wildestmods (
wildestmods) wrote2021-07-27 01:19 am
AC REWARDS

AC REWARDS

❧ This is the AC rewards info page, where players can get ideas for their character's power type when asking for AC rewards. A link to this page will be posted to AC during activity check.
❧ When requested rewards, players should take whatever rewards they're eligible for and post them at the bottom of their AC proof comment. Alchemist players are the only ones that can request their AC reward later during the next AC period, to create a crafted spell based on IC needs.
❧ Players can claim up to (2) AC rewards per AC period, (1) for basic AC and (1) for the Activity Bonus, for each of their characters. (So someone that makes Basic and Bonus AC, who has two characters, can claim (4) rewards total, 2 for each character).
❧ When listing what rewards you want during AC, you must list rewards by character if you want a different rewards for each.
❧ Please lists RNGed item rewards, or power gains, in your AC comment before the mods judge anything, so they don't have to go back and approve things like spell gains later.
❧ Players that have opted for "Canon Superpowers," "Roughing It," or "Magic Weapons" only receive items and cannot gain spells or powers. These players can RNG their own items on an honor system and list them at the bottom of their AC proof comment.
❧ For mage archetypes that have three starting spells (Necromancer, Seer, Sorcerer, Monk, Adept) players may request a spell be increased one level (for a total of three levels) or request a new basic spell. These must be posted at the bottom of their AC proof comment.
❧ For mage archetypes that have three starting spells (Necromancer, Seer, Sorcerer, Monk, Adept) characters are limited to 6 spells during the entire course of the game. After that spells can only increase their levels. However with new levels they can make each spell more versatile.
❧ For mage archetypes that have three starting spells (Necromancer, Seer, Sorcerer, Monk, Adept) if a character has their 6 spells, instead of leveling up the spells, players are allowed to start opting for items for AC instead.
❧ For the Archivist mage archetype, players can request to increase the level of their "Spell reflection" ability by one level (up to 3 levels) or add (1) additional spell slot. If players level up their spell reflection by 3 levels, they may opt for items instead of increasing the number of spell slots.
❧ For the Alchemist mage archetype, players can request to increase the level of their "spell-weaving ability" by one level (up to 3 levels) or request a new crafted spell. If players level up their spell-weaving by 3 levels, they may start opting for items instead of requesting crafted spells.
Crafted spells for Alchemists can be requested during Activity Check, by being posted at the bottom of a player's AC proof comment. However, these can also be saved up and spent at any point during the next AC period after they were earned, allowing Alchemists to potentially craft a spell based on plot need. They must be spent before the next Full Activity Check and cannot be saved any longer than that.
If requesting a crafted spell be claimed at a later date, please note it in a comment at the bottom of your AC proof comment. When ready to make a request, it can be posted to the mod contact page instead of the Activity Check post.
ALCHEMIST: CRAFTED SPELL
OUTHOUSE SPELL
The Alchemist can cast a spell that crafts an random outhouse wherever they want to place it. This outhouse has a functioning sink with a soap dispenser that never runs out of soap, and the toilet paper roll never runs out of paper. The spell can be written on any surface (including the ground), takes up five square feet of space, and takes a half hour to inscribe. The outhouse stays there forever unless forcibly destroyed.
FIRE DRAGON
The Alchemist can summon forth a dragon shape made of fire and control what it touches for 1 minute. The dragon is ten feet long and three feet wide and can set fire to most combustible objects. The spell can fit on an object the size of a shield (which means it can be prepared before a fight) and takes fifteen minutes to inscribe. After use the surface it was inscribed on burns up and it can no longer be activated again until redrawn on a new surface.
NECROMANCER
| SOUL VAMPIRE SPELL | The character can suck away part of a target's life force, leaving them extremely weak. This spell is only powerful enough to weaken a human, but can kill some animals and creatures. | The character can suck away part of a target's life force, leaving them extremely weak. This spell is powerful enough to weaken or kill a human and most animals and creatures. It takes at least 30 minutes to siphon off the full life force of anything as large as human. The spell can only weaken and cannot kill any creatures larger than a horse or any powerful magical creatures like dragons. | The character can suck away part of a target's life force, leaving them extremely weak. This spell is powerful enough to weaken or kill humans and any sized animal. The spell can weaken or kill all but the most powerful magical creatures. However, even at its highest level, only one living thing can be targeted at a time and it takes at least 10-15 minutes to siphon off the full life force of anything as large as human or bigger. |
SEER
| HOLY PROJECTION PROTECTION | Harnessing a powerful good memory, the character can summon an immaterial avatar of themselves that can take any shape for five minutes that can cause damage to enemies or provide a magical shield. The damage it causes to enemies is spiritual rather than physical, causing a repelling effect to evil beings. The shield can only shield one individual at a time. | Harnessing a powerful good memory, the character can summon an immaterial avatar of themselves that can take any shape for five minutes that can cause damage to enemies or provide a magical shield. The damage it causes to enemies is spiritual and slightly physical, causing a repelling effect to evil beings, and minor burns from holy fire. The shield can shield a small group of 3-5 people. | Harnessing a powerful good memory, the character can summon an immaterial avatar of themselves that can take any shape for five minutes that can cause damage to enemies or provide a magical shield. The damage it causes to enemies is spiritual and physical, causing a repelling effect to evil beings, and severe burns from holy fire. The shield can shield a group of 8-10 people. |
SORCEROR
| FIREBALL | The character can create a small fireball that can burn a single human-sized enemy or set a structure on fire. | The character can create a medium fireball that can burn 3-5 human-sized enemies at once or set a large structure (the size of a merchant stall) on fire. | The character can create a large fireball that can burn 8-10 human-sized enemies at once or set a large structure (the size of a small shop) on fire. |
MONK
| HEALING SPELL | The character can heal another character of minor illnesses (such as a cold) or minor wounds (such as cuts, scrapes, or minor puncture wounds). If the illness or wounds of the person they're healing aren't minor, the spell can at least help make the wounds less severe, such as causing a serious stab wound to close enough to prevent a character from bleeding to death, but being unable to heal it completely. | The character can heal another character of moderate illnesses (such as a mildly infected wound or moderately severe illness) or moderate wounds (such as more severe cuts, broken bones). If the illness or wounds of the person they're healing are more severe (such as a deep stab wound in a vital area), the spell can make these wounds mostly healed but capable of breaking open again if the healed character exerts themselves too much. | The character can heal another character of severe illnesses (such as a severely infected wound or plague) but the healed target is left weak afterwards. They can heal all minor and moderate wounds completely or near completely. If the illness or wounds of the person they're healing are very severe (such as a deep stab wound in a vital area), the spell can make these wounds nearly completely healed (with no risk of breaking open again) but the character is still weak, sore, and not quite fighting fit. |


NEW SPELLS/SPELL UPGRADES
ANON POWERS/MAGIC WEAPON/ROUGHING IT: ITEM REQUEST
IN-BETWEEN REQUESTS