Action Affinity: Truth

One of the magical affinities that are used by characters bearing wands and magical weapons is the action affinity called "truth". The truth affinity dictates magical defense and benefits diplomacy, investigation, and espionage.

Overview

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

  • Clarify - You could reveal a truth
  • Obfuscate - You could hide a falsehood
  • Dispel Magic - You could deflect or reflect a harmful spell
  • Negotiation - You could use magic to identify liars during diplomatic missions

Weapon Buff and Debuff Slots

Can grant powers and offensive spells.

  • Buff: Numb - melee weapon prevents an enemy from casting magic for one turn
  • Buff: Illusion - poisons an enemy's mind to make them see an illusion of you

Armor Buff and Debuff Slots

Can grant immunities or defensive spells.

  • Buff: Mistwalker - clears fog and mist from your path
  • Buff: Skeptic - when surprised by an enemy, reflect 50% of the first strike magical damage cast against you

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" - Truth full of air could force an NPC to tell the truth while air full of truth could slide a statue aside that obscures a hidden switch
  • plus "Earth" - Truth full of earth could be used on a window to prevent magic from passing through while earth full of truth could draw a truth circle in the sand
  • plus "Electricity" - Truth full of electricity could shock any enemy that uses magic while electricity full of truth could replace a carved rune in the side of a stela
  • plus "Fire" - Truth full of fire could burn the tongue of a liar while fire full of truth could create an illusion of yourself
  • plus "Water" - Truth full of water could torture an NPC into giving you information while water full of truth could clear the mist from a room
  • plus "Athletics" - Truth full of athletics could make a broken ladder rung appear mended while athletics full of truth could reflect all damage back to an enemy
  • plus "Blaspheme" - Truth full of blaspheme could decipher a code while blaspheme full of truth could convince an NPC trust you
  • plus "Blood" - Truth full of blood could determine what kind of plague someone has while blood full of truth could curse someone to always tell only lies for several minutes
  • plus "Demand" - Truth full of demand could stop an enemy from controlling the mind of your ally while demand full of truth could cancel negative effects of putting together the pieces of a magical puzzle
  • plus "Obedience" - Truth full of obedience could show the path through a dark forest while obedience full of truth could return a shrunken or overgrown object to its normal size
  • plus "Revelation" - Truth full of revelation could stop an enemy from revealing you while you are stealthed while revelation full of truth could open a book to the page that has the information you need
  • plus "Theft" - Truth full of theft could make a trap invisible while theft full of truth could reveal a mimic's true identity
  • plus "Truth" - An affinity can't be combined with itself
  • plus "Web" - Truth full of web could dissolve an enemy cloak while web full of truth could create a magical lie detector

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