
nighttree |

I am admittedly taken with the idea of spellfire, and as I was going over the Warlock class from tome of secrets, it occurred to me how easy it would be to create a few new school abilities to replicate a Spellfire wielder.
In a nutshell, I refigured the absorption around "effective caster level", so that absorbed magic (spellfire points) basically grant an increase to the existing caster level of the Warlocks abilities.
Spellfire Blast (Su): As a standard action, a spellfire wielder may unleash a blast of spellfire as a melee or ranged touch attack (maximum range 100 feet + 10 feet/per level). This blast deals 1D6 points of damage at first level and increases in power as the wielder rises in level. (NOTE: advancement same as Arcane bolt, and eligible for Arcane burst, Arcane flurry, and Arcane eruption). You deal an additional + 1d6 per 2 spellfire points invested.
Unlike most supernatural abilities, spellfire is affected by Dispel Magic spells, items that absorb magic (like a Rod of Absorption), or items that negate it (like a Rod of Negation); counter-spelling attempts, however, are ineffective.
Spellfire also cannot penetrate an antimagic field or a dead magic zone.
Spell Absorption(Su): All those with the gift of spellfire absorb any targeted magic cast at them as a default, as if they were a rod of absorption. This essentially is the equivalent of an invincible Spell Resistance rating – any magical energies directed at a wielder of spellfire are simply absorbed without effect to the wielder .
When a spellfire wielder absorbs spells targeted at them, they gain additional “spellfire points” equal to the caster level of the spell absorbed , and up to their constitution. If they have reached their limit, they cannot absorb magic until they expend some of their stored spellfire energy levels, and can invest a number of spellfire points equal to their Constitution score per round.
Area effect spells or spells that only fractionally overlap the area where they are standing, like being on the trailing edge of an area blasted by a Fireball, are not absorbed, and do not render Spellfire Points.
If their Constitution decreases so that their number of stored spellfire points is greater than their current effective Constitution, the excess points incur overload penalties, and must be discharged as destructive spellfire (see below).
Stored spellfire points are unavailable in an antimagic field, but are not lost.
Once the wielder is out of the antimagic field, the spellfire points are again available for use. Dispel magic and similar effects cannot negate stored spellfire points.
A character with stored points radiates magic as if they were an item with a caster level equal to half their Hit Die plus number of stored Spellfire points.
Increased storage: The channeler's capacity for storing spellfire energy levels is multiplied by the listed value. However, storing spellfire energy levels in excess of the channeler's Con score is dangerous, with different effects depending upon the number of levels stored. When a spellfire wielder absorbs Spellfire Points greater than their base capacity, then Spellfire Overloading has occurred, (As represented on the table below), this has 5 stages, each of increasing severity and danger to the wielder.
Each stage is represented by excess absorbed Spellfire Points equal to (constitution x overload level). These dangers can be averted simply by releasing Spellfire Points in the form of spellfire (or spells if the wielder is also a spellcaster) in sufficient quantity to bring the wielder back down to within the capacity limits of their Spellfire pool.
4th level: Con +1 to Con x2: The channeler's eyes glow brightly and any creature, magic item, or spell effect that touches the channeler causes 2 spellfire level to be released as a burst against the channeler and all adjacent creatures.
8th level: 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 a burst, and the channeler must make the backfire Constitution check every hour.
12th level: 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 burst against the channeler and all creatures within 10 feet of her.
16th level: Con x4+1 to Con x5 or above: 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 burst against the channeler and all creatures within 20 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 action.
Regardless of the number of spellfire energy levels stored, a character can voluntarily expend only a number of spellfire energy levels per round equal to her Constitution score, Involuntary expenditure, such as that noted above, isn't limited in this way.
1st: Healing fire (Su): A spellfire wielder can heal themselves or a target by touch, restoring 1D4+1/2 levels, hit points + 1 per 2 spellfire energy level expended for this purpose. This is not considered positive energy, so it does not injure undead.
6th: Drain charged item (Sp): A channeler can heal herself or recharge her spellfire using magic drained from magic items. This ability requires a standard action and can only be used on an item that the wielder is touching. Using drain on a single use item (potion or scroll) destroys the item but gains spellfire energy points equal to the highest caster level of the item. When used on a Staff or Wand, this ability drains 5 charges, but gains the channeler five spellfire points.
12th Drain permanent item (Sp): When used on a permanent magic item, the channeler can drain power from the item by touch as a standard action. If the item is held or worn by another, the channeler must make a melee touch attack to touch it, which provokes an attack of opportunity from the defender. The channeler must make a level check (1d20+caster level) against a DC of 11 + the caster level of the item to drain it.
A success means the item's properties are suppressed (as if affected by dispel magic) for 24 hours and the channeler gains spellfire energy points equal to the highest caster level of the item.
16th Crown of Fire (Su): You can call up spellfire to surround yourself with a protective barrier, which appears as a halo of spellfire around you, and provides light equal to a daylight spell. The crown of fire gives you damage reduction X/- , where X equals half your current equivalent caster level, and automatically melts all non-magical weapons that strike you (after inflicting damage, if any). The crown of fire grants the channeler spell resistance equal to 10+ current effective caster level
(all countered spells count as absorbed), and does damage to any creature adjacent to you, or striking you with it's body or a hand held weapon, equal to your current effective caster level.
In addition, whenever someone directs a melee attack against you, you can, as an immediate action, aim a blast of spellfire at that creature. This blast deals damage equal to your spellfire blast (including bonus damage from the spellfire points invested ). This blast automatically strikes the target, which can attempt a Reflex saving throw for half damage (DC 10 + 1/2 your character level + your Cha modifier). The crown of fire can be used for a number of rounds per day equal to 3+ your warlock levels.
Opinions or suggestions ???

