Affinities and Types
General Principle
The affinity system is based on two axes:
- School — the nature of the energy being manipulated (Fire, Frost, Light, etc.)
- Type — the way Flux is transformed into energy (Destruction, Alteration, etc.)
A spell is defined by a School and a Type. A character’s affinities determine which spells they can learn, not their power.
Spell Unlock Mechanics
Each character has affinity values:
A.School[Name]-> affinity level with a school (e.g.: Fire, Frost, etc.)A.Type[Name]-> affinity level with a type (e.g.: Destruction, Alteration, etc.)
Spell Access Rule
A spell is usable if the character meets one of the following conditions:
(A.School >= ReqSchool AND A.Type >= ReqType)A.School + A.Type >= ReqMixed
This means an Arcanotechnician can access a spell:
- by developing both required affinities (school AND type),
- or by compensating through a higher total investment (specialization with penalty).
Specialization Penalty (50%)
Specialists pay an additional affinity cost.
The system encourages balance between School and Type, but allows pure specialization at a greater investment cost. The applied formula is:
ReqMixed = (ReqSchool + ReqType) x 1.5
Why this penalty?
A balanced character develops their affinities in a natural and complementary way. A pure specialist must “force” access to the spell by compensating for the lack of mastery on the other axis, which requires more effort and investment.
Concrete example:
A spell requiring School 4, Type 4 has a ReqMixed = 12 (4+4 x 1.5)
- Balanced build: School 4 + Type 4 = 8 points invested -> Access
- Specialized build: School 12 + Type 0 = 12 points invested -> Access (but 4 more points)
Pure specialization is viable but less efficient.
Standard Spell Progression
| Spell Level | ReqSchool | ReqType | ReqMixed | Points (balanced) | Points (specialized) |
|---|---|---|---|---|---|
| Level 1 | 2 | 2 | 6 | 4 | 6 (+50%) |
| Level 2 | 3 | 3 | 9 | 6 | 9 (+50%) |
| Level 3 | 4 | 4 | 12 | 8 | 12 (+50%) |
| Level 4 | 5 | 5 | 15 | 10 | 15 (+50%) |
| Level 5 | 6 | 6 | 18 | 12 | 18 (+50%) |
Important note: These values are guidelines, not absolute rules.
Signature Spells vs Niche Spells
A spell’s level does NOT determine its affinity requirements.
The “level” (1-5) represents the progression within a spell series (Fireball 1 -> 5), not its accessibility. The requirements depend on the spell’s role in the archetype:
Signature spells (low entry cost):
- Define the archetype’s identity
- Accessible early so the class functions
- Example: Fireball level 1 for a pyromancer -> school 2, type 2
Niche spells (high entry cost):
- Advanced or specialized techniques
- Reserved for school masters
- Example: Overcharged Shot level 2 for a sniper -> school 5, type 5
A level 1 spell can have school 8 requirements if it represents a master technique. A level 5 spell can have school 3 requirements if it is a natural improvement of a signature spell.
Design principle:
- Signature spells: Enable the archetype to function -> low requirements
- Versatile spells: Usable by multiple archetypes -> medium requirements
- Niche spells: Advanced or specialized techniques -> high requirements
Example
Spell: Frost Lance (Level 2)
- School: Frost
- Type: Destruction
- Conditions:
Frost >= 3orDestruction >= 3or(Frost + Destruction) >= 9
| Build | Frost | Destruction | Total | Access? | Point Cost |
|---|---|---|---|---|---|
| Pure Cryomancer | 9 | 0 | 9 | Yes | 9 (specialized) |
| Pure Destroyer | 0 | 9 | 9 | Yes | 9 (specialized) |
| Balanced Generalist | 3 | 3 | 6 | Yes | 6 (balanced) |
| Light Hybrid | 4 | 2 | 6 | Yes | 6 |
| Beginner | 2 | 2 | 4 | No | N/A |
The generalist accesses the spell with 3 fewer points than the pure specialist.
List of Arcanotechnology Types
Types represent the way an Arcanotechnician transforms Flux into energy. They reflect the speed, stability, and complexity of this conversion.
Destruction
Nature: Simple and immediate discharge. Principle: direct conversion of Flux into raw energy, without complex structure. Profile: fast, instinctive, mentally undemanding.
Characteristics:
- Instantaneous release of arcanotechnological Flux.
- Moderate energy output.
- Little control, high stability.
Examples: Fire Bolt, Lightning, Shockwave.
Annihilation
Nature: Compression and explosive release of Flux. Principle: the Arcanotechnician concentrates the Flux before brutally releasing it, increasing its energy density. Profile: fast, violent, unstable.
Characteristics:
- Extreme conversion power.
- High mental demand.
- Risk of energy blowback.
Examples: Quantum Lance, Luminous Implosion, Critical Discharge.
Cataclysm
Nature: Slow and massive accumulation of arcanotechnological energy. Principle: the Arcanotechnician channels Flux over a long duration before release. Profile: slow, stable, devastating.
