Courses / AR / Extra Affinities

Extra Affinities

Code:
AR 11A
Level:
1
Study DC:
9

Passive

Choose an element to gain affinity with from among fire, water, wind, earth, lightning, cold, acid, poison, sonic, light, or dark.
(Psychic affinity is not available, since only abilities which lack a physical presence and attack a target’s mind can deal psychic damage, and few abilities are suited to that.)

Any time you deal elemental damage or cast an elemental spell, you may change its element to any of your elemental affinities.
(This always automatically succeeds, no test of Spellcraft is required.)

It is common for spellcasters to have one innate elemental affinity, even without this class.
It is also common for spellcasters to have multiple innate elemental affinities, and for each elemental spell to draw out the aspect of them it most aligns with.
Some spellcasters adopt an affinity with the element they are first taught to use a spell with, even if they are taught different spells using different elements. A clever few seek out various teachers to acquire some level of coverage, or delve deeply into the art of spellcraft so they may bend the elements to their whim regardless of their natural compatibility.
This course trains students to develop and expand their ability to channel their innate elemental affinities until it becomes second nature, allowing them to be more versatile as circumstances demand, while still remaining true to themselves.

Tags: Passive, Elemental, Damage, Affinity

“A single element simply doesn’t do me justice.” - Omnifarious the Multifarious


Upgrades
Name Effort Requires Description
Affinity +1 20 1 Elemental Affinity
When you learn this ability, you may change the element of each spell that you have learned which has the Affinity tag.
Affinity +2 15 Affinity +1 2 Elemental Affinities
Extra Credit
Affinity +1
Effort: 20
Requires: Mastery
+1 Elemental Affinity