Magic/Affinity Talents

Affinity talents are a unique type of talent in that they serve multiple purposes. They work as a baseline for many spell qualifications, unlocking various spells when they’re picked up, usually at least one is granted by a class at first level. They assist spells with the elemental Keyword': to define the damage type of the spell. A number also functions as a spell granting some minor ability.

All affinity talents have an Essence or Anima version which represent opposing forces of that element. A creature must select once the talent is acquired, though some classes may also define if you obtain the Essence or Anima effect as well. Gaining an affinity talent a second time does not grant the opposite effect and instead feats or other effects must be taken to gain the opposite side of their affinity talents.

Air Affinity
Prerequisites: None

Benefit: When gaining fire affinity choose the Essence or Anima effect of this talent gaining its listed effects.

Essence - Air
Keyword':: Air

Associated Damage':: Slashing

Special: This talent allows you the ability to as a 3 AP action you can cause vibrations within the air to create false sounds within close range. This allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound this creates when casting it and cannot thereafter change the sound’s basic character.

The volume of sound created depends on your level. You can produce as much noise as four normal humans per BCB (maximum 40 humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise this talent produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from 16 humans, while a roaring dragon is equal to the noise from 32 humans. Anyone who hears sounds from this talent receives a Mental save to disbelieve.

Anima - Void
Keyword':: Void

Associated Damage':: Void

Special:  In addition this talent allows you the ability to as a 3 AP action you may attempt to lift an object weighing no more than 5 lbs and move it up to 15 feet using telekinetic force, up to a maximum distance of close range. This movement does not produce enough force to be used offensively, and objects dropped using this fall slowly and harmlessly back to the ground.

Fire Affinity
Prerequisites: None

Benefit: When gaining fire affinity choose the Essence or Anima effect of this talent gaining its listed effects.

Essence - Fire
Keyword':: Fire

Associated Damage':: Fire

Special: In addition this talent allows you the ability to as a 3 AP action make an unattended Tiny flammable object within close range to catch on fire. This works as if you were using flint and steel except that you can use this talent in any sort of weather and it takes much less time to actually ignite an object.

Alternatively as a 3 AP action you may create a small amount of light that follows you. You may create up to four lights that resemble lanterns or torches (and cast that amount of light). These must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds medium range from you. You can only have one instance of this ability active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled.

Anima - Cold
Keyword':: Cold

Associated Damage':: Cold

Special: In addition this talent allows you the ability to as a standard action to make a small localized area of cold for yourself. For 10 minutes per BCB you gain a +4 circumstance bonus against the effects of hot weather.

Nature Affinity
Prerequisites: None

Benefit: When gaining fire affinity choose the Essence or Anima effect of this talent gaining its listed effects.

Essence - Nature
Keyword':: Nature

Associated Damage':: Nature

Special: In addition this talent allows you the ability to as a 3 AP action to infuse life back into a dying creature. You can target one living creature within close range that has –1 or fewer hit points. That creature is automatically stabilized and does not lose any further hit points. If the creature later takes damage, it continues dying normally.

Anima - Decay
Keyword':: Nature

Associated Damage':: Decay

Special: This talent allows you the ability as a 4 AP action to begin to decay plants you touch. You can decay up to a single 5 foot square of non-magical plantlife, removing any hazard or difficult terrain that plantlife would have caused. You may choose to target a single plant or type of plant contained within the square. Conjured plantlife, or plantlife under control of a spell is unaffected by this ability.

Water Affinity
Prerequisites: None

Benefit: When gaining fire affinity choose the Essence or Anima effect of this talent gaining its listed effects.

Essence - Water
Keyword':: Water

Associated Damage':: Piercing

Special: In addition this talent allows you the ability to as a 4 AP action create water. One creature within close range experiences a sudden downpour and soaks. The rain follows the subject up to the range of the spell, soaking the target with water. If the target is on fire, the flames are automatically extinguished. Fires smaller than campfires (such as lanterns and torches) are automatically extinguished by this spell. This can also be used to create roughly 20 fl. oz. of water for drinking.

Anima - Earth
Keyword':: Nature

Associated Damage':: Bludgeoning

Special: In addition this talent allows you the ability to as a 3 AP action improve a touched creature’s stability to the ground. For 1 minute per BCB the touched creature gains a +2 competence bonus to its saves to resist being moved or tripped and a +2 competence bonus on all Acrobatics checks made to balance or remain standing on earth, sand, stone, or a similar rocky substance.