Spellfire Wielder
	This is not a class, nor a prestige class. Rather, this is a template to overlay on another class and race. In terms of experience and CR, a spellfire wielder is considered class + 2. This means that a 4th level fighter that overlaid the spellfire wielder template on himself would have to gain enough experience for a 7th level fighter to become a 5th level fighter.

Requirements
	Constitution: +3 modifier
	Fortitude Save: +5
	No spell resistance.

Template Features
Absorption: At level one, a wielder of spellfire can attempt to absorb spells cast directly at her. When a spellcaster targets her with a spell, she may choose to make a Fortitude saving throw (DC 15 + the spell’s level + the caster’s ability bonus) to absorb the effect. If this is successful, she may absorb a number of levels from the spell equal to her Constitution modifier. If this reduces the spell’s level to zero, the spell is completely absorbed. A spellfire wielder may hold up to twice her level in spell levels. If she fails the roll, the spell affects her as normal (no saving throw).
Conflagration: At level two, a spellfire wielder may release the magical essence contained in her body. By making a Fortitude saving throw (DC 10 + the number of spell levels contained in her body), the spellfire wielder instantly releases all spell levels in an explosion of power. For each spell level released, those within 15 feet of the person take 1d6 hit points of damage (maximum 10d6). For each level above the wielder’s Constitution modifier, the wielder takes 1d4 levels of damage.
Blast: At third level, the wielder gains enough control to aim the blasts of spellfire at a particular person. As a free action, she must release the spellfire from her body by making a Fortitude saving throw (DC 10 + the number of levels you wish to release). Afterwards, she must strike the person as if using a ray spell. The blast deals 1d6 points of damage per level released (maximum 10d6).
Nullification: At fourth level, the wielder of spellfire may nullify a spell that she witnesses. As a free action, she must release the spellfire from her body by making a Fortitude saving throw (DC 10 + the number of levels you wish to release). After releasing the power, she must expend a number of spell levels equal to the level of the target spell. Then she must engage in a caster level check (d20 + caster level + ability modifier). If she wins, the spell is nullified.
Purification: When she has reached level six, the wielder of spellfire may now release spellfire in a healing, purifying burst. As a free action, she must release the spellfire from her body by making a Fortitude saving throw (DC 10 + the number of levels you wish to release). By employing this on another person, she heals 1d8 hit points of damage per spell level released.
Deflection: At level eight, he wielder can knock missile weapons out of the air. As a free action, she must release the spellfire from her body by making a Fortitude saving throw (DC 10 + the number of levels you wish to release). After this, she may make a ranged attack against an Armor Class of 15 (plus any magical bonuses on the missiles). If she succeeds, the missile is struck from the air.
Drain: At level ten, a wielder of spellfire may attempt to drain the magical essence stored in a magical item. She must roll just as if it were a spell (see Absorption above).
Ascension: At twelfth level, a wielder of spellfire may fly at her normal rate of movement. As a free action, she must release the spellfire from her body by making a Fortitude saving throw (DC 10 + the number of levels you wish to release). Then, she must form the spellfire into a set of fiery wings with a Dexterity check (DC 15). This lasts for one minute per spell level expended in this manner.
Osmosis: At fifteenth level, the wielder may now sit in an area of magical influence or enchantment and drain the magical essence, just as if it were a spell.
Crown of Fire: At level eighteen, the wielder may employ the most powerful form of spellfire, the crown of fire. First, she must spend fifteen spell levels and drain the willing life force of another sentient being. As the life drains from the being, a fiery halo forms around the wielder’s head. While this halo is in existence, any non-magical weapon must make a hardness check (DC 20) or be destroyed. Any magical weapons that strike the wielder of spellfire must make a hardness check (DC 15) or lose their enchantment to the spellfire. Any spell cast at the wielder with the crown activated is absorbed, up to the wielder’s Constitution modifier. This lasts for one round per five spell levels spent.