In some magickal theories, different magickal intents are governed by different elements. GM's wishing to narrow the scope of wizardly power may want to use a system similar to this one. Under the Affinity theory, the four elements - Earth, Air, Fire, and Water - govern different spells. Each family then has a family with which it is friendly, neutral, and hostile.
| relationship | Air | Fire | Water | Earth |
|---|---|---|---|---|
| friendly | Fire | Air | Earth | Water |
| neutral | Water | Earth | Air | Fire |
| hostile | Earth | Water | Fire | Air |
| relationship | initial difficulty | limits |
|---|---|---|
| Friendly | Easy | Friendly Words may not total more than 25% of all known Words |
| Neutral | Moderate | Neutral Words and Hostile Words combined may not equal more than 25% of all known Words |
| Hostile | Hard |


Please note that two mages who have affinities with hostile families are not necessarily hostile to each other - although that may certainly be the case! This is another area where the GM may make personal refinements to the campaign's flavor.


|
|
|
| Gaming Page | The Exhaustive Wizard Table of Contents | Navigation Page |
|