Types of Affinities

While every person is susceptible to the forces of magic, a rare few can manipulate the magic around them to their will. These individuals can be especially adept with a certain type of magic, known as an affinity. While every individual is unique, most people with a magical affinity can be grouped into a few categories.

Concrete Affinities

One of the two major groups of affinities. These people are adept with the physical properties of the world around them. The majority of people with affinities fall under this first category.

Earth Affinities- These individuals are adept with stone, soil. People with these affinities tend to excel in crafts such as pottery, stonemasonry, smithing, and arcane crafting. (Note: These are good. Overall for Affinities we should go a bit bigger. A lot of affinities in general get put up into higher positions. So maybe Earth kinda goes into a type of weapon making or scouts as they have better control over different terrain)

Plant Affinities — Adept with plants. People with these affinities go into horticulture, agriculture, potioneering, and plant sciences.

Fire Affinities- These individuals harness the power of fire and heat. It’s among the more well-known forms of magic and among the harder to control. An affinity for fire should not be confused for the fire spells that are a part of every spellcaster’s basic repertoire. Fire is a versatile affinity, and its users can often use their talents in artisanal pursuits or offensive positions in military careers.

Water Affinities-These users have talents relating to water. Some argue that plant magic should be its own category, and some argue that it should be under water. Additionally, some argue that people that channel ice through their magic should be categorized in a class of their own. Water affinity users often find work as sailors or farmers. Also, those who have an affinity for ice magic can find success in the culinary field. (Again, amybe also not just sailors; they’d be naval officers most likely)

Air Affinities-One of the more difficult to define and describe of the nature affinities. It’s difficult to tell a user of air magic from other types of magic, especially the more esoteric magicks of the Space affinities. They don’t manipulate the forces of the earth, nor do they dabble in the laws of physics. They have dominion over the gasses that fill every crevice of the world around us. Air is another versatile affinity, with its users adopting a wide variety of crafts. (Maybe the people that control the Zephyrs? Stealth units? Spies because of how they can probably manipulate sound around them?)

Abstract Affinities

The second and rarer group of affinities. These powers are more abstract and esoteric than nature affinities and are more difficult to categorize. Fewer people have space affinities by a wide margin, so there has been less opportunity to learn about these affinities. These affinities mainly separate themselves from the nature affinities in the intangible nature of the forces that they manipulate.

Energy Affinity- The most common of the space affinities. This category covers forces like light, electricity, life energy, and similar forces. This category is sometimes a bit of a catch-all for intangible affinities that cannot be otherwise categorized.

Time Affinity- The rarest of the affinities, after the last of the illusionists died off. These people have abilities that have to do with the flow of time. This can include manipulating time itself or seeing a different time period.

Illusion Affinity- There are no more illusionists. These people could create things from nothing and trick the senses. Very little is known about them.