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Fade Rift Mods ([personal profile] faderifting) wrote in [community profile] faderiftooc2018-06-05 10:44 pm
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MOD POST ↠ OC POWER ADJUSTMENTS

MOD UPDATE: WHAT THE HECK IS A SAVING THROW

Turns out our last mod post felt so naked without any rule changes that we had to make up for it by making this three-piece suit's worth of adjustments to how we're handling OCs, and primarily tabletop OCs.

CAST CAPS

After some consideration, we've decided to split D&D casts based on shared universes rather than counting it as a single canon. So, for example, The Adventure Zone and Critical Role can each have independent cast caps, and OCs will be considered a "cast" when they share connections, cross storylines, would recognize one another by reputation, etc. We decided that counting all D&D characters as a single canon was sort of similar to counting all Modern Earth OCs as a single canon—the world operates the same way and everyone knows what New York City is, but it's not necessarily the same world with the same New York City.

That does mean that we need players to make sure to identify for us when your OCs share a universe/campaign, and tabletop OC players from different universes/campaigns won't be able to retroactively decide on connections or past encounters with one another unless there's room within the cast to contain all of the characters that overlap would connect and you let us know you're combining universes.

POWER ADJUSTMENTS & FAQ UPDATE

We've had a little bit of a bumpy time figuring out how to make D&D characters work in the game, and we apologize for any confusion or frustration that's caused, but we think we've figured out some ways to make it easier on everyone in the future. Specifically,

Time & Turn Restrictions

Unless we talk to you personally about limits for your character or specific abilities, the usual D&D limits on the amounts of times per day a character can cast a spell or use a certain ability are not going to apply in FR. Similar to natives, your characters can use anything in their arsenal as many times as they have the energy for. If you're unfamiliar with DA canon, that means that using big area-of-effect spells or powerful abilities will take a lot out of them in the moment, kind of like heavy weightlifting, but they'll be able to do it again after a breather if they need to, until after a certain point it's too much and they have to give it a rest and wake up feeling sore or tired the next morning (or potentially injure themselves if they keep pushing too far). There's no hard rule we enforce on natives for when that breaking point is, so there's no hard rule we'll enforce on D&D characters either. Just be reasonable and make sure your character isn't running circles around everyone else or repeatedly casting big powerful spells without breaks.

The reason for this adjustment is that, when nerfing characters, we try to look at what a character will generally be able to bring to a single plot log or IC problem to make sure everyone is on roughly even footing and able to contribute in their own ways. The time restrictions used for turn-based tabletop RP don't really mean much with the 1:1 time passage and more spaced-out plot that happens in DWRP. In most logs, a tabletop character will have nothing else specifically going on before or after that brief window of time, and thus will have access to their entire arsenal of abilities when a group of characters comes upon a significant problem to solve together. They won't usually be involved in multiple encounters in one log, there would very rarely be a fight so prolonged that they would run out of things they're able to do and would have to sit down and let other people take over, and in most situations everyone has forewarning and/or personal control of the kind of problem or enemy they're going to face and can plan accordingly, rather than potentially being caught unaware by a DM and having to improvise or do without something they accidentally already used. In sum, when told "your characters are going to go fight this thing," tabletop characters can use their entire list of available resources to decide how to tackle it. So it's important to us that the scope of a character's entire slate of abilities and skills doesn't make them significantly more powerful than other characters in practice, with limitations that really only apply in theory.

We've been trying to approach nerfs from that perspective. But it does create situations—mostly things like large-scale battles where we all handwave that our characters have been fighting for extended periods of time—where D&D characters subject to slot or time limits would be at a significant disadvantage. So for the most part, we're removing time/slot restrictions. Unless we've spoken to you privately or placed specific time-based nerfs on some of your character's abilities, such as limiting how much healing they can do per day, you're free to ignore those tabletop rules.

If you've previously RPed about those limitations being in place, you have a couple of options. First, you can retcon it, if you want to and if it doesn't cause problems for other people. Second, you can say that those limits did initially exist, but over time and with practice using magic in Thedas, they're starting to fade away.

