TEXT:  
  Spellfire ~1~ 
   
   
  
   
  Spellfire ~2~ 
   
   
  TABLE OF CONTENTS 
  Table of Contents 
   
   
   
  2 
  Credits 
   
   
   
   
  2 
  Introduction  
   
   
   
  3 
  Background 
   
   
   
  3 
  Spellfire 
   
   
   
   
  4 
  Silver Fire  
   
   
   
  4 
  True Spellfire 
   
   
   
  4 
  True Spellfire Wielder 
   
   
  5 
  Feature: True Spellfire 
   
   
  5 
  Suggested Characteristics  
   
  5 
  Spellfire Abilities 
   
   
   
  6 
  Crown of Fire 
   
   
   
  6 
  Deflect Arrows 
   
   
   
  6 
  Drain Charged Item 
   
   
  6 
  Drain Permanent Item 
   
   
  6 
  Enhanced Spellfire Blast  
   
  7 
  Flight 
   
   
   
   
  7 
  Improved Healing  
   
   
  7 
  Increased Spellfire Energy Reserve 
  7 
  Maelstrom of Fire  
   
   
  8 
  Rapid Blast 
   
   
   
  8 
  Spellfire Bloodline  
   
   
  8 
  Spellfire Ancestry  
   
   
  9 
  Spellfire Familiar  
   
   
  9 
  Spellfire Fury 
   
   
   
  10 
  Spellfire Resilience 
   
   
  10 
  The Fire and the Fury 
   
   
  11 
  Appendix: Spellfire Wielders 
   
  13 
  Lorzehg of  the Many-Arrows 
   
  14 
  Saoirse Torpen 
   
   
   
  15 
  My Other Works 
   
   
   
  16 
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon 
  ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are 
  trademarks 
  of 
  Wizards 
  of 
  the 
  Coast 
  in 
  the 
  USA 
  and 
  other 
  countries. 
   
  This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used 
  with 
  permission 
  under 
  the 
  Community 
  Content 
  Agreement 
  for 
  Dungeon 
  Masters 
  Guild. 
   
  All other original material in this work is copyright 2021 by Carl Vandal and published under the Community 
  Content Agreement for Dungeon Masters Guild.  
  CREDITS 
  Designer: Carl Vandal 
  Editor: Carl Vandal 
  Cover Art: Pixabay.com, “Forgotten Realms” logo 
  by Gordon McAlpin 
  Internal Art: Wizards of the Coast, Pixabay.com 
  Playtesters: Clive Hill, Mike Hill, Mark Enser, Zoe 
  Enser, James Handscombe, Andrew Moore 
  NOTES 
  All the creatures and magic items detailed in this 
  adventure can be found on www.dndbeyond.com, 
  either in the official monster section or in 
  homebrew.  All homebrew monsters and magic 
  items have been created by Carl Vandal. 
  ABOUT THE AUTHOR: 
  Carl Vandal has been playing Dungeons & Dragons 
  and other TTRPGs for over forty years. He enjoys 
  playing and DMing and tries to create the 
  scenarios he would like to play in himself. 
  Carl lives in the United Kingdom, with his family 
  This, and other works, can be found on 
  www.DMsGuild.com 
  
