Affinity Actions

While the limits of a character’s affinity are bound only by imagination, the following examples offer a foundation of what’s possible—use them as inspiration, not restriction.

Darkness

Blind

Blind an enemy by blocking the light from their eyes.

DC = 10 + Relevant Modifier + Affinity Rank + MP/SP used

1 MP to cast. 1 additional MP/adjacent target.1 MP/target/round to maintain the effect.

Enshroud

Cover yourself with Darkness to hide in the shadows.

1 MP to cast on self. 1 additional MP/adjacent target. 1MP/target/round to maintain the effect.

Doubt

Touch the target’s soul with Darkness, causing them to doubt their next action. Target gets Disadvantage on next action.

DC = 10 + Relevant Modifier + Affinity Rank + MP/SP used

1 MP to cast. 1 additional MP/adjacent target.1 MP/target/round to maintain the effect.

Light

Blind

Blind an enemy by sending the Light to their eyes.

DC = 10 + Relevant Modifier + Affinity Rank + MP/SP used

1 MP to cast. 1 additional MP/adjacent target.1 MP/target/round to maintain the effect.

Bend Light

Bend the Light to hide in plain sight.

1 MP to cast on self. 1 additional MP/adjacent target. 1MP/target/round to maintain the effect.

Enlighten

Touch the target’s soul with Light, causing them to be enlightened with their next action. Target gets Advantage on next action.

DC = 10 + Relevant Modifier + Affinity Rank + MP/SP used

1 MP to cast. 1 additional MP/adjacent target.1 MP/target/round to maintain the effect.

Life

Heal

Use the Primal Force of Life to heal a target’s wounds.

1 MP to cast for 1d4/Life Affinity Rank + 1/level . 1 additional MP for each additional 1d4 healing. 1 addiotnal MP for each additonal target.

Shield from Death

Oppose the power of Death. Resist one Death action. (see section on Resistance)

DC = 10 + Relevant Modifier + Affinity Rank + MP/SP used

Envigorate

Enfuse a target with the power of Life. The target has advantage on their next action.

1 MP to cast. 1 additional MP/adjacent target.1 MP/target/round to maintain the effect.

Death

Stop Death

If a target would drop below 0 HP, use 1MP to prevent 5 HP damage/Affinity rank.

Curse

Curse the target with the power of Death.

1 MP to cast for 1d4/Death affinity rank +1/level Death damage. 1 additional MP for each additional 1d4 damage. 1 additional MP for each additional adjacent target.

DC = 10 + Relevant Modifier + Affinity Rank + MP/SP used

Death Blade

Enfuse a blade with the power of Death.

Add 1d4 of Death damage/Death affinity rank per MP used upon a successful attack.

Earth

Earth Shield

Reinforce yourself with stone.

Add 1 DR/Earth affinity rank per MP used. 1 additional MP/bonus/round to maintain the effect.

Stone Throw

Fling Earth at a target.

1 MP to cast for 1d4/Earth affinity rank + 1/Level Earth damage. 1 additional MP for each additional 1d4 damage. 1 additional MP for each additional adjacent target.

Mountain Meld

Merge with Earth and stone to hide.

1 MP to cast on self. 1 additional MP/adjacent target. 1MP/target/round to maintain the effect.

Air

Like the Wind

Use the wind to accelerate a target’s movement.

1 MP = 5 additional feet of movement/Air affinity rank

1 MP to cast on self. 1 additional MP/adjacent target. 1MP/target/round to maintain the effect.

Push

Force a target back with the strength of the Wind.

Push a target in a direction 5ft/Air Affinity rank +5ft/level/MP used. 1 additional MP/adjacent target. 1MP/target/round to maintain the effect.

Fly

Leave the bounds of Earth behind to be one with the Air.

1 MP = 5 additional feet of height/Air affinity rank

1 MP to cast on self. 1 additional MP/adjacent target. 1MP/target/round to maintain the effect.

Fire

Firebolt

Launch a bolt of fire at a target.

1 MP to cast for 1d4/Fire affinity rank + 1/Level Fire damage. 1 additional MP for each additional 1d4 damage. 1 additional MP for each additional adjacent target.

Burning Blade

Enfuse a blade with the power of Fire.

Add 1d4 of Fire damage/Fire affinity rank per MP used upon a successful attack.

Fire Wall

Fill an area with a barrier of flame.

1 MP to cast for 5ft/Fire affinity rank + 5ft/Level. 1 additional MP for each additional 5ft. Causes 1d4/Fire affinity rank + 1/Level Fire damage if touched.

Water

Icebolt

Launch a ball of Ice at a target.

1 MP to cast for 1d4/Water affinity rank + 1/Level Water damage. 1 additional MP for each additional 1d4 damage. 1 additional MP for each additional adjacent target.

Outgoing Tide

Force a target back with the strength of a Water blast.

Push a target in a direction 5ft/Water Affinity rank +5ft/level/MP used. 1 additional MP/adjacent target. 1MP/target/round to maintain the effect.

Ice Shield

Encase yourself in a sheen of ice.

Add 1 DR/Water affinity rank per MP used. 1 additional MP/bonus/round to maintain the effect.

Truth

Envigorate

Enfuse a target with the clarity of Truth. The target has advantage on their next action.

1 MP to cast. 1 additional MP/adjacent target.1 MP/target/round to maintain the effect.

Free Your Mind

Truth will set you free.

Remove 1 mind-altering effect (fear, charm, sleep, etc.)

1 MP to cast. 1 additional MP/adjacent target.1 MP/target/round to maintain the effect.

Truth Hurts

Force a target to face the Trut,h causing mental anguish and stunning them.

1 MP to stun 1 target/Truth affinity rank for 1 round. 1 additional MP/adjacent target.1 MP/target/round to maintain the effect.

Trickery

Confuse

A target becomes confused by the powers of Trickery and has Disadvantage on their next action.

DC = 10 + Relevant Modifier + Affinity Rank + MP/SP used

1 MP to cast. 1 additional MP/adjacent target.1 MP/target/round to maintain the effect.

Charm

Trick a target into being friendly towards you.

DC = 10 + Relevant Modifier + Affinity Rank + MP/SP used

1 MP to cast. 1 additional MP/adjacent target.1 MP/target/round to maintain the effect.

Misdirect

Redirect a target’s action through the confounding powers of Trickery.

DC = 10 + Relevant Modifier + Affinity Rank + MP/SP used

1 MP to cast. 1 additional MP/adjacent target.1 MP/target/round to maintain the effect.

Nature

Ensnare

Call for the roots of the land to Grapple a target.

DC = 10 + Relevant Modifier + Affinity Rank + MP/SP used

1 MP to cast. 1 additional MP/adjacent target.1 MP/target/round to maintain the effect.

Speak to Nature

Use the force of Nature to commune with an animal or plant.

1MP to cast per conversation.

If attempting to persuade the target:

DC = 10 + Relevant Modifier + Affinity Rank + MP/SP used

1 MP to cast. 1 additional MP/adjacent target.1 MP/target/round to maintain the effect.

Bramble Armor

Cover a piece of target armor with thorns.

1 MP to cast for 1d4/Nature affinity rank +1/level Nature damage. 1 additional MP/adjacent target.1 MP/target/round to maintain the effect.

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