Variant Cleric: Guardian of the Blessed Flame

The cleric of Fire is a big concept, and one that deserved the cleric of a belief. My hope is that it’s replacement domain effects let both the pyromaniac and the believers of the fire of life coexist. This also contains a dangerous spell that spreads fire like it’s namesake, Wildfire.

Guardian of the Blessed Flame (Cleric Archetype)

Hope of the Eternal Flame
Fire does not discriminate, it purifies everything that it touches. A Guardian of the Blessed Flame cannot use spells that distinguish between members of the faith. If such spells can function on non-members of the faith, all creatures are considered non-members. A Guardian of the Eternal Flame must have a neutral component of his alignment.

Touch of Purification (Su)
Whenever you cast a Conjuration (Healing) spell on a target that is affected by a poison or disease, roll d20 + Cleric Level + Charisma modifier against the disease or poison with the highest Save DC. If you beat the save DC, the effect is immediately removed.

Whenever you damage a creature with a Fire or Negative energy spell or with Channel Energy, and that creature is brought below 0 hp, they must immediately roll a Fortitude save (DC 10 + 1/2 Cleric level + Charisma modifier). If they fail, they are immediately burned into ash. This is an affect that affects objects.

Purging Flames
A Guardian of the Blessed Flame cannot choose to heal with his channel energy. Channel energy’s damage is fire damage, and every odd cleric level after 1st, channel gains 3d6 damage instead of 1d6. He can also change the saving throw to Reflex half. If he does so, the channel dice increases to d8s.

You can take feats that improve the Channel Energy feature, but this ability neither channels positive or negative energy.

Spontaneous Casting
This character cannot spontaneously cast cure or inflict spells. Instead, they spontaneously cast spells from the below list. If the spell is not normally on the cleric list, it is added to the list. This otherwise acts as the cleric’s spontaneous casting.

1: Burning Disarm
2: Burning Arc
3: Draconic Reservoir (Fire only)
4: Blessing of Fervor
5: Greater Shield of Dawn
6: Wildfire (see below)
7: Firebrand
8: Wall of Lava

Scion of Fire
The Guardian of the Blessed Flame only gains the Fire domain. However, he gains the spells from any 2 subdomains of the Fire domain as domain spells. If he wants the other class features from a subdomain, he must replace features of the Fire domain as usual.

Flame Surge (Su)
At 1st level, the guardian of the Blessed Flame gains 2 extra channel attempts. He may also when he is preparing spells choose to sacrifice any number of his domain spell slots to gain a number of channel attempts equal to the total spell level of all spells sacrificed.

Flames of Innovation (Su)
At 5th level, you can bring to life the inner flame of a creature, raising them to incredible levels. As a standard action, you can choose 1 friendly creature within 30 feet to take 1d6 divine damage. If they take any damage from this, they are under the effect of Haste for 1 round. Until you take a free action to stop the damage, they continue to take the damage and gain the Haste effect.

At 8th level, you can have them take 2d6 damage to let them reroll any 1 d20 each round (of their choice). This damage is separate from the Haste effect.

At 11th level, you can have them take 4d6 damage to gain the benefit of any two combat feats that they qualify for the duration of this effect.

At 15th level, you can have them take 8d6 damage to gain 1 full round action each round. For the purposes of spellcasting, all damage from this ability is ongoing damage.

If you are the appropriate level, you can increase the damage taken to give multiple effects. For example, you can have the target take 5d6 damage to give them Haste, Point Blank Shot, and Precise Shot.

School: Evocation(Fire)
Level: Sor/Wiz 6, Druid 6
Components: V, S
Casting time: 1 standard action
Duration: Concentration + 1 minute
Range: Long (400 ft + 40ft/Caster Level)
Area: 60ft burst
Saving Throw: Reflex partial or Fortitude partial (object) (see text)
Spell Resistance: No

You call forth a massive wildfire which quickly spreads across from a point on the ground. This wildfire then passes across any flammable surfaces, slowburning their whole surface, even if the surface is outside of the spell’s radius. The spell does not instantly spread to living creatures (but see the further effect).

To a creature or object in any affected square, this spell does 1d6 fire damage per caster level (max 15d6). If you fail this save, you also catch on fire, making it where you are always in a square of this effect, even if you leave the area of the spell (Ref negates). A creature adjacent to a affected square (or within it), or a creature burning from this effect takes 1d6 fire damage per 2 caster levels (max 7d6) (Fortitude half).