   
  Spellfire ~3~ 
   
   
  INTRODUCTION 
  “S 
  pellfire” 
  provides 
  details 
  regarding a new background and 
  archetype that can be used in 
  your 
  campaign. 
  Although 
  designed for use in the Forgotten 
  Realms, Spellfire can be used in any campaign setting. 
  BACKGROUND 
  “One of the most awesome magical topics, even to 
  archwizards, is the subject of spellfire. Spellfire is 
  viewed by most Faeru nians as a ravening, all-
  consuming fire that the gods allow one person at a 
  time in all the world to wield in order to humble 
  kings, dragons, and great mages alike a fire that is 
  currently being hurled at the Zhentarim and others by 
  a young woman named Shandril Shessair, who was 
  born in the Dales and seems to be heading west. She is 
  reported to have slain no less a personage than 
  Manshoon, leader of the Zhentarim, and even more 
  astonishingly, an entire ring of beholders, who had 
  her trapped deep in Zhentil Keep.  
  While such tavern tales are grounded in truth, it 
  should be made very clear that talk of the deities 
  allowing only one mortal at a time to wield Spellfire is 
  so much fancy, though the ability is very rare and kept 
  as secret as possible by those who have it.  
  Shandril has spellfire, yes. And a hundred mages 
  hound her for it. Zhentarim and Thayans and Cult of 
  the Dragon and independents, slaughtering each other 
  in their ruthless pursuit of her power. Learn this if you 
  heed nothing else in my work. Legends lie. 
  Mystra’s chosen wield lesser spellfire, if they care to 
  call upon it, and some among them command true 
  spellfire. 
  A mage hiding in the Border Kingdoms possesses true 
  spellfire, and a cruel and arrogant noble of Chessenta, 
  and the wizard R… but I’m sure you grasp my point. 
  In the early Sword Coast North, the ranger Haelam 
  Sunderstone undoubtedly possessed spellfire. He 
  stood alone against an orc horde pouring south past 
  the Coldwood—and turned them into smoke and 
  scorch scars. 
  I could go on. So can anyone who cares to spend the 
  years in study in Candlekeep that I did before I chose 
  to fell to this nameless backwater keep and cloak 
  myself in squalor and obscurity. 
  Why? Well, because I have true spellfire too, of course. 
  Come looking for me and I will blast you to dust, and 
  
   
  Spellfire ~4~ 
   
   
  then lay waste to all your descendants, ancestors, and 
  the realm you came from, every last tree and stone of 
  it. Why? Well, you see, it is usually what I do." - 
  Baerendra Riverhand, Sage of Spandeliyon, 1358DR. 
  Spellfire is the raw energy of the Weave and a very 
  rare magical power. It allows the wielder to absorb 
  spells cast at them, internally convert it to raw magical 
  energy, and then use it in myriad of ways. Even after 
  the Spellplague, spellfire endured. A force of nature 
  that provides wielders with great abilities if they chose 
  to learn to use it. 
  It is highly coveted by many in Faeru n, organizations, 
  mages, and sorcerers, in the mistaken belief that they 
  can learn to wield it themselves or can steal it from the 
  wielder. Unfortunately, as a result of this, wielders of 
  true spellfire are forced to either hide their ability or 
  become hunted. 
  SPELLFIRE 
  Spellfire is the raw energy of the Weave. It can be 
  manipulated in two way. Mystra gives the silver fire 
  ability to her Chosen and certain other favored 
  servants. The spellfire ability—the wielding of true 
  spellfire—is by far the more powerful of these rare and 
  precious talents. It is a random gift bestowed only 
  upon a handful of individuals within a generation. 
  Spellfire in any form is refined, controlled raw magic. 
  In beneficent manifestations, it is a font of silver light 
  and healing energy. In battle, it is a searing blue-white 
  jet of all consuming radiance. 
  Silver Fire 
  This powerful supernatural ability is limited to the 
  Chosen of Mystra. 
  Magical silver fire harmlessly erupts from the Chosen, 
  surrounding them until they are incapacitated or until 
  they use an action to quench it. They gain one of the 
  following benefits of their choice, which lasts until the 
  silver fire ends  
  • 
  Gain resistance to cold damage and be unharmed 
  by temperatures as low as –50oF. 
  • 
  Gain immunity to magic that would ascertain 
  thoughts, truthfulness, alignment, or creature type. 
  • 
  Can survive without food or water. 
  • 
  Can breathe underwater. 
  While the silver fire is present, the Chosen has the 
  following additional action options: 
  • 
  Cast the cure wounds spell. The target regains 
  1d8+ 5 hit points. After the Chosen takes this 
  action, roll a d6. On a roll of 1, the silver fire 
  disappears. 
  • 
  Cast 
  the 
  revivify 
  spell 
  without 
  material 
  components. After the Chosen takes this action, 
  roll a d6. On a roll of 1–2, the silver fire 
  disappears. 
  • 
  Release a 60-foot line of silver fire that is 5 feet 
  wide or a 30-foot cone of silver fire. Objects in the 
  area that aren’t being worn or carried take 26 
  (4d12) fire damage. Each creature in the area 
  must succeed on a DC 21 Dexterity saving throw, 
  taking 26 (4d12) fire damage on a failed save, or 
  half as much damage on a successful one. After 
  the Chosen takes this action, roll a d6. On a roll of 
  1–3, the silver fire disappears. 
  Silver fire recharges after a Long Rest. 
  True Spellfire 
  True spellfire is a much more powerful ability. This 
  Individuals with the ability to wield it can absorb 
  magical energy and then use it to fuel a number of 
  different abilities. Depending upon the skill and 
  training of the individual wielder, this generally 
  includes throwing destructive blast of magical energy 
  and healing of injuries. With greater training, other 
  abilities can be mastered. 
  For a character to be able to wield true spellfire they 
  need to choose the “True Spellfire” background. 
  
