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AFFINITY AFFINITIES 'INVOKER PATHS' (1355)

Syntax: affinity  
        affinity default

Upon character generation, you choose your character's affinities using
this command.  Your character begins with 35 points, to be allocated as
you wish around the 7 known and studied elements:

Prime Elements: Air, Earth, Fire, and Water
Para-Elements: Ice and Ooze
Quasi-Element: Lightning

You may allot 0 to 10 points in each element, with 10 denoting an
element your character manipulates with natural talent, and 0 being
only possible with great effort.  Affinity primarily affects the rate
at which spells are learned, and the amount of mana required to cast
them, but may have more subtle effects as well.

Arials have a small bonus to gaining affinity with Air (3 points for
every 2 spent), and Svirfnebli gain two Earth affinity points for every
one spent.

Example command: 'affinity fire 2' would take 2 of your unused points,
and add them to your ability with the Element of Fire.

Typing affinity by itself will list how your points are distributed.

IMPORTANT: Once a point is assigned, you cannot remove it.  It is
in your best interests to assign all 35 points immediately.

IMPORTANT: If you are a new player, we recommend using 'affinity
default' instead of allotting points.  This will give you average
ability in all 7 elements, which will help you explore the class.

From your character's point of view (IC):
Through their studies, invokers exploit their innate affinities to create
and control the fundamental elements of their craft.  Different magi
realize expertise in a variety of patterns, and Theran cultures have
speculated upon the cause of this unusual phenomena - some credit blind
fate, others the positions of the stars at birth, still others the
dreams of the child's mother.  It is entirely possible any or all of
these are wrong, and schools of wizardry and philosophy debate these
theories with intense vigor.

See also: INVOKER, AIR PATH, EARTH PATH, FIRE PATH, ICE PATH,
LIGHTNING PATH, OOZE PATH, WATER PATH, MANA