Objects that are affected by this spell take 1d6 damage per 2 caster levels (max 7d6).

For every round that you concentrate on this spell, the radius expands 60ft. For every 2 rounds that you concentrate on this spell, the damage die for all damaging effects caused by this spell increases one size (Max 1d12).


Dealing Spell Slots

You may remember from my last post that I wanted to ways to burn out spells without having to take the feats. I put forth Dealing Spell Slots.

Selling Spell Slots
Devils are prone to getting mortals to sell everything from their firstborn to their souls. With jargon-laded contracts and fulfilling not exactly what was asked but the basest desires of what was wanted, if they didn’t buy your soul the first time, they’d place you right in the spot where they could save you, only if you’d sell your soul. Getting a soul into the Blood War was a timely affair, though, without breaking their contracts.

The Devils, however, pioneered a way to possess the magical energy that was thought to be linked to a creature’s soul. Every attempt to tear it away made it come back, but with the right rituals, as long as the caster was willing, they could actually surrender the magical energy, allowing the Devils to use it just as if it were a spell slot. Many Devils can now use these spells to some use, only if it’s to repower magic items or to power reserve feats. A select few have been able to cast full spells from these slots, however, and because of their use, they have quickly become a second currency in the Nine Hells.

Any Devil that has been trained in Knowledge (planes) and Spellcraft can forge a deal with a willing spellcaster to forever surrender one or more spell slots. If the caster accepts the deal, the spell slots are burned out, although at the devil’s discretion, the spell slots may temporarily return. The deal is enforced by the Planes of Law, and even attempts at regaining the spell slot by Wish or Miracle will fail without the approval of the Planes of Law.

The table listed below will give the typical value of a spell slot. Neither the devil nor the caster needs to start at this price point, nor does all of the payment in the deal have to be in gold, but should be in gold, services, and items that the caster values as the payment value. This spell energy may be transferred to another devil, and the new devil enjoys all of the rights of the original contract.

Spell Level Value
1st 500 gp
2nd 2000 gp
3rd 6750 gp
4th 12000 gp
5th 25000 gp
6th 45000 gp
7th 73500 gp
8th 128000 gp
9th 243000 gp

Note to the DM: The costs here assume that players are getting near WBL at all levels. If the players are getting some percentage less than WBL, you should reduce these values by the same percentage. Unlike unusual treasure hoards, it is highly discouraged to mitigate all of this wealth to bring it back to WBL. This, unlike an extreme treasure hoard, is trading in permanent class features for an infusion of money or services. It is highly encouraged to play up the fact that the devil can regrant the spell slots temporarily.

Extending Burnout spell

In my last blog post, I had, among other things, Burnout Spell. I’m going to repost it here with some minor changes.

Burnout Spell [Wizard]
Requirements: 3 metamagic feats

When you cast a spell, you can force incredible power into the spell at a huge cost. As part of the action of casting a spell, you can add an amount of metamagic no more than 1/2 your caster level. This metamagic does not increase the spell slot used for the spell, nor does it increase the casting time for casting it spontaneously. The DC of the spell is as if it were cast from your highest level spell slot, and even a direct counterspell requires a caster level check (DC 11 + your caster level, but all spells that act as Dispel Magic take a -10 penalty to the caster level check when countering or dispelling any spell).

When you do this, the spell slot is burned out. Burned out spell slots cannot be recovered by any method short of deific intervention. Casting a Burnout spell requires incredible focus, and a creature under a [Fear], [Charm], or [Compulsion] effect cannot use a Burnout Spell.

What I hope to accomplish by extending this is a path where casters can burn their permanent power for power now. This is a trope that comes up often, and while D&D doesn’t like permanent power losses, the idea is that it should always be the player’s decision. In this group are feats that give players more ways to burn out spells (lose them permanently), gain further benefits for burning out spells, and have outs if they burn out all of their spells. Ways of burning out spells without feats will be in other posts.

Many weaker casters are willing to take ungodly risks to be able to amass infinite power. Burnout spell is the most controlled one, because while a caster can Burnout their slots that they have, if they manage to become stronger casters, this feat can never take their future, because of the discipline that it takes to do this in the first place. However, there are more drastic measures, ones that can remove a caster’s future while bringing power now.