   
  Spellfire ~5~ 
   
   
  TRUE SPELLFIRE WIELDER 
  You were born with the rare gift to wield true spellfire. 
  How this happened is a mystery but nonetheless you 
  have this power within you. When it first manifested, 
  your parents and you were taken completely by 
  surprise. Luckily there were no others around at the 
  time, so you were able to keep your ability a secret. 
  Over time you learned how to control the spellfire to a 
  limited degree. Your greatest fear is that others will 
  discover you have this power and will then try to hunt 
  you down to gain control of it for themselves. 
  Skill Proficiencies:  
  Arcana, Deception 
  Tool Proficiencies: 
  Any one tool set, musical instrument, or gaming set of 
  your choice. 
  Languages: 
  Any one of your choice. 
  Equipment: 
  A small knife, one set of travelers clothes, any one 
  musical instrument or gaming set you are proficient 
  with, and a pouch containing 10 gp. 
  Feature: True Spellfire 
  Individuals gifted with true spellfire can do amazing 
  things, dependent upon their skill, talent, and the 
  amount of magical energy they have within them at the 
  time. In general, spellfire can be used to heal, create 
  blasts of destructive fire, or absorb magical effects it 
  contacts, 
  although 
  the 
  exact 
  effects 
  vary 
  by 
  circumstances and user. Talented wielders have been 
  reported to be able to release multiple blasts at once, 
  and even to fly using the ability. 
  A spellfire wielder can use a reaction to absorb spells 
  targeted at them. They gain one level of spellfire 
  energy for every spell level absorbed and can store a 
  number of spellfire energy levels equal to their 
  Constitution. If they have reached their limit, they 
  cannot absorb spells until they have expended some of 
  the stored spellfire energy. A spellfire wielder with 
  stored levels radiates magic as if they were a magic 
  item. 
  As an action, a spellfire wielder can expend 
  stored spellfire energy as a melee or ranged attack 
  (maximum range 400 ft.).  The target of the attack must 
  make a DC21 Dexterity saving throw, taking 3 (1d6) 
  force damage per spellfire energy level expended on a 
  failed save, or half as much damage on a successful 
  one. 
  As a bonus action, a spellfire wielder can heal a target 
  by touch, restoring 3 (1d6) hit points per spellfire 
  energy level expended for this purpose. 
  Suggested Characteristics 
  You have learned to live with the power that flows 
  through you. However, hiding your true nature has 
  molded you, as has the fear of being discovered and 
  then hunted by others. 
   