Power Descriptions

Going forward, we need anyone apping or updating a tabletop character to avoid explaining those powers in tabletop terms, the same way we ask video game characters not to tell us anything about numerical damage points. We don't have stats or turns in FR and we don't roll for the vast majority of things, so limits based on points or levels or saving throws just don't have any application here. We've been trying to learn tabletop systems and figure out what those things will actually mean in a DWRP log so we can nerf what needs to be nerfed in our context, but it simply requires more time than we can spare. The exception is things like the duration of a spell or the distance or weight limits of an ability--definitely keep letting us know if someone can turn invisible for thirty seconds at a time or for twenty hours, and whether they can throw a car a mile or a cardboard box ten feet--that's precisely the type of info we really do need in order to evaluate how powerful a spell or ability is.

Process Changes & FAQ Update

To cover the above and also to address how we're going to handle new apps and canon updates in the future to try to be more transparent and consistent, we've updated the FAQ with the following:

How should I handle tabletop character abilities?

D&D and similar tabletop characters need to be "de-gamed" the same way we ask of video game characters. NPCs and other PCs in FR generally don't have stats, so you need to translate the parameters of your character's abilities into more practical narrative terms. For example, rather than telling us your character has an ability that will knock someone down unless they pass some kind of check, tell us what sorts of people your character is going to be knocking down with that ability on an average attempt. Babies? Giants? Etc.

On a similar note, because some D&D magic or otherwise supernatural abilities in specific are so similar to Dragon Age native magic, just often cooler or bigger, D&D characters will generally be capped in ways that leave them on similar footing to natives with similar skills. To make up forthat, they'll also generally be subject to the same restrictions on frequency of ability use that natives are, which is to say, basically none. Native characters can repeatedly cast spells or perform Cool Fighting Move #4 as many times per day as they want, subject to their realistically available magical or physical stamina. Your D&D characters will be able to do so as well, unless we specify otherwise for certain abilities when you apply.

We generally don't roll for things in FR, and when we do, it's for contained plots with their own requirements or stat sheets that won't correspond to your character's tabletop stat sheet. Characters also don't level up mechanically. Your characters can learn new skills when and how it makes narrative sense in this setting for them to do so, which may not be at the same rate you'd be used to in an actual tabletop game. You don't have to check in with us for your character to learn new mundane skills like crafting or wrestling. We just ask that everyone have characters grow and advance at a pace that's realistic for someone of their age, experience, and pre-existing strengths and weaknesses.

Can my rifter gain new abilities later?

Rifters can't learn native magic, but they can learn new non-magical skills and develop their own type of magic further. If your magical or supernaturally powered character hasn't reached what you would consider their full in-game magical/supernatural potential as of their canon point, please explain in your app what that full potential would be and how long it will take them to reach it if they continue to study and practice on their own in Fade Rift. That way we can take your plans into account when deciding if their other abilities and skills, magic gear, etc., will cause them to be cumulatively overpowered now or in the foreseeable future, and we can warn you in advance if they won't be able to both have all those things now and also acquire the new abilities you want later. There's no need to tell us what the character's potential will be in twenty years, just what you foresee them reaching in their time in FR (which will probably not last twenty years). This will allow us to nerf as needed in one go, and let you make informed choices at the beginning if, for example, keeping a potential ability on the table for the future would require giving up a different ability now.

To gain any new special abilities—that is, things non-mage Thedosians can't also learn to do—that go beyond those described and approved in your original apps, characters will generally be required to purchase specializations through the AC rewards system. You can use that mechanism to create custom specializations based on tabletop canon abilities if you want, but each specialization purchased will typically be limited to 3-4 thematically related "active" abilities of power levels comparable to those of DA abilities, such as new spells, plus a few passive improvements. Most characters will have three of these specialization slots available.

Characters who app in with particularly extensive abilities may be told during the app process that their character won't be eligible for any additional special ability gains, regardless of the method by which they're acquired, or that they'll have fewer than three specialization slots available via IC rewards. This is the same way we handle native characters, who can't buy three more specializations if they've already included some in their original app.

We generally won't allow powers that reach substantively beyond what's described in original apps to be acquired, even through canon updates, without a specialization purchase. Our initial nerfs to an application are often already the upper ceilings of what we're comfortable allowing for a character, so indefinitely raising those ceilings via canon updates won't be allowed. (Canon updates themselves are still allowed—you're always free to add to a character's life story that way. It's just the acquisition of new powers via canon updates that we're limiting.)

Canon rifters from ongoing sources who undergo significant unforeseen changes to their abilities at newly-released canon points and want to canon update will be handled on a case by case basis.

