thunderproof: ᴀʟʟ ɪᴄᴏɴs ʙʏ METAHUMANS. ᴅᴏ ɴᴏᴛ ᴛᴀᴋᴇ. (Default)
𝒂𝒅𝒂𝒍𝒊𝒂, 𝒏𝒐. ([personal profile] thunderproof) wrote in [personal profile] faderifting 2018-06-01 05:19 am (UTC)

CANON UPDATE | ADALIA

Character: Adalia
New Canon Point: After Alacruun releases her from their deals
Synopsis:
  • For two months, Alacruun is quiet. Adalia gets used to having her head to herself again, she raises her new dragon son, life is fine. She's constantly waiting for the other shoe to drop, but it's fine.

  • The party investigates a missing tiefling, who turns out to have been kidnapped by cultists of Alacruun's. While it appeared that they found the tiefling in time, it turns out that Alacruun has possessed the tiefling's body. This distresses Adalia, but she convinces herself telling the party wouldn't be a good idea.

  • Over the next few weeks, Adalia and Alacruun grow closer. As the only person who treats her nicely, she gravitates to him, and his attention makes her feel special. This culminates in a battle where Adalia nearly dies to keep Alacruun alive.

  • In the aftermath of her near-death experience, Adalia figures out that Alacruun is in love with her. Though she doesn't verbally reciprocate his feelings, she kisses him. This is absolutely going to end poorly, but she seems to be the only one out of the two of them who realizes that.

  • Not long after, the party reenters civilization. Finally able to relax and let her guard down, Adalia nearly has a panic attack. It's stopped in its tracks by Alacruun, distraught at seeing her so upset, giving her back her soul and her future. Adalia pleads with him to give up his stupid world domination idea and live by the seaside with her, but Alacruun demurs, and Adalia cries. They fall asleep together, and Adalia wakes back up in Thedas.

Key Character Developments:
Adalia develops further in her magical ability. In D&D terms, she hits level ten in the sorcerer class, and also unlocks some spells inherent to her as a storm sorcerer. Also, since she's been traveling with Alacruun, and has learned a bit from watching him, she has taken the Magic Initiate feat, learning a few wizard spells.

New Spells:
PRESTIDIGITATION — Adalia can do one of the following: cause an instantaneous, harmless sensory effect; light or snuff out a small fire; instantaneously clean or soil a small object; chill, warm, or flavor up to one cubic foot of nonliving material for an hour; make a color, small mark, or symbol appear on an object or surface for an hour; create a nonmagical trinket or illusory image that can fit in her hand, which lasts for six seconds.

MENDING — This spell repairs a single break or tear in an object no bigger than one foot in any dimension that Adalia touches. It can physically repair a magic item or construct, but the spell can't restore magic to such an object.

MAGE HAND — A spectral, floating hand appears at a point within thirty feet of Adalia. It can be used to 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.

FOG CLOUD — Adalia creates a 20-foot-radius sphere of fog centered on a point within 120 feet which spreads around corners and whose area is heavily obscured. It lasts for an hour or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

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.

ALTER SELF — Adalia assumes a different form. When she casts the spell, she chooses one of the following options, the effects of which last for an hour. While the spell lasts, she can end one option in order to gain the benefits of another.
Aquatic Adaptation. Adalia adapts her body to an aquatic environment, sprouting gills and growing webbing between her fingers.
Change Appearance. Adalia transforms her appearance, including height, weight, facial features, sound of her voice, hair length, coloration, and distinguishing characteristics, if any. She can make herself appear as a member of another race, though her basic shape stays the same. At any time for the duration of the spell, she can change her appearance in this way again.
Natural Weapons. Adalia grows claws, fangs, spines, horns, or a different natural weapon of her choice.

PYROTECHNICS — Adalia chooses an area of nonmagical flame within 60 feet of her 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 heavily obscured. The smoke persists for a minute or until a strong wind disperses it.

GUST OF WIND — A line of strong wind sixty feet long and ten feet wide blasts out from Adalia. Each creature that starts its turn in the line must brace themself or be pushed fifteen feet away from her in a direction following the line. Traversing the line takes double the effort moving the same distance otherwise would. Adalia can change the direction of the wind while the spell is in effect. The gust disperses gas or vapor, and extinguishes candles, torches, and similar unprotected flames in the area. Protected flames, such as those of lanterns, dance wildly and might extinguish.

LEVITATE — Adalia chooses one creature or object within sixty feet of her and raises it vertically, up to twenty feet, where it remains suspended for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that braces themself is unaffected. The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. Adalia can change the target's altitude by up to twenty feet up or down.

MINDSPIKE — Adalia reaches into the mind of a creature within sixty feet of her. If it cannot fight off her influence, it takes a moderate amount of psychic damage. She also always know the target's location as long as she concentrates until the spell ends. While she has this knowledge, the target can't become hidden from her.

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.

CALL LIGHTNING — Adalia conjures a storm cloud in the shape of a ten foot tall cylinder with a sixty-foot radius 100 feet directly above her. If she is in stormy conditions when this spell is cast, the spell gives her control over the existing storm instead of creating a new one. The spell fails if she can't see a point in the air where the storm cloud could appear (for example, if she's in a room that can't accommodate the cloud). A bolt of lightning flashes down from the cloud to a point of Adalia's choosing. Each creature within five feet of that point must dodge or take lightning damage. If the spell was cast during a storm, the damage is more severe. Until the spell ends, Adalia can use her action to call down lightning in this way again, targeting the same point or a different one.

