlinke sorcerers, spellflame mages seldom feel the need to prove themselves, but rather have a vested interest in learning as much as they can about arcana in general. Their connectedness with the arcane energies of the world affords them an intimacy with magic other spellcasters envy, and by expanding their knowledge of traditional magics they seek to become the new masters of the arcane.Characteristics: A spellflame mages use their spellflame ability (and cast spells) through direct channeling of arcane energy through their bodies. They know very few spells compared to a sorcerer or wizard, and only gain spells through research, and they never specialize in one school of magic they way wizards sometimes do. Because of the rigors required by their spellflame ability, spellflame mages are hardy folk, but seldom as personable or sharp as other spellcasters.
Alignment: Spellflames mages are not bound by the rigid laws of magic like a wizard often is, nor do they flourish in chaotic, free environments like a sorcerer often will. They instead straddle the middle ground. Exploration of the world is one means of studying all things arcane, but there is much to be learned from research and the study of books. Spellflame mages favor a neutral alignment for this reason.
Religion: Any diety who claims magic as part of his/her portfolio may find spellflame mages in their service. The relationship between arcane and divine magic is often of intrigue to a spellflame mage.
Background: Spellflamge mages are rare. Many show signs of their power during puberty, but there are those that do not manifest their talent until well after adulthood. Regardless, even the most tolerant societies often ostracize individuals who can summon flames from their fingers seemingly at will. As such, spellflame mages often grow up apart from civilization (though not uncivilized). Spellflame mages seldom congregate simply because of their rarity, but when two do happen to meet there is much to gain by the sharing of information.
Races: Most spellflame mages are humans, but any race can produce a spellflame mage. Like sorcerers, spellflame mages are believed to be descendent from powerful beings like dragons, demons, archons, or even gods.
Other Classes: Spellflame mages associate well in most adventuring parties, except when confronted with a traditional spell-caster. Sorcerers and wizards often react negatively to a spellflame mage’s ability to (seemingly) freely cast spells and summon forth arcane fire at will – an ability sorcerers and wizards do not possess.
Alignment: Any
Hit Dice: 1d4
Class Skills: The spellflame mage’s class skills (and the key ability for each skill) are Concentration (Con), Craft (all skills taken individually) (Int), Heal (Wis), Knowledge (all skills taken individually) (Int), Profession (Wis), Spot (Wis), and Spellcraft (Int). Skill points at each level: 2+Int modifier (x4 at first level).
Level Advancement: Knight of the Green Rose
Level
B.A.
Fort
Ref
Will
Special Abilities
1st
+0
+2
+0
+2
Spellflame, Spell Mimic
2nd
+1
+3
+0
+3
Bonus Feat
3rd
+1
+3
+1
+3
--
4th
+2
+4
+1
+4
Bonus Feat
5th
+2
+4
+1
+4
--
6th
+3
+5
+2
+5
Bonus Feat
7th
+3
+5
+2
+5
--
8th
+4
+6
+2
+6
Bonus Feat
9th
+9
+6
+3
+6
--
10th
+5
+7
+3
+7
Bonus Feat
11th
+5
+7
+3
+7
--
12th
+6/+1
+8
+4
+8
Bonus Feat
13th
+6/+1
+8
+4
+8
--
14th
+7/+2
+9
+4
+9
Bonus Feat
15th
+7/+2
+9
+4
+9
--
16th
+8/+3
+10
+4
+10
Bonus Feat
17th
+8/+3
+10
+5
+10
--
18th
+9/+4
+11
+6
+11
Bonus Feat
19th
+9/+4
+11
+6
+11
--
20th
+10/+5
+12
+6
+12
--
Weapon and Armor Proficiency: Spellflame mages are proficient with all simple weapons. They are not proficient with any type of armor or shield.
Bonus Feat: The spellflame mage gains bonus feats as she learns more about her spellflame ability. These feats must be drawn from the Spellflame
bonus feat list.
Spellflame (Sp): Spellflame mages channel arcane energy from the ambient energies of the universe through their bodies, producing brilliantly colored flames from their hands, called spellflame. The color is produced is chosen by the player and remains constant throughout the spellflame mage’s career. Spellflame can be used as an attack and it can also reproduce the effects of spells (see Spell Mimic below). A spellflame mage can channel spellflame a number of times per day equal to 3 + her Constitution modifier, minimum 1. Using a daily use of spellflame is a standard action.
To use spellflame as an attack, a spellflame mage can spend one daily use of spellflame to make a ranged touch attack against one target within 10’. If successful, the attack does 1d4 points of damage per spellflame mage level, but the target receives a Reflex saving throw (DC = 12 + spellflame mage level + Con modifier) for half damage. Spellflame is not subject to damage reduction or energy resistance of any kind but is subject to spell resistance.
To use spellflame as an attack, a spellflame mage can spend one daily use of spellflame to make a ranged touch attack against one target within 10’. If successful, the attack does 1d4 points of damage per spellflame mage level, but the target receives a Reflex saving throw (DC = 12 + spellflame mage level + Con modifier) for half damage. Spellflame is not subject to damage reduction or energy resistance of any kind but is subject to spell resistance.
Spell Mimic (Sp): A spellflame mage can spend one use of spellflame to attempt to cast spells from the sorcerer/wizard spell list. Spellflame mages can only mimic spells on their class spell list. Spellflame mages begin with zero spells on their class spell list. To add spells to this list, a spellflame mage must first witness a casting of a spell, after which she may attempt a Spellcraft check (DC = 20 + level of the spell she wishes to add). If successful the spell is added to her class spell list – this is her list of spells known. Spellflame mages can also learn spells from scrolls or spellbooks as a wizard can. (Players should keep a list of spells known on their character sheet.) A spellflame mage can know up to 1 + Int modifier (minimum 1) of spells of any spell level. A spellflame mage can choose to unlearn spells and learn new ones each time she gains a level.
To attempt to mimic a spell, a spellflame mage must spend one use of spellflame, succeed a Concentration check (DC = 20 + level of mimicked spell), and she must be able to meet the component requirements of the spell. Should the concentration check fail, the spellflame mage must succeed a Fortitude saving throw (DC = 20 + level of spell mimicked). If she fails she is dazed for one round per level of the attempted spell mimicked. If she succeeds she is dazed for one round. The type of action (e.g. standard, full-round, etc.) changes according to the spell she is attempting to mimic. The type of action (e.g. standard, full-round, etc.) changes according to the spell she is attempting to mimic. Mimicking a spell is subject to arcane spell failure chance from wearing armor or using a shield.
To attempt to mimic a spell, a spellflame mage must spend one use of spellflame, succeed a Concentration check (DC = 20 + level of mimicked spell), and she must be able to meet the component requirements of the spell. Should the concentration check fail, the spellflame mage must succeed a Fortitude saving throw (DC = 20 + level of spell mimicked). If she fails she is dazed for one round per level of the attempted spell mimicked. If she succeeds she is dazed for one round. The type of action (e.g. standard, full-round, etc.) changes according to the spell she is attempting to mimic. The type of action (e.g. standard, full-round, etc.) changes according to the spell she is attempting to mimic. Mimicking a spell is subject to arcane spell failure chance from wearing armor or using a shield.



