The Weave is the essence of magic, the
very thing that allows magic to exist. Some access the Weave through power gained through knowledge or some innate talent,
shaping it to their needs. Others access it through knowledge granted by the gods, not knowing how they actually perform their
spells, only knowing that their god has granted them the ability to do so.
There are people of another sort, people
who take the raw energy of the Weave and control it. They feel no need to shape it, though some have learned how. These people
do not use magic in the normal sense of the word. Instead, they employ it in its raw form, as pure energy, nothing more, nothing
less, a combination of the power of magic and the power of a god. These people wield spellfire, an ability that should not
be taken lightly.
Many of the people choose to pursue other paths, leaving their spellfire abilities weakened and never
learning to shape it in any way. Though they may eventually learn much of what a spellfire warrior does, none of them will
ever be his equal. A spellfire warrior focuses almost exclusively on his spellfire abilities, though he also teaches himself
combat techniques, knowing spellfire will not always be available, so that he may defend himself when he cannot use his innate
Adventure: A spellfire warrior may adventure for any number of reasons. He may be adventuring for the
sole purpose of bettering his own abilities, or to take down those that would wish to destroy him (such as the Cult of the
Dragon). A good spellfire warrior may adventure to protect those weaker than himself, while an evil one may be out simply
to destroy them.
Characteristics: A spellfire warriors main ability is, of course, his spellfire, followed closely
by his combat abilities. Though not as strong as other warriors, he can often handle more damage than others, giving him some
strength where he might otherwise be weak.
As he gains experience, a spellfire warriors talent grows. He eventually
learns to shape it, and even to pull some of the very essence of the Weave into himself to recharge. His combat abilities
dont improve much, but are often augmented by his spellfire in one way or another.
Alignment: Spellfire warriors
are as varied as any other group and as such have no preferred alignment. Equal numbers of good and evil spellfire warriors
exist within the world, and even those on the same axis of good and evil may differ greatly in their stands on chaos and law.
Many spellfire warriors worship Mystra, for she is the essence of the Weave, and without her they would be nothing. Others
worship their racial deities, but willingly acknowledge Mystras effect on their lives, and at least do more than pay her lip
Backgrounds: Spellfire warriors come from all sorts of backgrounds, from poor servant boys to kings.
No common background theme can be found among them.
Races: Like their backgrounds, spellfire warriors have no
race that is more common than another race, being found equally among the more civilized races. Though they are not quite
as common among uncivilized races, they are nonetheless far from rare.
Other Classes: Spellfire warriors have
no special feelings towards other classes, except perhaps those who are spellfire channelers, who they pity. They acknowledge
that all classes have their own inner strengths and as such should no be belittled.
Role: Spellfire warriors
serve best as backup fighters and healers. Though they excel in neither of these roles, they are decent in both, and can prove
to be of great assistance. They are meant to be part of the background, as their abilities tend to make them glaring targets,
which is why a decent amount of their training focuses on defense.
Game Rule Information
warriors have the following game statistics.
Requirements: Unlike most core classes, the spellfire warrior has
one requirement. To enter this class, the character must have the feat Spellfire Wielder. Without it, most of the classs abilities
would not work.
Abilities: Constitution is extremely important, as it grants the ability to store more spellfire
energy levels safely and also grants them more hit points. Charisma is also important, as it fuels a number of the spellfire
warriors abilities. Strength and Dexterity often prove important, as it increases their combat prowess.
