Elemental Affinity is quite simple. All it means is that the character has an affinity for one element, meaning he or she is strong in both using and defending against that element, but weak at using or defending against its opposite. Spirit is a neutral body, but it is not an affinity that magic users have. Affinities generally develop in a person at a young age before their powers really begin to show themselves.

Effects on Magic Users: Magic users are the most sensitive to elemental affinity as the auras of elements is what makes magic and sensitivity to those auras is what makes a magician. Bearing the affinity for an element, a magic user's strenght of magic in that element will be stronger than any type they might learn in the future. A magician can learn up to control up to 3 elements being well rounded in the three and more powerful in his element of affinity. The magician, however, can never learn the magical powers of the element opposite to his or her affinity, and in the pursuit of light and dark magics, one will only come to the caster's aid if the other has not, thus no one person can learn both darkness and light based magics.

Effects on Non-Magic Users: While an elemental affinity does little to someone without magic, the same general strengths and penalties apply to them. In addition, their affinity can lend them additional power to their own powers, for example, a ki practitioner could add the power of his elemental affinity to his or her ki and recieve its benefits for his or herself or against an enemy. Psionicists can use the power of their affinities as well, for instance, a psionicist with fire affinity might have much more power with pyrokinetics, or an earth affinity might provide them with extra mental defenses.

The 7 Affinities:

Earth: Earth is one of the three most common affinities, and it is often found in males rather than females. The affinity of earth is a protective one, as the ground itself is the protection for the very soul of the Earth itself. Those with Earth affinity generally are patient, calm and reserved, but can have very bad tempers if the balance within them is disrupted. Additionally, they are generally protective of something or someone and have a devout sense of duty.

Examples: Those true to their Earth affinity generally seek employment in proctective services such as Policing, Security, or Bodyguards.

Opposing Power: Wind

Darkness: A fairly rare elemental affinity in itself due to the secrecy of the darkness in general. Darkness hides things from the light, but it embraces those creatures who are noctournal and gives them a chance of life. Those who possess an affinity for Darkness are generally secretive, or sometimes even malevolent in nature. Their goals are obscure to everyone but themselves.

Examples: Occupations of those with the affinity of darkness include members of the FBI, CIA, spies, theives, assassins, etc.

Opposing Power: Light

Fire: Fire is another common elemental affinity found equally in both males and females. The power of fire gives warmth to the earth and makes all life possible. Though it is chaotic in nature, fire provides the means to renew the earth of its minerals and give birth to new land. Those with an affinity toward fire generally have strong and profound emotions. When they feel something, its hard to miss whether that emotion be anger, happiness or even love.

Examples: Those with fire affinity generally seek a profession they are passionate about and enjoy doing, from Actor to Businessman and the whole range of proffessions out there.

Opposing Power: Water

Light: Light is another fairly common affinity. Light brings life to the majority of the living beings on the Earth. It is the beginning of day and the revealer of all hidden by the shadows. Those with affinity for light tend to look into the darkness and reveal what is there. They are generally very benevolent in nature as well and help as much as they can.

Examples: Doctors, Nurses, Volunteer workers, Judges and Lawyers and Scientists are examples of everyday professions typical to those of a light affinity.

Opposing Power: Darkness

Spirit: Spirit in itself is not an element, but rather the sum of all the elements. It is an affinity that a normal human not possessing elemental powers is said to have, and can be found in those with any elemental power but magic.

Examples: Anyone

Opposing Power: None

Water: Water is the rarest of all elemental affinities. It can be found in both boys and girls, but is usually slightly more common in girls. Water is the purest of all the elements. It purifies the earth to allow plant life, it is used to cleanse the body of impurites and dirt, clean wounds, and purify the soul. Those possessing the water affinity are generally pure souls who often think they are dirty and always seek purity and forgiveness for their actions. They themselves are generally forgiving and innocent individuals who put others before themselves.

Examples: Artists, Priests, Doctors, Nurses, Teachers, Councilors and Volunteer Workers are typical professions of those with water affinity

Opposing Power: Fire

Wind: Wind is neither common, nor rare, and is historically the most balanced affinity of the seven. Wind is free and unchained sculpting the earth along with water to create things of beauty. Carrying in water to replenish and purify the earth, it is a vital element within nature, not to mention it is the very element that breathes life into all things. Those possessing the affinity for wind are broad in range. From free spirits, to intellectuals, the many different attitudes the wind possesses. Those with especially high affinity to wind may have volitle mood swings that can switch instantly.

Examples: Artists, Travellers, Scientists, Researchers, Writers, Innovaters.

Opposing Power: Earth.

Slight Magic revamp:

Magic can now be defined by element singular and any combination of the above.

Identity powers (stronger primary elemental abilities, or normal powers for those with high affinity):

Earth + Earth = Tectonics (Quakes, Fissures, etc)
Fire + Fire = Blaze (fires of much higher temperature such as blue or even white flames)
Dark + Dark = Necromancy
Light + Light = Regeneration
Water + Water = Ice
Wind + Wind = Lightning

Simple Combinations:

Earth + Water = Plant
Earth + Fire = Magma
Earth + Light = Protection & Wards
Earth + Dark = Weakening Spells

Fire + Wind = Explosion
Fire + Light = Holy Flame
Fire + Dark = Flare Magic

Water + Light = Healing
Water + Dark = Sickness
Water + Wind = Storms

Wind + Light = Time
Wind + Dark = Space

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