Introduction
Spellfire Spark offers the player protection from magical damage and a useful offensive option. Magic Absorption will be great on characters who draw a lot of attacks, while Spellfire Flame will be great on spellcasters who will have the mental stats to make Cantrips effective.
A gish like a Bladesinger Wizard or an Eldritch Knight Fighter may be the best fit here, but the benefits of the feat will still be appealing for more conventional full casters like Light Domain Clerics and Celestial Wizards.
Magic Absorption
The amount reduced is tiny, but you’ll get a ton of value out of this. It’s once per turn, not once per round, so multiple enemies might trigger this in any single round, especially at high levels where it’s more common for enemies to use magic.
You’ll likely run into issues defining what qualifies as a “magical effect” for the purposes of this feature. If an Azer hits you with a weapon, it deals extra fire damage because Azers are hot. Is that magic? Or is it just heat? The line gets really fuzzy. What about magic weapons?
Many actions specifically use the words “magic” or “magically” to make it explicit what is and isn’t magic, but many spellcaster stat blocks have spell attacks that don’t specifically use the word “magic”. I think we can agree that those are clearly magical, but the deeper you look, the weirder the edge cases can get.
Talk to your DM about and come to an agreement beforehand so that you’re not arguing at the table.
Spellfire Flame
An extra cantrip known, and you can cast it as a Bonus Action a few times per day. Sublasses which can add bonus damage to radiant damage spells, such as the Celestial Warlock, will find this especially helpful.