Final Spell [Wizard]
Requirements: Endurance. Caster level 1

If you fall below 0 hp, even if the effect would kill you, you can as a free action cast a spell with a casting time of no longer than 1 standard action. If you do so, the spell slot that you used is burned out. Also, your primary casting stat is reduced by 1 for the purposes of the highest level spell you can cast and bonus spell slots for a high casting stat. Any spell slots lost this way are also burned out. You must be able to cast spells of a specific level if you have any penalties from this feat before you gain any spell slots of that level.

Burned out spell slots (and the effective casting stat reduction) cannot be recovered by any method short of deific intervention. This feat counts as Diehard for any feat or class prerequisites, and if you gain Diehard as a bonus feat, you can take this feat instead if you qualify.

Suppressive Cast [Wizard]
Requirements: Caster level 1

When you cast a spell, you can burn out this spell slot and one spell slot at least 2 levels higher that you have already used or cannot yet cast from (Casters that use the bard or ranger casting progression instead burn out a spell at least 1 level higher), even if you are not high enough level to cast from that slot.
Against each creature, roll for spell penetration 3 times, taking the highest roll. Each creature must roll their saving throw 3 times, taking the lowest roll. You can only burn out a number of slots you don’t have equal to the number of spell slots you would gain when you first gain that spell level. For example, a 4th level Sorcerer with 18 Charisma that cast a 2nd level spell with this could burn out 4 4th level slots before he’d have to use higher level slots.

Burned out spell slots cannot be recovered by any method short of deific intervention.

Taking risks of burning out spell slots while bringing forth the power that the caster needed at the time, there is the issue of not having that power later. These next few feats give more avenue for burning out slots for generic power, but also add more power for the spells you’ve already burned out.

Spell Guide [Wizard]
Requirements: 1 burned out spell
While you have burned out spells, all spells gain +1 to hit, and increases by +1 for every 5 levels of burned out spells. Spells also gain +1 to caster level checks for spell penetration for every 10 levels of burned out spells.

Spell Reverie [Wizard]
Requirements: 1 burned out spell
When you burn out a spell, you gain DR/- equal to twice the spell level you burned out for 24 hours. If you are already under the effect of this, you can extend it by 24 hours instead of replacing the effect. You must be able to cast from the spell slot burned out to gain this effect.

Threads of life [Wizard]
Requirements: 1 burned out spell
As a free action, you can burn out a spell slot to gain temporary hit points equal to 5 times the slot’s level, as well as heal a number of hit points equal to twice the number of spell slots you have burned out, including this one. This can be done in response to a caster taking enough damage to be knocked out or even killed. If it’s used in this way, the healing is applied before determining whether the caster is knocked out or killed, although the temporary hit points are applied afterwards.

Blessed Until the End
Requirements: Spontaneously cast cure spells, 1st level divine spells, 1 burned out spell

When you cast a divine spell, you can burn out the spell to heal an amount of damage equal to all of your burned out spell levels to all targets of the spell. Multiply this by 5 if the spell is single-target. If you are already casting a Conjuration(Healing) spell, all targets also gain an amount of temporary hit points equal to the amount healed that last for 1 hour.

If the target spell is empowered, multiply this effect by 1.5, and if it is maximized, multiply this effect by 2. This is considered a Positive Energy effect, although it has no effect on Undead.

Special: If you have the Healing or Protection domain, you can burn out any spell slot, not necessarily the one that you cast from.

Hopeless Dispel
Requirements: Can cast Dispel magic or a spell based off of Dispel Magic, 1 burned out spell

When you cast Dispel Magic (or a spell that references Dispel Magic), you can burn out the spell slot. If you do so, instead of rolling 1d20 for the dispel check, you can roll 2d10 + 1d10 for every 10 levels of burned out spells (including this slot).

Unlike Dispel Magic, this gains benefits from Empower and Maximize spell.

All but the most foolish realize that burning through every spell is a high-risk endeavor. Most have their retirement plans in order, but a few find that they are still needed, and that the world will not be kind, even though they do not have their powers. This training pushes to be a last hope for these casters.

Faint Energy [Wizard]
Requirements: At least 6 levels of burnt out spells

The caster purifies himself and vows never to reach to those depths of powers again. While the spell slots will never return, this allows for some healing. For every 6 levels of burnt out spells that you could otherwise cast, you gain 1 level worth of spell slots, divided how you wish (you can regain 2 0th level spells with 1 spell level). You make this decision when you gain this feat. If you burn out spell slots for any reason, any spell levels you gain from this feat are automatically burned out (as well as any other costs), and you lose access to this feat. Once you have 24 hours, you can retrain into any other feat. These spell slots do not count towards your total level of burned out slots after the initial event that burns out your spell slots.

