wildermods: (Default)
Wilderlands Mods ([personal profile] wildermods) wrote2018-02-17 10:37 pm

POWER BOONS


POWER BOONS


This is the permanent power boons request page, where players who have a character that uses magic can request spell and magical ability upgrades with the power boons they earn with AC. A link to this page will be posted with every AC.

This page will also be used for characters who are "Roughing It" to spend boons to make item requests each AC.

For all but the Alchemist mage archetype, all requests to spend boons and earn spells or items must be posted during the 4-day period that the mods will open after each Activity Check to be honored and will only be granted if the character's AC checks out and the boon was properly earned.

"Crafted spells" of the Alchemist archetype are the only requests that don't have to be made during the Activity Check week. Boons for these can be saved up and spent at any point during the AC period after they were earned, allowing Alchemists to potentially craft a spell based on plot need. However, they must be spent before the next Full Activity Check and cannot be saved any longer than that.

Characters that have opted for "Native Superpowers" or "Magic Weapons" can only spend boons for items and cannot spend them for powers, as these types of powers are approved at a consistent level for the entirety of the game. These power types are meant to allow power alternatives for players that don't want to worry about a more complex AC rewards system.


NATIVE SUPERPOWERS/MAGIC WEAPONS

Characters with native superpowers or a magic weapon can spend the boon to gain (1) low-level, one-time-use magical item. These will be RNGed from a list by the mods.


ROUGHING IT

Characters that have no powers (aka are Roughing It) can spend the boon to gain either (2) low-level, one-time-use magical items or (1) multiple use or permanent high-powered magical item. The player can choose which type of item they'd like and the mods will RNG the items from a list or make up something character appropriate.


MAGES

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 boons must be spent during the 4-day Power Boons request period, after Activity Check.

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. These boons must be spent during the 4-day Power Boons request period, after Activity Check.

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. Boons to increase the Spell-Weaving must be spent during the 4-day Power Boons request period, after Activity Check.

Meanwhile, unlike boons spent on other spell/ability types, a "crafted spell" boon can be saved to be spent at a later time during the AC period. However, it must be spent before the next Full Activity Check. If you want to save your boon to spend later on a crafted spell, you don't have to comment to this page until such time that you want to cash it in. You just have to post your AC at the proper time and save the boon for later.


SPELL UPGRADE EXAMPLES


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
LEVEL 1
LEVEL 2
LEVEL 3
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
LEVEL 1
LEVEL 2
LEVEL 3
EXPECTO PATRONUM Harnessing a powerful good memory, the character can summon an immaterial animal avatar of themselves 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 animal avatar of themselves 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 animal avatar of themselves 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
LEVEL 1
LEVEL 2
LEVEL 3
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
LEVEL 1
LEVEL 2
LEVEL 3
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.


PLOT-BASED REWARDS

The mods will sometimes provide extra Plot-based AC rewards to reward extra activity beyond Basic AC and the Activity Bonus, such as high participation in a plot, a character organizing important IC efforts for other characters, or a character being heavily involved in diplomacy with npcs.

These extra bonuses are only eligible for characters that have made both Basic AC and the Activity Bonus. The rewards will potentially be different each time; sometimes they will be certain important magical items that will help character further engage with the metaplot, or they may be rewards like additional power boons or items from home. If a player earns a plot-based bonus, the rewards are not locked to the character that earned them. Instead, the player can spend the boon or give the item to another character they play (provided that character has made Basic AC) or even to a character belonging to another player (provided that character has made Basic AC).

The requirements for Plot-based Bonuses will be different each time, due to the nature of plots and Camp periods changing each AC period of the game. They will presented to the game during the Full Activity Check and remain a secret until the Activity Check itself. Players are encouraged to participate as much as they can in plots to potentially make the required activity for when the Plot-Based secret bonus is unlocked.


HOW TO POST

For each AC period the mods will post three comments. Two will be posted for Regular Boons and Plot-based Boons to be posted to during AC itself. One will be for players to comment to in between AC periods if requesting Alchemist crafted spells. Do not post to this page until those comments are up.
unsealthecatbox: (1)

[personal profile] unsealthecatbox 2018-07-24 03:15 am (UTC)(link)
MAGE (ALCHEMIST): CRAFTED SPELL
Name: Nick
Character: Ange Ushiromiya | [personal profile] unsealthecatbox
AC Link: Link to Character's AC Comment
Crafted Spell: A large wall of water is summoned, barreling forward and soaking everything in its path. One use. Other than making everything wet and potentially usable for dousing fires, it doesn't have any further magical properties.

Crafted Spell: A small force dome surrounds Ange, large enough to fit a max of three people. One use. The shield vanishes the moment someone steps out of the dome.