  
   
  Spellfire ~6~ 
   
   
  SPELLFIRE ABILITIES 
  As a spellfire wielder gains in skill, their ability to 
  manipulate the raw magical energy enables them to 
  perform even greater deeds. 
  Whenever a character is given the opportunity for an 
  Ability Score Improvement (at 4th, 8th, 12th, 16th, and 
  19th level) instead of selecting an Ability Score 
  Improvement or a Feat, they can elect to take a 
  Spellfire Ability. 
  Some Spellfire abilities can only be taken at specific 
  levels. Others can be taken multiple times, enhancing 
  the ability further. 
  Crown of Fire 
  16th level 
  By expending 10 spellfire energy levels, a wielder can 
  manifest the “Crown of Fire”, which appears as a halo 
  of spellfire around their head and provides light equal 
  to a daylight spell. 
  The crown of fire gives the wielder resistance to all 
  damage, except for force, radiant and psychic damage. 
  If the character already has resistance to a form of 
  damage, the crown of fire gives them immunity to that 
  form of damage. 
  Maintaining the crown of fire requires expending 5 
  spellfire energy levels per turn, which can be done as a 
  free action. 
  Deflect Arrows 
  4th level 
  The wielder gains the ability to deflect arrows by using 
  spellfire 
  energy to knock the missiles away. By 
  expending 1 spellfire energy level, the wielder can 
  force an arrow to miss. This is a reaction ability. 
  If taken a second time, this ability becomes a free 
  action. 
  Drain Charged Item 
  4th level 
  As an action, the wielder can drain a single charge 
  from a touched, charged magical item (including 
  single-use items such as potions and scrolls), 
  converting the charge into 1 spellfire energy level.  
  A fully drained item has no magical properties (a 
  potion becomes water; a scroll becomes blank paper). 
  Only one feature of a multiple-use charged item can 
  be drained per turn. 
  If the magical item is in the possession of a creature, 
  the spellfire wielder has to make a successful touch 
  attack to be able to use this ability. 
  If taken a second time, the wielder becomes more 
  efficient at converting the charge, gaining 2 spellfire 
  energy levels per charge. 
  Drain Permanent Item 
  12th level 
  As an action, the wielder can drain power from a 
  permanent magical item by touch. Any item drained 
  in this way ceases to function until after a Long Rest, 
  although it still detects as being magical.  
  If the magical item is in the possession of a creature, 
  the spellfire wielder has to make a successful touch 
  attack to be able to use this ability. 
  The wielder gains spellfire energy levels dependent 
  
   
  Spellfire ~7~ 
   
   
  on the rarity of the magical item: 
  Common - 1 spellfire energy level 
  Uncommon  - 2 spellfire energy levels 
  Rare - 3 spellfire energy levels 
  Very Rare - 4 spellfire energy levels 
  Legendary - 5 spellfire energy levels 
  Artifact - attempting to drain an artifact results in the 
  wielder suffering spellfire feedback. They immediately 
  take 28 (8d6) psychic damage, which can be reduced 
  by half with a successful DC21 Constitution saving 
  throw. 
  Enhanced Spellfire Blast 
  4th level 
  The wielder gains greater control over the destructive 
  energy that spellfire allows them to generate. 
  Each time this ability is selected, the wielder can 
  choose one of two enhancements—increased damage 
  or more accurate attack. 
  Each increment in damage changes the damage die - 
  d8, then d10, then d12 and finally d20. 
  Each increment in accuracy increases the DC check by 
  1. 
  Flight 
  12th level 
  The wielder can expend spellfire energy levels to fly  
  as the spell. Each spellfire energy level expended 
  allows the wielder to fly for 1 minute. The flying 
  wielder leaves a visible trail of light that fades after 1 
  turn. 
  Each time this ability is selected doubles the length of 
  time the wielder can sustain the ability to fly. 
  Improved Healing 
  8th level 
  The wielder gains greater control over the restorative 
  energy that spellfire allows them to generate. 
  Each time this ability is selected, the wielder 
  increments the healing die - d8, then d10, then d12, 
  and finally d20. 
  Increased Spellfire Energy Reserve 
  4th level 
  The wielder’s capacity for storing spellfire energy 
  levels is multiplied by 2 the first time this ability is 
  selected. 
  Each time this ability is selected after the first 
  increases the multiplier by 1. 
  