Hit Die: d6
Base Attack Bonus: ¾ (as rogue)
Base Save Bonuses: Fortitude low,
Reflex and Will high
The spellfire warriors class skills (and the key ability for each skill)
are: Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str),
Knowledge (arcana) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival
(Wis), Swim (Str), Tumble (Dex), and Use Magic Device (Cha). See Chapter 4: Skills of the Players Handbook version 3.5 for
Skill Points at 1st Level: (4 + Int mod) x 4
Skill Points at Each Additional Level:
4 + Int mod
| ||Base || Fort ||Ref || Will|
|Level ||Attack Bonus ||Save ||Save || Save || Special|
|1 || +0 ||+0 ||+2 ||+2 ||Proficiencies, Psionic
Equivalency, Force of Personality, Draw on the Sun
|2 ||+1 ||+0 ||+3 ||+3 ||Evasion, Endurance
|3 || +2 || +1 || +3 ||+3 ||Uncanny Dodge, Fast Movement
|4 || +3 ||+1 ||+4 ||+4 ||Spellfire Battery 2, Drain
|5 ||+3 ||+1 || +4 ||+4 ||Improved Healing
|6 ||+4 ||+2 ||+5 ||+5 ||Improved Uncanny Dodge |
|7 ||+5 ||+2 ||+5 ||+5||Spellfire Battery 3, Rapid Blast
|8 || +6/+1 ||+2 ||+6 ||+6 || Fists of Flame
|9 || +6/+1 ||+3 ||+6 || +6 ||Weapon Focus (spellfire)
|10 || +7/+2 ||+3 || +7 || +7 ||Spellfire Battery 4, Improved
|11 ||+8/+3 ||+3 ||+7 ||+7 || Rapid Blast 3, Drain Permanent
Item, Recharge |
|12 || +9/+4 || +4 || +8 || +8 ||Ranged Healing (2)
|13 || +9/+4 || +4 || +8 || +8 ||Spellfire Battery 5, Draw on
|14 || +10/+5 ||+4 ||+9 ||+9 ||Flight, Greater Charged Item
|15 ||+11/+6/+1 ||+5 ||+9 ||+9 ||Rapid Blast (decrease penalties),
|16 ||+12/+7/+2 || +5 ||+10 ||+10 ||Crown of Fire |
|17 ||+12/+7/+2 ||+5 ||+10 ||+10 ||Ranged Healing (1d4 +1), Greater
Permanent Item Drain
|18 || +13/+8/+3 || +6 || +11 || +11 ||Spellfire Reserve |
|19 || +14/+9/+4 ||+6 ||+11 ||+11 ||Rapid Blast (no penalties),
Maelstrom of Fire
|20 ||+15/+10/+5 ||+6 ||+12 ||+12 ||Spellfire Burst|
All of the following are class features of the spellfire
Weapon and Armor Proficiency: Spellfire warriors are proficient with a number of weapons equal to 4 + their
Intelligence bonus (if any), plus two ranged weapons, or one exotic ranged weapon. Weapons that can be used as melee or ranged
weapons may be taken in either category, granting proficiency in both uses. Double weapons other than the quarterstaff count
as two weapons, as do exotic weapons. Exotic double weapons count as three weapons. Spellfire warriors may spend four of these
proficiencies to gain the unarmed abilities of a monk, not including flurry of blows, but gaining the Stunning Fist feat,
which acts for them as it does for a monk. However, unarmed attack damage only goes up every four levels instead of every
Spellfire warriors are proficient with light and medium armor and with shields. A spellfire warrior may choose to
forfeit these proficiencies for additional weapon proficiencies on a one for one basis (using the same rules as stated above).
Forfeiting medium armor proficiency counts for two weapons.
Special: A character that multiclasses into the spellfire warrior
class gains none of these proficiencies.
Force of Personality (Ex): Much like a sorcerer, some of a spellfire
warriors strength comes from his own personality, in its own way. Saves against the spellfire warriors blasts of spellfire
do not have the set Reflex save DC of 20. Instead, the DC is equal to 10 + the spellfire wielders Charisma bonus (minimum
1) + ½ the spellfire wielders class levels (minimum 1) in the attack. This equates to weaker saves at the start, but much
harder saves at higher levels.
