Sorry if this has already been asked or addressed, it was suggested this thread was more appropriate for this line of questioning…
I assume that all magiq can be done by anyone, but your guild affinities make a spell stronger/more likely to succeed?
Or are you limited to you guild affinity magiqs?
Are there magiq classifications that aren’t linked to a guild, too powerful or to weak to be noted?
I also wondered if their was a summary/dummies guide for affinities?
I know there are lots of short stories, and they give great detail, but I guess I’m hunting more of a quick reference guide. These are ones I put together for the Thornmouth affinities and they could be wrong.
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Time Shifting - elongate or compress time for self/multiple people/tech(compile code in seconds instead of hours) or time travel…
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Philosomancy - (pure speculation) ability to visualise and run through potential outcomes of a situation applying known and speculated variables, think Dr Strange and the time stone in Avengers: Infinity War
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Second Mind - splitting of mind, allowing 2+ tasks simultaneously. Possibly similar to Alar and the game Seek the Stone referenced early in ‘The Name of the Wind’ by Patrick Rothfuss
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Astral Thinking - not a clue
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Tome Kindling - ability to copy personal knowledge/memory in to a book. External back up of the human mind? Possibly required skill to access knowledge/memories left by others?
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Peering Arts - seeing what isn’t there, additional context and details, what others can’t see, default out of box problem solving, scrying, fortune telling, reading palimpsest without getting a headache…
Also in TMP Technomancy is mentioned, does this span other affinities and is someone who specialises in technology implementation or is it a unique affinity? Would they struggle to apply the same skill to a person/object? Eg they could blink to cast a protective spell on a server to protect the content, but would struggle to cast the same spell on a home or book.