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.

Cold Affinity
Prerequisites: None

Keyword: Cold

Benefit: You gain the ability to deal Cold damage for spells with the Elemental Keyword, as well as the ability to cast spells with cold affinity as a prerequisite.

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.

Dark Affinity
Prerequisites: None

Keyword: Dark

Benefit: You gain the ability to deal Dark damage for spells with the Elemental Keyword, as well as the ability to cast spells with dark affinity as a prerequisite.

Special: In addition this talent allows you the ability to as a standard action make a creature or object touched slightly in shadow. The target of this spell does not suffer any penalties or blindness caused by bright light as well as gain a +2 circumstance bonus on saves vs spells with the light keyword. This ability lasts 10 minutes per BCB and the creature may choose to make a will save against the effect to which you must then roll a save attack against if you wish to force the effect upon a creature.

Earth Affinity
Prerequisites: None

Keyword: Earth

Benefit: You gain the ability to deal earth damage for spells with the Elemental Keyword, as well as the ability to cast spells with earth affinity as a prerequisite.

Special: In addition this talent allows you the ability to as a standard 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 CMD 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.

Electric Affinity
Prerequisites: None

Keyword: Electric

Benefit: You gain the ability to deal Electric damage for spells with the Elemental Keyword, as well as the ability to cast spells with electric affinity as a prerequisite.

Special: In addition this talent allows you the ability to as a standard action to jolt 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.

Entropic Affinity
Prerequisites: None

Keyword: Entropy

Benefit: You gain the ability to deal entropy damage for spells with the Elemental Keyword, as well as the ability to cast spells with entropic affinity as a prerequisite.

Special: In addition this talent allows you the ability to as a standard 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

Keyword: Fire

Benefit: You gain the ability to deal fire damage for spells with the Elemental Keyword, as well as the ability to cast spells with fire affinity as a prerequisite.

Special: In addition this talent allows you the ability to as a standard 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.

Light Affinity
Prerequisites: None

Keyword: Light

Benefit: You gain the ability to deal Light damage for spells with the Elemental Keyword, as well as the ability to cast spells with light affinity as a prerequisite.

Special: In addition this talent allows you the ability to as a standard action 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.

Nature Affinity
Prerequisites: None

Keyword: Nature

Benefit: You gain the ability to deal Nature damage for spells with the Elemental Keyword, as well as the ability to cast spells with nature affinity as a prerequisite.

Special: In addition this talent allows you the ability to as a standard action you can adjust your appearance slightly to gain camouflage like a chameleon for 10 minutes per BCB. This grants you a +2 circumstance bonus on stealth checks, and allows you to ignore the penalty to disguise yourself as a different race who is a different color than you (such as a human trying to disguise themself as an orc).

Water Affinity
Prerequisites: None

Keyword: Water

Benefit: You gain the ability to deal water damage for spells with the Elemental Keyword, as well as the ability to cast spells with water affinity as a prerequisite.

Special: In addition this talent allows you the ability to as a standard action create water. One creature or object 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.

Wind Affinity
Prerequisites: None

Keyword: Wind

Benefit: You gain the ability to deal wind damage for spells with the Elemental Keyword, as well as the ability to cast spells with wind affinity as a prerequisite.

Special: In addition this talent allows you the ability to as a standard 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 Will save to disbelieve.