POWER ADJUSTMENT CENTRAL

In light of these changes, and to get everyone on fair and equal footing, we're going to open a window to revisit characters' abilities, nerfs, and inventories. If you foresee your character gaining significant power in the next couple years and aren't happy with how this new system applies to the app you already submitted, you can write a new draft of your strengths/weaknesses, nerfs, and inventory sections that covers what you would overall like to have considered as their basic set of abilities—the things your character can do now or will learn to do in the future that you don't want to have to use specialization slots to purchase. We'll go over everyone's abilities again with this in mind and renerf as necessary. It may wind up requiring some retconning, some powers mysteriously no longer working for no apparent reason, or some objects being accidentally destroyed, but we'll chat it out with you until we have something that works. (You'll also, of course, have the option to just stick with what was already approved.)

If you want to rework your character's abilities and inventory, just revise those sections of the app, letting us know in the revision what's changing and using non-tabletoppy descriptions, and post them here by June 24 at the latest. We'll try to have everyone squared away by the end of the month.

This is mainly for our tabletop characters or similar OCs, but if anyone else had planned significant power gains in the future, let us know and we'll figure out whether you need to be included as well.

If you have any questions, you're welcome to ask at any time, here or via the mod contact page!
somethingwild: (Default)

[personal profile] somethingwild 2018-06-06 11:54 am (UTC)(link)
Hi mods! First, thank you for posting this update; it's really helpful and clarifies a lot. It also touches on something I've been wondering about since I apped.

I originally nerfed Newt's Patronus Charm ability, given that we don't actually know what his Patronus is. I assume we won't actually know until at least the next movie in November so my question is this.

If I want to include his regaining his Patronus charm ability in his eventual canon update, if I'm reading this update right, would I need a specialization purchase to do so? I'm fine either way, and, of course, I would adjust the ability for Thedas. I'd just like to know in advance so I can set aside the points for it, if need be.

Thank you!
somethingwild: (Default)

[personal profile] somethingwild 2018-06-18 11:43 am (UTC)(link)
Great, thank you for answering!

And of course. I was actually considering different ways to nerf it, and I was thinking maybe it would only be effective against Despair Demons since they look/act a lot like Dementors? And it would be like a focus ability, wherein he could only use it once per battle and it would take a lot of energy.

But I'll wait and see for if/when his Patronus is revealed to go into more detail. Again, thank you for answering!
sorcerised: (Default)

Arohaerd

[personal profile] sorcerised 2018-06-23 09:57 pm (UTC)(link)
CHARACTER

Name: Arohaerd
Original app: Here.

Strengths & Weaknesses

When I originally apped Aro, I said that he was a low-level sorcerer and that it was my intention for him to gain experience in game that will enable him to get better over time. However, I only included in his app the spells he has at his current level. In the post above you say that it is possible for rifters to develop their own type of magic further and that if their abilities have not yet reached their in-game potential, we should explain their full potential and how long it would take them to reach it.

D&D indicates the power needed for each spell through Spell Levels. The lowest is the Cantrip, which requires very little energy to cast. Level 1 is slightly more powerful and requires more energy to cast, Level 2 is more powerful again, and so on. I will separate the spells according to their levels below as an indicator of how powerful/damaging they are. At present, Aro knows the following spells:

Cantrip Spells
  • Dancing Lights: He can create up to four torch-sized glowing orbs which shed light in a 10ft radius. They can also be combined into one vaguely humanoid form of medium size.
  • Spark: Ranged attack: he hurls a spark of lightning at a target causing lightning damage. If it hits something flammable, it will set it on fire too. Its strength would be comparable to a mild electric shock - it would hurt and potentially cause burns, but not kill.
  • Shocking grasp: Once cast, he delivers a mild electric shock to anything he touches. The shock is slightly less powerful than the one from Spark - it's comparable to the shock from a taser.
  • Thunderclap: He creates a thunderous sound that can be heard up to 100ft away. Anyone within range will take thunder damage. It is slightly less powerful than Shocking grasp.


Level 1 Spells
  • Shield: Causes an invisible barrier of magical force to appear around him. It only covers him.
  • Sleep: He puts people within a 20ft radius to sleep. They can be woken by physical action (i.e. being shaken, slapped, or injured). Creatures who are either undead or immune to being charmed are unaffected.
  • Thunderwave: He emits a wave of thunderous force. Creatures within a 15ft cube of him will take thunder damage and will also be pushed 10ft away from him. It also emits a thunderous boom that can be heard 300ft away. It is essentially a more powerful version of Thunderclap.


