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:
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.
no subject
Name: Adalia
Original app: Here.
Strengths & Weaknesses