Magical Affinity
From TitanWiki
Magical affinity is inborn, and does not change. Ideally, this is determined at character creation, since it is a driving force of their personality, as well as their own magical abilities.
Affinity is represented by one of six elements (Light, Shadow, Fire, Earth, Water and Air) that compose the Wheel of Magic.
Choosing a Magical Affinity
When choosing a magical affinity for your character, you need to consider your character's personality and pick something that "fits" the character or what you want to accomplish with the character. Of course, these are just basic generalizations and not every character with an affinity in one of the six elements will fit these generalizations perfectly.
Here's a good list of the generalizations pertaining to affinity:
- Fire - Wild, "untamed", more likely to rush into things without thinking. Characters with a fire affinity possess strong magical abilities.
- Earth - Stubborn, tedious, more likely to follow the same routine or pattern to solve a problem, good physical strength.
- Air - Flighty, maybe absent-minded, very agile and good reflexes.
- Water - Adaptive, fluid, able to apply past experience to new situations.
- Light - Analytic, observant, more likely to consider actions very carefully before doing anything, very "book smart".
- Shadow - Scheming, good with tactics and plans, a little bit greedy and selfish, very susceptible to corruption.
- Void is not a property of mana as much as an anti-property. Void means that there is an absence of mana. Characters with Void for a magical affinity have no degree of magical abilities.
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