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.
no subject
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
Level 1 Spells
Level 2 Spells
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
Level One Spells
Level Two Spells
Level Three Spells
Level Four Spells
Level Five Spells
Level Six Spells
Level Seven Spells
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:
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:
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.