   
  Spellfire ~8~ 
   
   
  However, storing spellfire energy levels in excess of the 
  wielder’s Constitution score is dangerous, with 
  different effects depending upon the number of levels 
  stored. 
  Constitution+1 to Constitution x2 - the wielder’s eyes 
  glow brightly. Any creature, magic item or spell effect 
  that touches the wielder causes 1 spellfire energy level 
  to be discharged as a harmless burst of light. Once per 
  day, the wielder must make a DC12 Constitution check 
  or take 1d6 points of psychic damage as their spellfire 
  energy level backfires. 
  Constitution x2+1 to Constitution x3 - the wielder’s skin 
  glow brightly. Any creature, magic item or spell effect 
  that touches the wielder causes 1d4 spellfire energy 
  levels to be discharged as a harmless burst of light. 
  Once per hour, the wielder must make a DC12 
  Constitution check or take 1d6 points of psychic 
  damage as their spellfire energy level backfires. 
  Constitution x3+1 to Constitution x4 - the wielder sheds 
  light equal to a torch and feels a burning sensation 
  within their body. Any creature, magic item or spell 
  effect that touches the wielder causes 1d6 spellfire 
  energy levels to be discharged as a harmless burst of 
  light. Once per minute, the wielder must make a DC12 
  Constitution check or take 1d6 points of psychic 
  damage as their spellfire energy level backfires. 
  Constitution x4+1 to Constitution x5 - the wielder 
  radiates a palpable heat to a radius of 20ft. Any 
  creature, magic item or spell effect that touches the 
  wielder causes 2d6 spellfire energy levels to be 
  discharged with the same effect as a pyrotechnics spell 
  (DC 12+number of spellfire energy levels expended). 
  Once per turn, the wielder must make a DC12 
  Constitution check or take 2d6 points of psychic 
  damage as their spellfire energy level backfires. 
  Regardless of the number of spellfire energy levels 
  stored, a wielder can only expend a number of 
  spellfire 
  energy levels per turn equal to their 
  Constitution score. 
  Maelstrom of Fire 
  19th level 
  The wielder can release spellfire energy levels in all 
  directions as a 20ft radius spread, dealing 1d10 force 
  damage per spellfire energy level expended to all 
  creatures in the area. A successful DC 19 Dexterity 
  saving throw reduces this damage by half. 
  The wielder can increase the area of affect by 20ft by 
  expending additional spellfire energy levels, to a 
  maximum of 100 ft radius. 
  Rapid Blast 
  8th level 
  The wielder gains the ability to release multiple 
  blasts of spellfire as an action. 
  Each time this ability is selected, the wielder 
  increases the number of blasts they can release by 1. 
  SPELLFIRE BLOODLINE 
  Your innate magic comes from spellfire energy that 
  has influenced your blood, or that of your ancestors. 
  Most often, sorcerers with this origin trace their 
  descent back to a wielder of true spellfire of ancient 
  times.  
  In addition, the sorcerer may also be a true spellfire 
  wielder, granting them all the abilities that come with 
  that and further enhancing their sorcerer abilities. 
  You learn additional spells when you reach certain 
  levels in this class, as shown on the Spellfire Spells 
  table. Each of these spells counts as a sorcerer spell 
  for you, but it doesn’t count against the number of 
  sorcerer spells you know. 
  Spellfire Spells 
  