Level 2 Spells
  • Breathing Dragon: He touches a willing creature (it can be himself) and it will spew a 15ft cone of magical energy from its mouth. In his case it is usually lightning energy, though it can also be acid, ice, fire or poison if he desires. This is his most powerful spell and the only one he currently knows at this level.


What I would like is for Aro, over the course of his time in game, to gain experience and become a better sorcerer, effectively raising him to the equivalent of D&D Level 14. He would learn the following additional spells:

Cantrips
  • Mending: This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.
  • Minor Illusion: You create a sound or an image of an object within a 30ft range that lasts for around 1 minute. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object--such as a chair, muddy footprints, or a small chest--it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.


Level One Spells
  • Absorb Elements: The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You gain temporary resistance to energy of that type. The energy you are storing will be released when you next make an attack. Works for Acid, Cold, Fire, Lightning and Thunder damage.


Level Two Spells
  • Shatter: A sudden loud ringing noise, painfully intense, erupts from a point of your choice within a range 60ft. Organic creatures will feel intense pain from the sound; however creatures made of inorganic material such as stone, crystal or metal will be physically strained, cracked or entirely shattered depending on how strong they are when hit by the attack. A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.


Level Three Spells
  • Lightning Bolt: A stroke of lightning forming a line 100ft long and 5ft wide blasts out from you in a direction you choose. The lightning ignites flammable objects in the area that aren't being worn or carried.
  • Thunder Step: You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, damaging creatures within 10ft of the space you just left. The thunder can be heard from up to 300ft away. You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also teleport one passenger and the gear they are carrying along with you, providing they are both willing, and of your size or smaller.


Level Four Spells
  • Dimension Door: You teleport yourself from your current location to any other spot within a range of 500ft. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45- degree angle, 300 feet." You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5ft of you when you cast this spell. The spell only works if the place you try to teleport to is empty - if something else is there, you will rebound painfully off it, and arrive back where you started.
  • Storm Sphere: A 20-foot-radius sphere of whirling air springs into existence centered on a point you choose within a range of 150ft. The sphere remains for the spell’s duration. Creatures inside the sphere will take ongoing damage from the sphere. Every few seconds, a bolt of lightning will leap from the center of the sphere toward a creature you choose (the creature must be within 60ft of the sphere).


Level Five Spells
  • Telekinesis: You gain the ability to move or manipulate creatures or objects by thought. The target must be within a 60ft range and there can only be one target at a time. This power may be able to move giants or other huge creatures; however, they may be able to escape if they are very strong. The weight limit for this power is 1,000 lbs. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Additionally, I would seek OOC permission before using telekinesis on any other character.


Level Six Spells
  • Chain Lightning: You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30ft of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.


Level Seven Spells
  • Whirlwind: A whirlwind howls down to a point that you can see on the ground within a 300ft range. The whirlwind is a 10-foot-radius, 30-foot-high cylinder centred on that point. You can move the whirlwind up to 30 feet in any direction along the ground. The whirlwind sucks up any medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone. Creatures caught by the whirlwind take significant ongoing damage and will also be restrained by the whirlwind. Large creatures may be pulled into the whirlwind, but as with telekinesis, they may be able to break free if they are very strong.


Aro also has something called 'metamagic', which essentially allows him to add a particular effect to any of his spells. He is currently capable of:
  • Careful Spell: If he is casting a spell where allies would be caught in his range and damaged, this will protect them from it.
  • Twinned Spell: A spell that ordinarily only targets one creature will be able to target two.

    Over time I would also like him to be able to learn how to cast a Subtle Spell, which would allow him to cast it without any words or gestures.

    I would eventually like for Aro to be able to learn all of these spells in Fade Rift. I think that in total, it would be reasonable for him to gain this experience over the course of 12 months in game. As he has already been in game for 3 months, I would propose that he be at the point of knowing all of these abilities after another 9 months. I would also propose that he gain these powers in stages, as follows:

    Phase One: After one more month, i.e. by the end of July 2018, he would have learned both of his additional Cantrips (Mending and Minor Illusion) and his additional Level One and Two spells (Absorb Elements and Shatter).

