FIRE AND ICE AFFINITY

Fire and Ice Affinity

Taping into the Omnisphere and chanelling the raw source of fire and ice allows characters to burn, freeze and transform into a living being of fire.

Prerequisites

  • 4 spells at level 3
    All spells are lost when the character takes this affinity. Record the pool points spent on your old spells and then spend them on the four new spells you receive (Fire, Ice, Spirit, and Aspect of Fire). Each of the manifestations of fire (Flame Weaponry, Daylight and Ignite) is cast at the level that the player knows fire at, same for Spirit and Ice manifestations. Force Skins have their own level and are not manifestations of a spell.

Affinities are not capped in the normal way. Instead no spell can be more than 1 tier lower than at least 1 other spell. So each aspect has 4 spells associated with it. For example Metal and Lightning has: Metal, Lightning, Spirit, and Aspect of Metal. So let’s say you started off with everything at level 1. Then put all your points into metal and pushed it to level 6. That would be fine but you couldn’t push it to level 7 until you brought one of your other spells up to the level 4-6 range.

Bonus:
+10 MP
+1 to MP regen

Fire
Flame weaponry
Day light
Ignite

Ice
Ice shard
Freeze
Command

Spirit
Mental Fortification
Cure Ailments
Empower

Aspect of Fire – Force Skin

School: Ominmancy
Sphere: Fire
Duration: special
Range: Caster
Area of Effect: caster
DR: N/A
Spell Strength: 1
Speed Factor: 1
Mystic Cost: 2
Description: This Spell causes the caster to become a being of living Fire. While the caster does not emit heat they do gain several useful bonuses while in this form:
• 1RF per level
• 1RF vs Energy at spell strength 1,4,7,10.
• Immune to Burn damage
• Immune to Poison damage
• Hover 1/level
• Fly at Airspeed 1 @ levels 1,4,7 and 10.
Last until the RF is depleted or the end of combat, whichever comes first.

-1 to Stealth DF checks per level

FIRE AND ICE AFFINITY

Z.A. amarbiter