nighttree |

Sounds interesting! Would this work for a sorcerer bloodline as well? As a warlock class there would need to be some pact involved.
It could, but it would take a bit more work to function as a bloodline, and it wouldn't be as effective.
The Warlock class already accommodates it with ease.
nighttree |

Is the Crown of fire ability "over the top" for a 16th level ability ?
16th Crown of Fire (Su): You can call up spellfire to surround yourself with a protective barrier, which appears as a halo of spellfire around you, and provides light equal to a daylight spell. The crown of fire gives you damage reduction X/- , where X equals half your current equivalent caster level, and automatically melts all non-magical weapons that strike you (after inflicting damage, if any). The crown of fire grants the channeler spell resistance equal to 10+ current effective caster level
(all countered spells count as absorbed), and does damage to any creature adjacent to you, or striking you with it's body or a hand held weapon, equal to your current effective caster level.
In addition, whenever someone directs a melee attack against you, you can, as an immediate action, aim a blast of spellfire at that creature. This blast deals damage equal to your spellfire blast (including bonus damage from the spellfire points invested ). This blast automatically strikes the target, which can attempt a Reflex saving throw for half damage (DC 10 + 1/2 your character level + your Cha modifier). The crown of fire can be used for a number of rounds per day equal to 3+ your warlock levels.

neceros |

How so ? If you don't mind me asking.
Well, I don't want to sound disrespectful.
Firstly, though, it's not very well written. For instance, the only first level warlock school you can pick, the damaging one, says +1d6 of damage for every two levels. Is that 1d6 at first, plus 1d6 every two levels thereafter, or does it start at level 2? And that's just a minor thing.
The class is just worse off than the original in most areas. In the other areas is so blatantly overpowered. I love third party writers because they expand the knowledge and ideas of a great system, but most of them don't have much in the way of a balanced eye.
And there's other minor things.

nighttree |

I can certainly agree that there are some things that need clarification.
All in all though, I think the Tome of Secrets version is looking to have more potential than the WOTC version ever did.
Regarding your specific reference to Arcane bolt, I have seen the same question come up several times, and this is what I am getting from my reading (YMMV).....
“that does 1D6 of damage” so I read that as right out the gate, you get 1D6 damage.
“+1D6 for every two warlock levels” so at first level, you do 1D6, at 2nd level, you do 2D6, 4th level, 3D6, and so on....and so on.
There are a lot of other things I like about the new version, not the least of which is that it is now an (Su)....so bypasses SR.
I also like the follow up invocations they did for the blast (Arcane burst, flurry, and eruption).
There is still a lot of need for other options in my opinion (I have been considering allowing them to choose clerical domain abilities as well, just to increase the options), and clarification on some of the existing ones, but all in all, It has made me excited about the idea of using the class again.