    Phase Two: After a further 4 months, i.e. by the end of November 2018, he would have learned his Level Three (Lightning Bolt and Thunder Step) and Four (Dimension Door and Storm Sphere) spells, and also learned how to cast a Subtle Spell.

    Phase Three: After a final 4 months, i.e. by the end of March 2019, he would have learned his Level Five (Telekinesis), Six (Chain Lightning) and Seven (Whirlwind) Spells. By this stage Aro will have been in game for a full 12 months.

    As well as his individual spells, Aro as a sorcerer would eventually gain a general Elemental Affinity, which in his case is Lightning. This is because his magic comes from a Bronze dragon, which is associated with Lightning in his world. This means that spells involving Lightning energy will be slightly more powerful than they would be from other mages, and Aro would also have personal resistance to, and take less damage from, lightning magic cast by others.

    He also would gain two 'Feats', which are non-magical skills that he gains with experience. These are:
    Elven Accuracy: He has uncanny aim with ranged attacks, both with a ranged weapon and with spells.
    Prodigy: He has a knack for learning new things. He gains proficiency in one skill (in his case, his knowledge of the natural world), and gains expertise in one skill in which he was already proficient (in his case, arcane magic). He also gains proficiency with Cartographer's Tools, and becomes fluent in one language. This would usually be a D&D language, but as he will have been in Fade Rift during this time, I would like for him to become fluent in the native Elven tongue, if that's okay!

    It would be my intention for Aro to learn Elemental Affinity along with Phase One, by end July 2018, Elven Accuracy along with Phase Two, by end November 2018, and Prodigy along with Phase Three, by end March 2019, if that's okay.

    Suggested Nerfs

    In my original app I noted that Aro's spells are generally regulated according to power; in D&D, spells at higher levels are more powerful and can be cast less often. This would still be the case; the higher level spells will take more out of him, he will be able to cast them less often and will need to rest after casting them. However, I am not sure if you would want any additional nerfing. Additionally, if you would prefer for some of these abilities to be Specialisations that I would pay for in AC points, I'm happy to work with that. I'm also happy to work with different time increments for improving his powers, if you would prefer!

    Arrival Inventory

    Original inventory:
  • 1 Arcane Focus: a bronze crystal worn around his neck, which serves as a focusing tool for his spells.
  • 1 crossbow with 20 bolts.
  • 2 daggers.
  • Clothes on his back: sturdy boots, leather breeches, a belt, a shirt, a jacket, a long scarf, a pair of gloves, a wide-brimmed hat and a cloak.
  • Backpack with standard exploring gear: a spare shirt, mess kit, hunting trap, rope, tinderbox, torch, waterskin, bedroll and some rations.
  • 1 quarterstaff.
  • 1 bronze dragon hatchling* named Iessa, recently hatched.

    To this he would add 1 set of Cartographer's Tools, which he would gain along with the Prodigy feat. This would basically mean a pouch containing calipers, compasses, ink, parchment, a quill, and a ruler. He would use these to make maps. In game, I would say he either purchased these in Kirkwall, or if you prefer, they could be a rift item which he could pay for with activity points.

    'Human'ization

    In my original app, I mentioned that the process of gaining magic from the dragon also changed Aro physically. He entered the game with a thin layer of dragon scales which covers parts of his skin and behaves like armour. At higher levels, he will also be able to sprout dragon wings and fly. It would be my intention that he gains the ability to sprout his wings along with Phase 3 of his development, so he would be able to do this from March 2019. The wings can appear and disappear at will, and he can fly with them at the same speed as moving on foot.
  • thunderproof: ᴀʟʟ ɪᴄᴏɴs ʙʏ METAHUMANS. ᴅᴏ ɴᴏᴛ ᴛᴀᴋᴇ. (Default)

    [personal profile] thunderproof 2018-06-24 01:01 pm (UTC)(link)
    CHARACTER

    Name: Adalia
    Original app: Here.

    Strengths & Weaknesses
    Adalia was canon updated recently, making her a level 10 sorcerer/level 1 fighter. As tying Adalia's power progression to canon updates is easiest for me to keep track of, I would like to maintain that as the primary method through which her powers grow. That said, I'm not entirely certain what canon updates I'll perform when, as I only recently canon updated, and I have no plan to update again any time soon. Since it took me over half a year to update her for the first time, it's very likely it will take me another half a year at least to gain even a few of these abilities. I'm including information on all of her possible progress in this "update", and will gain the approved abilities from it whenever I canon update.