Psionic Equivalency: Due to his greater control of his innate talent, a spellfire
warrior may choose to take psionic feats, such as Speed of Thought and Psionic Charge, using spellfire energy levels as power
points. Each level of spellfire energy equates to a reserve of 2 power points for the purpose of these feats. The spellfire
warrior need not expend any spellfire energy levels to use these feats. He has learned to focus his spellfire talents inwards
to help his own abilities. However, this does not allow the spellfire warrior to use the spellfire energy levels for psionic
powers or anything else dealing with psionics, and he is still considered a non-psionic creature for purposes of dealing with
psionic attack modes.
Any feat that requires only one power point to be spent to use (such as Psionic Fist) has its duration
doubled when used through spellfire abilities.
Draw from the Sun (Su): Starting at 1st level, a spellfire
warrior gains 1 spellfire energy level for every 6 hours spent in the sun. This ability does not function on cloudy days,
during storms, or indoors, and the 6 hours must be continuous. A spellfire warrior cannot bring his total spellfire energy
levels above his Constitution score with this ability, even if he has the Spellfire Battery class feature (see below).
At 2nd level or higher, if a spellfire warrior makes a successful Reflex saving throw against an attack that normally deals
half damage on a successful save, he instead takes no damage. This functions only in light or no armor and carrying no more
than a light load.
Endurance: The spellfire warrior gains the Endurance feat. The bonus to Constitution checks
also applies to Constitution checks for storing spellfire energy levels above normal (see Spellfire Battery, below).
Dodge: At 3rd level, a spellfire warrior retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or
struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. A spellfire warrior who
already has uncanny dodge automatically gains improved uncanny dodge (see below) instead. This functions only in light or
no armor and carrying no more than a light load.
Fast Movement: Due to their need to sometimes run from those
who may wish to harm them when they have no access to their talent, spellfire warriors gain increased as they increase in
level, using the monk table. Small monks add +5 feet to their base speed instead of +10 feet, and the amount also increases
by +5 every time it would increase by 10 feet according to the monk table.
Spellfire Battery (Ex): The spellfire
warriors capacity for storing spellfire energy levels is multiplied by the listed value, and he gains the Endurance feat.
However, storing spellfire energy levels in excess of the spellfire warriors Constitution score is dangerous, with different
effects depending upon the number of levels stored.
Constitution +1 to Constitution x2: The spellfire warriors eyes
glow brightly, and any creature, magic item, or spell effect that touches the spellfire warrior causes 1 spellfire energy
level to be discharged as a harmless burst of light. Once per day, the spellfire warrior must make a Constitution check (DC
10) or take 1d6 points of damage as one of his spellfire energy levels backfires.
Constitution x2 +1 to Constitution
x3: As above, plus the spellfire warriors skin glows (shedding light as a candle), a touch attack releases 1d4 spellfire
energy levels as light, and the spellfire warrior must make the backfire Constitution check every hour.
x3 +1 to Constitution x4: As above, except the spellfire warrior sheds light equal to a torch, feels a burning sensation
within his body (treat as if distracted by nondamaging 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 spellfire warrior and all creatures within 5 feet of him.
Constitution x4 +1 to Constitution
x5: As above, except the spellfire warrior radiates a palpable (but nondamaging) heat to a radius of 20 feet, is in pain
(treat as if distracted by nondamaging 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).
The spellfire warrior 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 other action. He may attempt another Will save (DC 20) to choose the
Regardless of the number of spellfire energy levels stored, a spellfire warrior can voluntarily expend only a number
of spellfire energy levels per round equal to his Constitution score. (Involuntary expenditure, such as that noted above,
isnt limited in this way.)
Drain Charged Item (Sp): As a standard action, a spellfire warrior can drain
a single charge from a touched charged item (including single use items such as potions and scrolls), converting the energy
into a single stored spellfire energy level. A full drained item has no magical properties (a potion becomes water, a scroll
becomes blank paper). Only one feature of a multiple-use item (such as a scroll with several spells) can be drained per round.
A creature gets to make a Will save (DC10 + Charisma modifier + ½ class level) to prevent one of its held or carried items
from being drained.