Characteristics:
- Long charge time.
- Large-scale effects.
- High mental endurance required.
Examples: Firestorm, Earthquake, Glacial Veil.
Alteration
Nature: Subtle and targeted transformation. Principle: fine manipulation of Flux to modify a physical, arcanotechnological, or biological property. Profile: precise, methodical, stable.
Characteristics:
- Control and destabilization effects.
- High energetic stability.
- Requires finesse rather than power.
Examples: Weakening Frost, Life Drain, Phase Distortion.
Enhancement
Nature: Harmonic and internal conversion. Principle: the Arcanotechnician reinjects Flux into an existing system to strengthen or stabilize it. Profile: stable, balanced, enduring.
Characteristics:
- Reinforcement and protection effects.
- Very low energy loss.
- Synergy with allies or artifacts.
Examples: Blessing, Luminous Acceleration, Kinesthetic Reinforcement.
Weapon
Nature: Channeling of arcanotechnological energy through physical weapons. Principle: the Arcanotechnician infuses their weapons with Flux to increase their combat effectiveness. Profile: tactical, versatile, combat-oriented.
Characteristics:
- Enhancement of armament capabilities.
- Synergy between arcanotechnology and physical combat.
- Increased effectiveness depending on the weapon used.
Examples: Overcharged Shot, High-Velocity Slugs, Headshot.
Displacement
Nature: Spatial and kinetic manipulation. Principle: the Arcanotechnician converts Flux into movement, repositioning, or spatial distortion. Profile: reactive, mobile, tactically oriented.
Characteristics:
- Rapid repositioning on the battlefield.
- Evasion and pursuit capabilities.
- Synergy with initiative and movement-based strategies.
Examples: Charge, Combat Roll, Blink Step.
Protection
Nature: Defensive conversion and shielding. Principle: the Arcanotechnician shapes Flux into barriers, wards, or damage-mitigating fields. Profile: reactive, stable, team-oriented.
Characteristics:
- Damage reduction and absorption effects.
- Area denial and cover creation.
- High stability, low offensive output.
Examples: Solid Light Shield, Reinforced Shield, Kinetic Barrier.
Affliction
Nature: Persistent degradation and debilitation. Principle: the Arcanotechnician implants a sustained Flux conversion within a target, causing ongoing harmful effects. Profile: slow-acting, insidious, attrition-oriented.
Characteristics:
- Damage-over-time and debuff effects.
- Difficult to dispel once applied.
- Requires sustained mental focus.
Examples: Poison, Corrosion, Flux Hemorrhage.
Comparative Summary
| Type | Speed | Power | Stability | Mental Complexity | Conversion Style |
|---|---|---|---|---|---|
| Destruction | Very fast | Medium | High | Low | Direct discharge |
| Annihilation | Fast | Very high | Low | High | Violent compression |
| Cataclysm | Slow | Massive | Medium | High | Prolonged accumulation |
| Alteration | Medium | Variable | Very high | Medium | Fine transformation |
| Enhancement | Medium | Low | Very high | Medium | Harmonic reinjection |
| Weapon | Fast | Variable | High | Low | Weapon infusion |
| Displacement | Very fast | None | Medium | Low | Kinetic redirection |
| Protection | Medium | None | Very high | Medium | Defensive shaping |
| Affliction | Slow | Low | High | High | Sustained implantation |
Arcanotechnology Types and Resistances
The Type and School of a spell determine which resistance applies against it. What matters is not the fact that it is “arcanotechnological,” but the physical nature of the effect produced.
For a complete understanding of the resistance system, see Resistance System.
General Correspondences
| Effect Type | Applicable Resistance | Examples |
|---|---|---|
| Projectile, impact, wave | RMEC | Rock projectile, shockwave |
| Fire, cold, light, lightning | RRAD | Fireball, frost ray, lightning |
| Drain, necrosis, corruption | RINT | Life drain, necrosis, blood freeze |
Examples by Type
Destruction -> Primarily RMEC or RRAD depending on the school
Annihilation -> Primarily RMEC (violent compression) or RRAD (discharge)
Cataclysm -> Often RMEC + RRAD (large-scale effects)
Alteration -> Primarily RINT (internal transformation)
Enhancement -> No resistance (beneficial effects)
- Blessing, acceleration, reinforcement -> N/A
Weapon -> Depends on the infused weapon
- Overcharged Shot -> RMEC (projectile) or RRAD (energy)
- Flaming Blade -> RMEC (slashing) + RRAD (fire)
System Philosophy
The Type reflects the Arcanotechnician’s mental and physical capacity to transform Flux. It defines their energetic style and their relationship to arcanotechnological Flux, not their raw power. Two Arcanotechnicians of the same school can be radically different depending on their type:
- One brutally discharges their energy (Destruction)
- Another slowly accumulates it (Cataclysm)
- A third reinjects it for reinforcement (Enhancement)
Important: The affinity system determines which spells you can learn. Resistances determine how much damage you take. These two systems are independent but complementary.