    STORM SOUL — Unchanged from her original app.

    FIGHTER — Unchanged from her original app.

    STORM GUIDE'S TOME — Unchanged from her original app.

    The spells Adalia knows at level 11 are as follows, those of which have already been approved left undescribed to save space:
    CANTRIPS — Booming Blade, Lightning Lure, Prestidigitation, Shocking Grasp, Spark, Static Shock

    FIRST LEVEL SPELLS — Thunderwave

    SECOND LEVEL SPELLS — Bronze Dragon's Breath, Shatter
    PYROTECHNICS — Adalia chooses an area of nonmagical flame within sight that fits within a five-foot cube, extinguishing the fire in that area and creating either fireworks or smoke from the process.
    Fireworks. The fire explodes with a dazzling display of colors. Each creature within ten feet of the target must shield their eyes or become blinded for a short period.
    Smoke. Thick black smoke spreads out from the target in a twenty-foot radius, moving around corners. The area of the smoke is difficult to see through, making combat a challenge. The smoke persists for a minute or until a strong wind disperses it.

    THIRD LEVEL SPELLS — Haste, Lightning Bolt
    ELECTRIFIED ARROWS — Adalia touches a quiver containing arrows or bolts. When a target is hit by a piece of ammunition drawn from the quiver, the target takes extra lightning damage. The spell's magic ends on the piece of ammunition when it hits or misses, and the spell ends when twelve pieces of ammunition have been drawn from the quiver.

    FOURTH LEVEL SPELLS — Polymorph, Storm Sphere

    FIFTH LEVEL SPELLS — Telekinesis

    Additionally, Adalia can use Sorcerer Points not only to give herself more Spell Slots but also to add certain Metamagic effects to her spells. As keeping track of Sorcerer Point quantities is not as important in written RP, I will instead consider these effects contingent on Adalia's "power reserves", and do my best to avoid overusing them. Though Adalia is at level 11 now and thus would have access to the third Metamagic effect (Extended Spell), it was not approved previously as part of her canon update. The effects she would have at level 11, her current canon point, are:
  • CAREFUL SPELL — When Adalia casts an area of effect spell, she can protect five allies from the spell's full force, shaping the spell around them.
  • EXTENDED SPELL — When Adalia casts a spell with a duration of one minute or longer, she can spend a sorcery point to double its duration, to a maximum duration of twenty four hours.
  • TWINNED SPELL — When Adalia casts a spell that targets only one creature and doesn’t have a range of self, she can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell.

  • Due to her time spent with Alacruun, a wizard, Adalia has the feat Magic Initiate (Wizard) at level 11. This gives her access to two more cantrips and a first level wizard spell she can cast once a day.
    CANTRIPS
    MAGE HAND — A cantrip which causes a spectral, floating hand appears at a point within thirty feet of Adalia. It can be used to lift and manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. The hand can't attack, activate magical items, or carry more than 10 pounds.
    MENDING — This cantrip repairs a single break or tear in an object no bigger than one foot in any dimension that Adalia touches, such as repairing broken glasses, mending a tear in a garment, or repairing a lightly damaged wagon wheel. It can physically repair a magic item or construct, such as a mage's staff, but can't restore magic to such an object.

    FIRST LEVEL SPELL
    RAY OF SICKNESS — Adalia sends a ray of sickening greenish energy toward a creature within sixty feet of her. If the creature can't fight off the energy, they are poisoned.


    Further canon updates and "level ups" would give Adalia access to the following spells, feats, metamagic, and other abilities, not necessarily all at once (Abilities bracketed by double exclamation points [!!ability!!] denote possibly bonkers D&D shit that may have to be heavily nerfed or gotten rid of entirely.):

    STORM SOUL!!When Adalia is hit by a melee attack, she can causes a bolt of lightning to leap from her to her attacker in reaction, dealing a moderate amount of damage. When she does this, the attacker must brace themselves or be pushed in a straight line 20 feet away from her. At the peak of her power, Adalia gains the ability to fly and is immune to lightning and thunder damage. She can choose to reduce her flying speed for one hour and choose eight people to spread her flight ability to for that hour.!!