Improved Healing (Su): Beginning at 5th level, the spellfire warrior restores 1d4+1 hit
points per spellfire energy level expended when using his ability to heal by touch (rather than the normal 2 points per spellfire
Improved Uncanny Dodge: At 6th level and higher, a spellfire warrior can no longer be flanked.
This defense denies a rogue that ability to sneak attack the spellfire warrior by flanking him, unless the attack has at least
four more rogue levels than the target has spellfire warrior levels. If a character has uncanny dodge (see above) from a second
class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny
dodge stack to determine the minimum level a rogue must be to flank the character. This functions only in light or no armor
and carrying no more than a light load.
Rapid Blast (Su): Beginning at 7th level, a spellfire warrior learns
to release two blasts of spellfire as a full-round action. This increases to three blasts per full-round action at 11th level.
Each blast after the first suffers a cumulative 2 penalty to attack rolls (-0 for the first blast, -2 for the second, and
4 for the third). Beginning at 15th level, these penalties are reduced by 2 (-0 for the first blast and the second blast,
-2 for the third). At 19th level, these penalties are erased completely.
Fists of Flame (Su): Beginning
at 8th level, a spellfire warrior may channel his spellfire through his fists. By expending one spellfire energy level, his
fists or weapon becomes surrounded by spellfire energy. Any attack he makes deals an additional 1d6 points of damage. This
is still half fire and half divine damage, and if it would only deal 1 point of damage, it is considered fire damage. If the
additional damage would equal 3 or 5 points of damage, the greater amount is fire damage when it is split in half (2 points
of fire damage and 1 point of divine damage for 3, 3 points of fire damage, 2 points of divine damage for 5). The aura of
spellfire lasts for a number of rounds equal to the spellfire warriors Charisma modifier + his Constitution modifier (minimum
of 1). He may use this ability 3 times per day.
Weapon Focus: At 9th level, the spellfire warrior gains the
Weapon Focus (spellfire) feat. If he has already taken this, he may choose to apply it to any weapon he was proficient with
at the beginning of his advancement as a spellfire warrior.
Improved Evasion: At 10th level, a spellfire warriors
evasion ability improves. He still takes no damage on a successful saving throw against attacks, but henceforth he takes only
half damage on a failed save. A helpless spellfire warrior does not gain the benefits of improved evasion. This functions
only in light or no armor and carrying no more than a light load.
Recharge (Ex): At 11th level, the spellfire
warrior has become attuned to the flow of magic and can draw upon the weave itself for energy, rather than relying solely
upon absorbing other magic or the sun. Each day (after a full night's rest) he regains a number of spellfire energy levels
equal to 2 x his character level. This cannot raise his stored spellfire energy above his constitution score, so if he already
has a number of stored energy levels equal to or greater than his constitution, he does not gain any additional energy levels.
Permanent Item (Sp): The spellfire warrior can drain power from permanent magic items by touch as a standard action.
If the item is held of worn, the spellfire warrior must make a melee touch attack to touch it, which provokes an attack of
opportunity from the defender. The spellfire warrior must make a level check (d20 + class level) with a bonus to the check
equal to ½ his Charisma bonus (if any) against a DC of 11+ the caster level of the item to drain it. A success means the items
properties are suppressed (as if affected by dispel magic) for 24 hours and the spellfire warrior gains spellfire energy
levels equal to half the items caster level.
Ranged Healing (Su): The spellfire warrior gains the ability to
release stored spellfire levels to heal at a range of up to 25 feet (plus 5 feet/4 levels). This requires a ranged touch attack.
When used in this way, the spellfire warrior only heals 2 points of damage per spellfire energy level expended, until 17th
level, when it increases to 1d4 +1.
Draw on the Weave (Su): Beginning at 13th level, the spellfire warrior
can draw upon the energy of the Weave to recharge his spellfire energy levels. Using a full-round action that draws an attack
of opportunity, the spellfire warrior may draw from the Weave 1d20 spellfire energy levels to recharge himself (maximum of
his class level). If he is damaged during this time, he must make a Concentration check (DC 20 + damage dealt) to succeed.