   
  Spellfire ~9~ 
   
   
  Whenever you gain a sorcerer level, you can replace 
  one spell you gained from this feature with another 
  spell of the same level. The new spell must be a 
  conjuration or an evocation spell from the sorcerer, 
  warlock, or wizard spell list. 
  Spellfire Ancestry 
  As spellfire energy flows through your body, it causes 
  traits of your spellfire ancestors to emerge. 
  At 1st level, your Constitution increases by 1, and 
  increases by 1 again at 6th level, 14th level, and 18th 
  level. 
  In addition, you gain resistance to fire due to the 
  spellfire energy within you. 
  Spellfire Familiar 
  At 6th level, you gain the ability to call forth a spellfire 
  manifestation of a creature to assist you. As a bonus 
  action, you can spend 3 sorcery points to magically 
  summon a spellfire familiar. The familiar takes one of 
  the following forms: 
  • 
  Cat 
  • 
  Hawk 
  • 
  Owl 
  • 
  Rat 
  • 
  Raven 
  • 
  Pseudodragon 
  • 
  Snake 
  • 
  Tressym 
  • 
  Weasel 
  Appearing in an unoccupied space within 10ft of you, 
  the familiar has the statistics of the chosen form, 
  
   
  Spellfire ~10~ 
   
   
  though it is an elemental instead of a beast. In addition, 
  the familiar is immune to fire damage, and is 
  surrounded by a harmless, fiery corona. 
  Your familiar acts independently of you, but it always 
  obeys your commands. In combat, it rolls its own 
  initiative and acts on its own turn. A familiar can't 
  attack, but it can take other actions as normal. 
  When the familiar drops to 0 hit points, it disappears, 
  leaving behind no physical form. It reappears after you 
  reuse this ability, though it can only be used once per 
  Long Rest. 
  While your familiar is within 100 feet of you, you can 
  communicate with it telepathically. Additionally, as an 
  action, you can see through your familiar's eyes and 
  hear what it hears until the start of your next turn, 
  gaining the benefits of any special senses that the 
  familiar has. During this time, you are deaf and blind 
  with regard to your own senses. 
  As an action, you can temporarily dismiss your 
  familiar. It disappears into a pocket dimension where it 
  awaits your summons. Alternatively, you can dismiss it 
  forever. As an action while it is temporarily dismissed, 
  you can cause it to reappear in any unoccupied space 
  within 30 feet of you. 
  You can't have more than one familiar at a time. If you 
  use this ability while you already have a familiar, you 
  instead cause it to adopt a new form. Choose one of the 
  forms from the above list. Your familiar transforms 
  into the chosen creature. 
  Finally, when you cast a spell with a range of touch, 
  your familiar can deliver the spell as if it had cast the 
  spell. Your familiar must be within 100 feet of you, 
  and it must use its reaction to deliver the spell when 
  you cast it. If the spell requires an attack roll, you use 
  your attack modifier for the roll. 
  Spellfire Fury 
  Starting at 14th level, when you are hit by a melee 
  attack, you can use your reaction to deal force 
  damage to the attacker. The damage equals your 
  sorcerer level. The attacker must also make a 
  Strength saving throw against your sorcerer spell 
  save DC. On a failed save, the attacker is pushed in a 
  straight line up to 20 feet away from you.  
  Spellfire Resilience 
  At 18th level, the spellfire energy in your blood gives 
  you the ability to overcome grievous injuries. As a 
  bonus action, when you have fewer than half of your 
  hit points remaining, you can regain a number of hit 
  points equal to half your hit point maximum. 
  Once you use this feature, you can’t use it again until 
  you finish a long rest. 
  In addition, the spellfire energy now makes you 
  immune to fire damage. 
   