    SIXTH LEVEL SPELLS
    CHAIN LIGHTNING — Adalia creates a bolt of lightning that arcs toward a target of her choice within sight. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.
    !!MENTAL PRISON — Adalia attempts to bind a creature within an illusory cell that only it perceives. If unable to shake off her mental influence, the target takes a high amount of psychic damage, and Adalia makes the area immediately around the target appear dangerous to it in some way. She might cause the target to perceive itself as being surrounded by fire, floating razors, or hideous maws filled with dripping teeth. Whatever form the illusion takes, the target can’t see or hear anything beyond it and is too afraid to move for the spell's duration. If the target is moved out of the illusion, makes a melee attack through it, or reaches any part of its body through it, the target takes a ton of psychic damage, and the spell ends.!!


    SEVENTH LEVEL SPELLS
    !!REVERSE GRAVITY — This spell reverses gravity in a 50-foot-radius, 100-foot high cylinder centered on a point within range. All creatures and objects that aren't somehow anchored to the ground in the area fall upward and reach the top of the area. A creature can attempt to grab onto a fixed object it can reach, thus avoiding the fall. If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it and take damage just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for a minute. At the end of that minute, affected objects and creatures fall back down.!!


    EIGHTH LEVEL SPELLS
    !!POWER WORD STUN — Adalia speaks a word of power that can overwhelm the mind of one creature she can see within range, leaving it dumbfounded. If the target is mentally and physically weak, it is stunned. Otherwise, the spell has no effect. A stunned creature can't move or easily communicate, and is easy to attack.!!


    NINTH LEVEL SPELLS
    !!MASS POLYMORPH — Similar to Adalia's earlier spell, Polymorph, she can choose up to ten people to shapechange into one of the six beasts she can turn herself into, choosing either the same animal or a different one for each target. The spell lasts an hour or until the polymorphed individual goes unconscious or dies. While in their creature forms, the polymorphed individuals retains a general sense of self, but are limited in the actions they can perform by the nature of their new forms, and can't speak, cast spells, or do anything that requires hands or speech. Their gear melds into the new form, and they can't activate, use, wield, or otherwise benefit from any of their equipment.!!


    At level 17 Adalia would learn the Metamagic effect DISTANT SPELL — When Adalia casts a spell that has a range of five feet or greater, she can double its range. When she casts a spell that requires touch, she can make the range of the spell 30 feet.

    In addition to these abilities, Adalia also gains three feats, which give her non-magical skills in various endeavors.
    • ALCHEMIST — Adalia has learned alchemy and is an expert alchemist. She can create alchemical concoctions, and can visually identify potions rather than having to taste them. Additionally, she can enhance any one healing potion using her alchemist's supplies over the course of an hour, enabling it to heal more damage than it would have otherwise.

    • PRODIGY — Adalia has a knack for learning new things. She learns to use herbalist's tools as a way to augment her alchemy, and learns Infernal, the language of devils, demons, and other inhabitants of the Nine Hells.

    • WAR CASTER — Adalia's practiced casting spells in the middle of combat, learning techniques which allow her to maintain concentration on mentally taxing spells even when she takes damage and perform the movements of spells even when wielding weapons or a shield in one or both hands.


    Suggested Nerfs

    In light of how much power Adalia would have at level 20 (should she ever be canon updated to the point she has access to all of it), making Polymorph into a second Specialization (in addition to her pre-approved Alchemist Specialization) makes sense. In addition, the spells Mental Prison, Reverse Gravity, Power Word Stun, and Mass Polymorph may need to be removed from her abilities entirely. Also, Adalia's new Storm Soul abilities will need to be nerfed — she can't be immune to lightning and thunder, and proooobably flying without the aid of her broomstick is right out. Otherwise, there's a lot she can do, so I'm open to any more nerfs you want to impose.

    Arrival Inventory

    Original Inventory:
    • Her clothes.
    • A single red feather, braided into Adalia's hair, which acts as her magical focus.
    • Charis, the silver dragon hatchling.
    • Storm Guide's Tome, a book with unreadable text.
    • Solve et Coagula, a book of alchemical recipes.
    • Dragonguard, a magical breastplate that halves damage taken from dragon breath attacks.
    • Animated Shield, a magical shield that hovers around Adalia for a minute when she speaks its command word and deflects attacks.
    • Broom of Flying, a... flying broomstick.

      In addition, Adalia gained the Legendary sword Bolt in Thedas. Should she be allowed to keep her flight ability, she would give the Broom of Flying to a friend.