If he fails the Concentration check, the full-round action is wasted. A spellfire warrior has no control over the amount of
spellfire energy levels he absorbs. If he absorbs more than his Constitution allows, he suffers all related penalties for
storing extra spellfire energy levels.
Flight (Su): The spellfire warrior can expend spellfire energy levels
to fly as the spell. Each spellfire energy level expended allows the spellfire warrior to fly for 1 minute. The flying spellfire
warrior leaves a visible trail of light that fades after 1 round.
Greater Charged Item Drain (Sp): A
spellfire warrior of 14th level or higher can drain a number of charges from a touched charged item (including single-use
items such as potions or scrolls), converting the energy into stored spellfire energy levels. The limit to the number of charges
she can drain is equal to his Charisma bonus (minimum 1), but he cant drain more charges than the item has remaining (each
spell on a scroll counts as one charge). A fully drained item has no magical properties (a potion becomes water, a scroll
becomes blank paper). A creature gets to make a Will save (DC 10 + ½ class level + Charisma modifier) to prevent one of its
held or carried items from being drained.
Spellfire Trance (Su): The spellfire warrior can meditate to
regain lost spellfire energy levels. By spending one hour in meditation (during which time he can take no other actions),
the spellfire warrior gains 1d20 + his Constitution modifier spellfire energy levels. He as no control over how many levels
he absorbs, and suffers all related penalties for storing spellfire energy levels over his Constitution score.
of Fire (Su): By expending 10 spellfire energy levels, a spellfire warrior can manifest the crown of fire, which appears
as a halo of spellfire around his head and provides light equal to a daylight spell. The crown of fire gives him damage reduction
10/magic and automatically melts all non-magical weapons that strike him (after they deal damage, if any). The crown of fire
grants the spellfire warrior spell resistance 32 (as the spell resistance spell). Maintaining the crown of fire requires expending
10 spellfire energy levels each round, which can be done as a free action. The crown of fire does not interfere with the spellfire
warriors actions, including using other spellfire abilities.
Greater Permanent Item Drain (Sp): Beginning
17th level, a spellfire warrior can drain increased amounts of power from permanent magic items. This functions as the drain
permanent item class ability, but the spellfire warrior instead gains a number of spellfire energy levels equal to the caster
level of the item and is not required to make a caster level check. Held or carried items get a Will save to avoid being drained
(DC 10 + ½ class level + Charisma modifier). An item with all its permanent abilities drained for the day is still a magic
item (for purposes of saving throws against when damaged, etc.).
Spellfire Reserve (Ex): At 18th level, the
spellfire warrior learns how to store spellfire energy levels in deep reserve. These energy levels dont count as part of the
characters normal storage capacity, but they also cant be used to power spellfire effects without first calling them from
reserve. Spellfire energy levels in reserve also dont detect as magical (allowing a spellfire warrior to disguise his true
nature). Placing any number of spellfire energy levels into reserve or calling any number of levels from reserve requires
a full-round action. The spellfire warrior can store a number of energy levels in reserve equal to his class level plus his
Constitution bonus (if any), but cannot store more than his Constitution score.
Maelstrom of Fire (Su): The
spellfire warrior can release spellfire energy in all directions as a 20-foot-radius spread, dealing 1d6 damage per spellfire
energy level expended to all creatures in the area, including allies (Reflex half, DC 10 + ½ class level + Charisma modifier).
Burst (Su): At 20th level, the spellfire warrior can substitute a spellfire burst for a normal spellfire blast. The range
remains the same, but instead of requiring a touch attack, the spellfire energy explodes in a 10-foot radius burst at the
target point, dealing appropriate damage to all creatures in the area (Reflex half, DC 10 + ½ class level + Charisma modifier).
This ability may be used once per day for every four class levels. It may only be used once per round, though it applies fully
to rapid blast (you can use all three blasts granted by the rapid blast class feature in conjunction with spellfire burst).
Spell Fire Feats