One of the magical affinities that are used by characters bearing wands and magical weapons is the action affinity called "theft". The theft affinity benefits thieves and adventurers who are locked out of areas or looking to loot locked treasure chests.
Overview
You can use your imagination and knowledge of science to invent new and interesting ways that "theft" may work, but for the most part you can break down this affinity into the following uses:
- Lock Picking - You could remove magical locks on doors and treasure chests
- Security - You could place a magical lock on doors and treasure chests
- Traps - You could place or disarm traps
- Forgery - You could create false documents or other fictitious artifacts
- Mimicry - You could replicate objects or turn a willing human into an inanimate object
Weapon Buff and Debuff Slots
Can grant powers and offensive spells.
- Buff: Entryway - this melee weapon can be used to smash through locked doors
- Buff: Forked Tongue - allows a ranged weapon to shoot two identical projectiles simultaneously at two different targets
- Buff: Unbreakable - allows a character to wedge a weapon into a door preventing it from opening as long as the door holds
Armor Buff and Debuff Slots
Can grant immunities or defensive spells.
- Buff: Lightfoot - walk through a room without setting off traps
- Buff: Split Personality - grants you invisibility and creates three illusions of yourself; if the character moves, the illusions will vanish; the illusions will stand in place but can move; if an illusion is attacked, it makes no saving throw and will vanish; the character's invisibility ends on the death or disappearance of all three illusions; the character will take AOE damage while invisible.
- Buff: Blended - after two seconds of stillness, you blend in with your backgrounds based on the point of view of a single enemy; other enemies viewing you from a different angle will see through the deception
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" - Theft full of air could create a trap that blows an enemy back into a hole while air full of theft could set off all the traps in a room
- plus "Earth" - Theft full of earth could pull the walls of a narrow passage way together to hide your exit while earth full of theft could give you the appearance of a stone statue
- plus "Electricity" - Theft full of electricity could stun anyone who attempts to open a sealed scroll meant for someone else while electricity full of theft could guard a doorway with a laser grid
- plus "Fire" - Theft full of fire could illuminate an out-of-place book in a library while fire full of theft could create a trap that burns anyone who steps on it
- plus "Water" - Theft full of water could let you hide in the shadows while water full of theft could create a scroll that can only be read when held under water
- plus "Athletics" - Theft full of athletics could help pick an extremely complex lock while athletics full of theft could be used to lift a key out of the pocket of an NPC
- plus "Blaspheme" - Theft full of blaspheme could help you sell a fake artifact to a vendor while blaspheme full of theft could entrap a spirit in a grimoire
- plus "Blood" - Theft full of blood could allow you to set up healing traps prior to a battle while blood full of theft could create a lock that burns a clumsy thief with acid
- plus "Demand" - Theft full of demand could create a trap that triggers with a spoken word or phrase while demand full of theft could hide an object so you could replace that object as a mimic
- plus "Obedience" - Theft full of obedience could create a trap that gives you mental domination of an animal that steps on it while obedience full of theft could return shrunken objects to their normal size
- plus "Revelation" - Theft full of revelation could allow you to move while mimicking an object while revelation full of theft could reveal a hidden safe
- plus "Theft" - An affinity can't be combined with itself
- plus "Truth" - Theft full of truth could make a trap that prevents the victim from casting spells while truth full of theft could make an undetectable forgery
- plus "Web" - Theft full of web could create a cowl that lets the user walk without fear of pickpockets while web full of theft could run a tripwire to a falling rock trap
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