Elemental Affinity: Earth

One of the magical affinities that are used by characters bearing wands and magical weapons is the elemental affinity called "earth". The earth affinity deals damage based on vibration and particle attacks.

Overview

You can use your imagination and knowledge of science to invent new and interesting ways that "earth" may work, but for the most part you can break down this affinity into the following uses:

  • Vibration - You could shake, hum, or obliterate
  • Terraforming - You could manipulate the earth to produce stalagmites, crack walls, or build land bridges
  • Particles - You could summon dust, dirt, sand, or gravel
  • Ore - You could manipulate rocks, boulders, and metal

Weapon Buff and Debuff Slots

Can grant powers and offensive spells.

  • Buff: Indelible - negates all enemy armor reductions against your damage
  • Buff: Quake - allows a melee weapon to cause double fear
  • Buff: Sandblast - allows a melee weapon to kick up a blinding sand cloud

Armor Buff and Debuff Slots

Can grant immunity or defensive spells.

  • Buff: Titan - doubles your incoming damage reduction due to equipped armor

Example Combinations

By themselves, the power of magical affinities can be used for smaller attacks and effects. However, by combining multiple affinities during an invocation you can create very interesting ways to solve a problem or defeat a foe. It's important to know that the following examples are in no way intended to limit the wide variety of combinations you can create, they are simply examples. Consult with your game master to see if two affinities can work together in the way you intend.

  • plus "Air" - Earth full of air could put a crack in a wall while air full of earth could create a sandstorm
  • plus "Earth" - An affinity can't be combined with itself
  • plus "Electricity" - Earth full of electricity could create a patch of shocking ground while electricity full of earth could create an electrified metal cage
  • plus "Fire" - Earth full of fire could create lava while fire full of earth could create a smoke signal
  • plus "Water" - Earth full of water could create quicksand while water full of earth could create a tsunami
  • plus "Athletics" - Earth full of athletics could create a dust cloud that emanates outward from wherever a character lands after falling while athletics full of earth could obscure a leaping maneuver
  • plus "Blaspheme" - Earth full of blaspheme could discover concealed footprints while blaspheme full of earth could reveal a hidden entrance to a subterranean dungeon
  • plus "Blood" - Earth full of blood could encase an ally in metal to protect them during battle while blood full of earth could create dynamite
  • plus "Demand" - Earth full of demand could connect two sides of a collapsed bridge while demand full of earth could pull someone with a metal shield toward you
  • plus "Obedience" - Earth full of obedience could generate a field of angry vines while obedience full of earth could create a rock golem
  • plus "Revelation" - Earth full of revelation could can identify a sample of metal while revelation full of earth could allow you to blend into a rock face
  • plus "Theft" - Earth full of theft could create a pitfall trap while theft full of earth could cover over a cave entrance
  • plus "Truth" - Earth full of truth could remove the terraforming of another wizard while truth full of earth could shake loose a magical spell that is binding something shut
  • plus "Web" - Earth full of web could free a stuck ally while web full of earth could turn an enemy into a statue

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