   
  
   
  Spellfire ~11~ 
   
   
  THE FIRE AND THE FURY 
  INTRODUCTION 
  While enjoying a well-deserved rest at The 
  Wayside Inn, the party are witnesses to a young 
  boy stealing a spell scroll from a wizard and his 
  companions. 
  LOCATION: 
  The party are sat in the common room of The 
  Wayside Inn, enjoying another of Cooragh’s 
  amazing meals. Read the following: 
  OBJECTIVE: 
  Any member of the party that succeeds on a 
  DC18 Intelligence (Arcana) check will be able to 
  recall some details regarding spellfire. 
  • 
  It is a legendary power that very few are able 
  to wield. 
  • 
  It is a form of raw magic that is highly sought 
  after by the Zhentarim and the Red Wizards 
  of Thay. 
  • 
  Legends 
  tell 
  of 
  wielders 
  of 
  spellfire 
  destroying entire armies without suffering a 
  single injury. 
  The party have several options available to them: 
  • 
  They can let the boy be taken by the wizard 
  and his companions. 
  • 
  They can attempt to intervene to protect the 
  boy. 
  • 
  They can try to capture the boy for 
  themselves. 
  To encourage them to act, Martisha can offer 
  them a reward for stopping the wizard and his 
  companions from causing damage in the 
  common room. 
  THE LIGHT-FINGERED LAD 
  The young boy, Corvyn Sueskua, is a half-elf 
  urchin. He is about ten years of age and is 
  dressed in well-worn clothing. He stowed away 
  on a caravan out of Neverwinter, and when the 
  caravan stopped at the Wayside Inn, he came 
  over to the inn to see what he could find. 
  Unbeknownst to the lad, he is a true spellfire 
  wielder. He reacted instinctively when the 
  wizard threatened him, absorbing the spell 
  energy, and releasing it at the wizard without 
  understanding what he was doing. 
  He is in shock and is desperately in need of help. 
  He cannot control this new ability, and if the 
  party do nothing to intervene, he will absorb any 
  magic thrown at him and then release it after 
  three turns of combat in an uncontrolled 
  explosion of magical fire,  causing 10d10 damage 
  Another busy night at the Wayside Inn and once more, 
  the meal provided by Cooragh proves to be a great 
  success. Washed down by ale from the bar, you feel 
  sated. 
  The numerous tables in the common room are all filled, 
  and Tolan Kaniver has been performing all evening to 
  the crowd. 
  A young, fair-haired lad circulating around the tables 
  appears to be begging for food and has so far managed 
  to avoid being spotted by Martisha or the barkeep. 
  Upon approaching one of the other tables, where 
  another group of adventures is sat, you notice that the 
  boy is a little bit light-fingered. 
  Unfortunately for the lad, the wizard from whom he 
  was attempting to steal is also more attentive than he 
  appeared to be. 
  The wizard grabs the lad by the wrist. 
  “Try to steal from me, would you? Well, let’s see how 
  well you as a thief when you’ve a brand on your 
  forehead!” 
  As you watch, the wizard’s hand starts to glow, and he 
  moves to draw a symbol on the boy’s forehead. 
  Suddenly the boy seems to draw the energy from the 
  hand into himself and a burst of flame shoots from his 
  hands, sending the wizard flying across the common 
  room. The boy seems to be as shocked as everyone 
  else in the room at this reaction.  
  As the wizard struggles back to his feet, he points at 
  the boy and shouts at his companions. “Grab him! He 
  can wield spellfire. He’s worth a fortune!” 
  Looking round the room, the boy sprints towards your 
  table. “Please help me!” 
  
