A storm of purple bolts of Spellfire swirl upward from the ground in a 30-foot-radius, 50-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 5d10+10 damage on a failed save, or half as much damage on a successful one.
The flaming purple whirlwind persists for a total of 3 full rounds. During this time, at the end of every round, each creature within the cylinder when the round ends has to make a Constitution saving throw. If they fail it, they are knocked down. If they succeed it, they are free to move next turn, but everyone within the cylinder moves at half speed.
While you stand within the cylinder, you regain 1d10 health per round.
You attempt to 'catch' a spell cast by someone else, and then proceed to reshape it before allowing it to continue. f the target is casting a spell of 3rd level or lower, its spell arrives immediately in your hands, and you may alter it's target and details of use, warp it with metamagic and/or add additional Spellfire points to it, each Spellfire point adds a level to the spell, up to your maximum spell level.
If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the effects are the same. On failure, you lose the Sorcery Points and/or Spellfire Points invested in this spell, and the spell proceeds without your involvement.