TIDAL WAVE — Adalia conjures up a wave of water that crashes down on an area within 120 feet of her. The area can be up to thirty feet long, up to ten feet wide, and up to ten feet tall. Each creature in that area must dodge or take bludgeoning damage and be knocked down. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within thirty feet of it, and then it vanishes.

CONTROL WATER — Due to the trip through the Fade, Adalia can only cast this spell once a month, and it completely drains her power for the day to do so. She controls any freestanding water inside an area she chooses that is a cube up to 100 feet on a side. She can choose from any of the following effects when she casts this spell, repeating the same effect or choosing a different one as desired over an hour.
Flood. Adalia causes the water level of all standing water in the area to rise by as much as twenty feet. If the area includes a shore, the flooding water spills over onto dry land. If she chooses an area in a large body of water, she instead creates a twenty-foot tall wave that travels from one side of the area to the other and then crashes down. Boats in the wave's path are carried with it to the other side and have a chance of capsizing. The water level remains elevated until the spell ends or she chooses a different effect. If this effect produced a wave, the wave repeats on the start of her next turn while the flood effect lasts.
Part Water. Adalia causes water in the area to move apart and create a trench. The trench extends across the spell's area, and the separated water forms a wall to either side. The trench remains until the spell ends or she chooses a different effect. The water then slowly fills in the trench over the course of the next six seconds until the normal water level is restored.
Redirect Flow. Adalia causes flowing water in the area to move in a direction she chooses, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as she directs it, but once it moves beyond the spell's area, it resumes its flow based on the terrain conditions. The water continues to move in the direction she chose until the spell ends or she chooses a different effect.
Whirlpool. Due to the trip through the Fade, Adalia can only cast this spell once a month, and it completely drains her power for the day to do so. This effect requires a body of water at least fifty feet square and twenty five feet deep. Adalia causes a whirlpool to form in the center of the area. The whirlpool forms a vortex that is five feet wide at the base, up to fifty feet wide at the top, and twenty five feet tall. Any creature or object in the water and within twenty five feet of the vortex is pulled ten feet toward it. A particularly robust creature can swim away from the vortex, but it's difficult. When a creature or object enters the vortex, it must manage to swim against the tide or take bludgeoning damage, and it is caught in the vortex until the spell ends. A creature caught in the vortex can try to swim away from the vortex, but it is very difficult.

TELEKINESIS — Adalia can exert her will on one creature or object that she can see within 60 feet of her, causing the appropriate effect below. She can switch targets mid-spell, but if she does so, the prior target is no longer affected.
Creature. Adalia attempts to move a creature 15 by 15 feet or smaller, though they can resist the spell's effect if they're strong enough. She can move the creature up to 30 feet in any direction, including upward but not beyond the range of the spell. The creature can't move and is easier to hit when restrained in her telekinetic grip. A creature lifted upward is suspended in mid-air.
Object. Adalia can move an object that weighs up to 1,000 pounds. If the object isn't being worn or carried, she automatically moves it up to 30 feet in any direction, but not beyond the range of the spell. If the object is worn or carried by a creature, they can attempt to hold onto the item and prevent Adalia from moving it. Adalia can exert fine control on objects with her 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.

CONTROL WINDS — Adalia takes control of the air in a 100-foot cube that she can see within 300 feet. The effect she chooses lasts for an hour, unless she switches to a different effect. She can also temporarily halt the effect or restart one she's halted.
Gusts. A wind picks up within the cube, continually blowing in a horizontal direction Adalia designates. The wind can be calm, moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that pass through the cube may be blown astray. If the wind is strong, any creature moving against the wind must struggle against the wind in order to move forward.
Downdraft. Adalia causes a sustained blast of strong wind to blow downward from the top of the cube. Ranged weapon attacks that pass through the cube or that are made against targets within it may be blown astray. A creature which flies within the cube will struggle to stay aloft and may be knocked to the ground.
Updraft. Adalia causes a sustained updraft within the cube, rising upward from the cube's bottom side. Creatures that end a fall within the cube take only half damage from the fall. When a creature in the cube makes a vertical jump, the creature can jump up to 10 feet higher than normal.

MAELSTROM — A swirling mass of five foot deep water appears in a 30 foot radius centered on a point Adalia can see within 120 feet. The point must be in a body of water. Until the spell ends, that area is difficult to swim through, and any creature that attempts to do so must swim against the tide or be violently dragged 10 feet toward the center.


This expanded spell list is meant to serve as a way to give Adalia more utility spells outside of combat, as at present she's a bit of a one-trick lightning and thunder pony, barring her haste and polymorph spells.

At level ten Adalia also learns a new metamagic feature, this one being Extended Spell, allowing her to expend some of her own power reserves (sorcerer points) to double the duration of a spell.

Additionally, since when I apped Adalia I wasn't thinking of things that would work well in terms of written rp as opposed to just plain porting her character sheet over wholesale with no edits, I was hoping I could switch out an element of her design poorly suited for written rp for one that works better. Specifically, I would like to switch her Empowered Spell metamagic (in D&D used to reroll damage dice, in written rp pretty much useless) for Careful Spell metamagic (used to avoid damaging up to five people with AoE spells). If I'd been thinking more clearly about how her metamagic choices would be useful in written rp, this is a change I would have made when apping her, but since I apped her in with the Empowered Spell I wasn't about to change it just because I wanted to.

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