One of the magical affinities that are used by characters bearing wands and magical weapons is the elemental affinity called "air". The air affinity allows for the manipulation of the atmosphere around each of us, such as the production of wind, fog, mist, and force fields.
Overview
You can use your imagination and knowledge of science to invent new and interesting ways that "air" may work, but for the most part you can break down this affinity into the following uses:
- Density - You could make the air around you thicker or thinner
- Missile - You could create missiles that explode when they contact an enemy, pushing all enemies and allies away from the detonation point
- Movement - You could move short distances or disappear and reappear across short distances
- AOE - You could create gusts pushing outward away from the caster or storms that create a tornadic swirl
- Force - You could push or pull enemies or objects
Weapon Buffs and Debuffs
When used in a weapon, air can manipulate foes in both melee and ranged combat.
- Buff: Blinding - a creature hit with weapon showing a high 1d30 roll may be temporarily blinded
- Buff: Knockback - a creature hit with weapon showing a high 1d30 roll may be knocked backward out of melee range
- Buff: Knockdown - a running creature hit with a weapon showing high 1d30 roll may be disoriented or spun to the ground
- Buff: Stun - a creature hit with a weapon showing high 1d30 roll may be stunned for one or more turns
- Buff: True Flight - an arrow or other projectile ignores an enemy saving throw
- Buff: Teleport - when an arrow or other projectile lands, the thrower is teleported to that location
- Debuff: Fire Resistance - fire-based creatures resist some percentage of the damage caused by an air weapon
Armor Buffs and Debuffs
When used in a armor, air can manipulate foes in melee combat.
- Buffer - pushes back all creatures in melee range of the caster by three feet
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 "Electricity" - Air full of electricity could create a static field AOE that causes damage to all inside while electricity full of air could create a more devastating ball of electricity than could be created with electricity itself
- plus "Air" - you cannot combine an affinity with itself
- plus "Water" - Air full of water could create a mist while water full of air could lift you out of a body of water in which you are submerged
- plus "Web" - Air full of web could create a wall of fireproof web while web full of air could create a balloon
- plus "Fire" - Air full of fire could rain down volcanic rocks or ash while fire full of air could create a fire whirl
- plus "Earth" - Air full of earth could produce a sandstorm while earth full of air could create stalagmites or stalactites
- plus "Blaspheme" - Air full of blaspheme could grant a small knowledge buff to an ally while blaspheme full of air could create a hologram for communicating with religious NPCs
- plus "Obedience" - Air full of obedience could cause a barren field to grow crops while obedience full of air could add a damage penalty to an animal that withstands your attempts to control it
- plus "Athletics" - Air full of athletics could boost you up to the top of a high cliff while athletics full of air could allow you to vanish and reappear instantly behind an enemy.
- plus "Revelation" - Air full of revelation could extinguish all the torches in a room while revelation full of air could safely spring the trap on a door
- plus "Truth" - Air full of truth could create floating glowing truth orbs behind the heads of NPCs in the area while truth full of air could fracture a magical rune
- plus "Demand" - Air full of demand could be used to convince a group of patrolling guards to move on while demand full of air could encapsulate an enemy
- plus "Blood" - Air full of blood could poison a flying creature while blood full of air could create a small health regeneration orb
- plus "Theft" - Air full of theft could transform you into a bat while theft full of air could copy the writing on a piece of paper housed behind a pane of glass onto a blank piece of paper
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