You cannot retrain into this feat, and this feat cannot be granted by Psychic Reformation, though you can take this feat again even if you lost the feat.

Drained Reserves [Wizard]
Requirements: At least 1 reserve feat, all spell slots burned out

You may treat all of your burned out spell slots as spell slots 2 levels lower prepared with any spell that you wish for the purposes of reserve feats.

Special: If you have Faint Energy, you can still take this feat, but using any reserve feats with burned out slots disrupts that feat as if you burned out a spell slot. You gain no other benefits from burning out a spell slot.

Ingenuity of the Weave [Wizard]
Requirements: All spell slots Burned out

The total spell level of burned out spells can be split and applied as competence bonuses to skills. You may add no more than twice your character level + your mythic rank to any one skill. Gaining spell slots later surpesses these bonuses until you have burned out your spell slots again (and then you can add the new spells to the bonuses).

Special: You can take this feat alongside Faint Energy, and gain the benefit of both feats, even though Faint Energy grants non-burned out spell slots.

Eternal Sunset

Very simple today, it’s a tactical feat in the same vein as Searing Glow

Eternal Sunset (Tactical, Wizard)
Prerequisites: Spell Focus (evocation), Spell Focus (conjuration), or Elemental Focus (cold)
The abilities given by this spell can never be used by a Conjuration(summoning) or Conjuration(calling) spell, even if it is a [cold] spell.

You gain these 3 abilities:
Deep Freeze: Whenever you damage a creature that has a penalty to his movement speed or Dexterity damage or drain with a [cold] spell, they must roll a Fortitude Save at the original DC of the spell or have it’s movement speed be dropped to 0ft and be flat-footed for 1 round/spell level.

No Hope of Day: Whenever you damage a shaken or frightened creature with a [cold] spell, that creature must roll a Will save at the original DC of the spell. If he fails and is shaken, he becomes frightened. If he is already frightened, he becomes the more appropriate of panicked or cowering. This does not affect the duration of the original fear effect. This effect is a [fear] effect.

First Frost: Whenever you damage a creature at full health or a creature with the plant subtype with a [cold] spell, that creature takes 1 extra damage per die rolled for the spell.

Homebrew: Spellcaster feats.

I’m going to start with a few feats made for spellcasters that I’ve started to toy around with.  Unfortunately, I don’t have a good environment to actually test these in, so if you have any input, feel free to comment.

Bodyguard summon (Metamagic)
Prerequisites: Augment Summoning
A Conjuration(summoning) or Conjuration(calling) spell modified with
this spell allows the caster or summon(s) of this spell to aid another
to improve AC as an immediate action. This aid another can only
affect the caster or a summon from this metamagic. They can also use
this aid another to give +1 to saves. Also, the caster as a swift or
immediate action can spend any amount of hit points to heal all
summons from one casting of this spell the same amount. This metamagic
increases the spell level by 1.
Special: This can by DM discretion, be extended to evocation spells
like Flaming Sphere, Grasping Hand, and Spiritual Weapon. If this is
done, then the Prerequisites change to Augment Summoning or Greater
Spell Focus(Evocation).

Force Caster (Wizard)
Prerequisites: Spell Focus(Evocation) or any Force based reserve feat.
Any force effect that you create has increased hardness equal to your
casting stat and has it’s duration increased as if your Caster level is
2 levels higher. You gain no other benefits from this caster level
increase. You can as a swift action spend hit points to heal the force
effect for 3 times the hit points spent. Finally, when a force effect
reaches the end of it’s duration, instead of fading, it loses hit
points equal to twice it’s spell level every round. This effect only
applies to force spells that aren’t instantaneous, and have hit points.

Companion Spell (Metamagic)
A personal or single-target spell targeting yourself can affect a
second target within 10 feet of you. If you and the target are more
than 10 ft apart for any reason during the duration of the spell, the
spell immeadiately ends for both people. This metamagic does not
increase the spell level if used on an arcane spell. A divine spell
with this metamagic is increased by 1 level.

This last one’s just a bit weird, having different levels for divine/arcane.  The idea is that arcane and divine casters would take different risks to be able to stay within 10 feet.  On top of that, divine spells have some pretty powerful self-buffs.