   
  Spellfire ~12~ 
   
   
  (half fire, half force) to everyone in the common 
  room. 
  THE WIZARD AND HIS COMPANIONS 
  The wizard and his companions act as the main 
  opposition to the party and should be scaled to match 
  the ability of the party. 
  If the party is struggling against the wizard and his 
  companions, then Martisha and Cooragh can come 
  to their assistance. 
  The wizard and his companions are not looking to 
  die, so will either surrender or attempt to escape if 
  it is clear that they are outclassed or losing. 
  CONCLUSION: 
  Once the party has dealt with the wizard and his 
  companions, they need to decide what to do with 
  Corvyn. 
  A wielder of true spellfire, particularly one of his 
  age, will be a much sought-after commodity. Once 
  the likes of the Zhentarim become aware of the 
  boy, he will likely be hunted for the rest of his life. 
  If the wizard and his companions are still alive, the 
  party will need to decide how to deal with the fact 
  that they know about Corvyn. 
  It will be almost impossible to prevent news of 
  Corvyn and his abilities from spreading across the 
  Sword Coast given the number of witnesses to the 
  events in the Wayside Inn. 
  Martisha will offer no help to the party in regard 
  to the boy. Cooragh will suggest taking the lad to 
  Neverwinter or Waterdeep, and seeking help from 
  either the Lord’s Alliance, the Harpers or the 
  Emerald Enclave. 
  If you have not yet run “Storm Lord’s Wrath”, the 
  barkeep will be Backes Dunfield. He will 
  approach the party and suggest that he can help 
  the boy. Backes is actually a worshipper of Talos 
  and wants to acquire the boy for the Cult of 
  Talos. 
  If you have run “Storm Lord’s Wrath”, the 
  barkeep is Dorgan Ernheim. He will suggest 
  taking the boy to somewhere out of the way, like 
  Mirabar. 
  Tolan Kaniver, the resident bard, will suggest 
  that the party take the boy to Neverwinter and 
  place him in the care of Terakin Scalesinger, his 
  former master at the College of Bards. 
  Level 
  Wizard and Companions 
  1-2 
  1 Acolyte, 1 Apprentice Wizard, 1 Scout, 
  3 Thugs 
  3-4 
  1 Acolyte, 1 Evil Mage, 1 Expert, 1 Scout, 
  2 Warriors 
  5-6 
  1 Archer, 1 Berserker, 1 Druid, 1 Evil Mage, 
  1 Priest, 1 Veteran 
  7-9 
  1 Archer, 1 Enchanter, 1 Gladiator, 
  1 Master Thief, 1 Priest, 1 Veteran 
  
   
  Spellfire ~13~ 
   
   
  APPENDIX: 
  SPELLFIRE WIELDERS 
  
   
  Spellfire ~14~ 
   
   
  Description 
  Lorghez is a member of the Many-Arrows Orc tribe. He rose 
  through the ranks of the warriors of the tribe, gaining proficiency 
  is the combat skills that would mark him as a champion of the 
  tribe. 
  It was pure chance that led to Lorghez discovering that he was 
  capable of wielding Spellfire. He was leading a raid on one of the 
  local towns when he was attacked by a mage. His body reacted 
  automatically, absorbing the spell energy and then, in his rage, 
  Lorghez expelled the energy in blast of force. Declared blessed by 
  Gruumsh, Lorghez was elevated in his position within the tribe. 
  Since then, Lorghez has continued to develop his martial prowess 
  but has also taken the time to find out about spellfire, and to 
  develop his spellfire abilities further. 
  Many mages have been surprised by the hulking orc who charges 
  them, absorbing their spells and using the energy against them. 
  
   
  Spellfire ~15~ 
   
   
  Description 
  Saoirse Torpen grew up in the community of Westbridge. From an early 
  age, she was taught about her ancestry and that spellfire flowed through 
  her blood. So, when she discovered that she was able to wield true 
  spellfire, it did not come as too great a surprise to the inquisitive gnome. 
  Developing both her sorcery abilities and her spellfire abilities, Saoirse 
  set out to explore the Realms, constantly aware of the dangers she faced 
  from the likes of the Zhentarim and the Red Wizards of Thay. 
  However, those foes that she has encountered have so far fared poorly 
  against the strength of her spellfire. Unfortunately, this has led to the 
  young gnome developing a superiority complex and believing that she 
  can overcome any challenge. 
  
   
  Spellfire ~16~ 
   
   
  MY WORKS 
   
  
   
  Spellfire ~17~ 
   
   
  
   
  Spellfire ~18~ 
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Subclasses/Spellfire.pdf