[center][h1]Bloodline Affinities and Experience points[/h1][/center] [color=red]Experience points:[/color] You will have 10 experience points to spend on character creation. This is to limit and not limit the powers and creative liberties people will take when forging a character to win in battle. Accept the limits and create a finite character. Or go crazy as best you can with crazy spells. Review the [url=https://s10.postimg.org/mdslves49/26850017_1535821946499473_81920823394251209_o.jpg]Bloodline trait tree[/url] to grasp a better understanding of what your character can do with what bloodline. For a explanation see below. [color=darkorchid]Conjuration[/color]: Each conjuration spell belongs to one of five subschools. Conjurations bring manifestations of objects, creatures, or some form of energy to you (the summoning subschool), actually transport creatures from another plane of existence to your plane (calling), heal (healing), transport creatures or objects over great distances (teleportation), or create objects or effects on the spot (creation). Creatures you conjure usually, but not always, obey your commands. A creature or object brought into being or transported to your location by a conjuration spell cannot appear inside another creature or object, nor can it appear floating in an empty space. It must arrive in an open location on a surface capable of supporting it. The creature or object must appear within the spell’s range, but it does not have to remain within the range. [u]Matching Bloodlines:[/u]Nayu, Sol, Oro, Lassa, Tyro, Seraph [color=cyan]Enchantment[/color]: Enchantment spells affect the minds of others, influencing or controlling their behavior. All enchantments are mind-affecting spells. Two types of enchantment spells grant you influence over a subject creature. [u]Matching Bloodlines:[/u] Seraphim, Tyro, Lassa, Oro, Nayu [color=orange]Abjuration[/color]: Abjuration spells are protective in nature, though some of them have aggressive uses. They create magical barriers, negate harmful effects, harm trespassers, or banish creatures to other planes of existence. [u]Matching Bloodlines:[/u] Sol, Seraph [color=limegreen]Transmutation[/color]: The transmutation school of magic consisted of spells that changed the physical properties of some creature, thing, or condition. The school was previously known as alteration. [u]Matching Bloodlines:[/u] Nayu, Sol, Oro, Dragon [color=red]Evocation[/color]: Evocation spells manipulate energy or tap an unseen source of power to produce a desired end. In effect, they create something out of nothing. Many of these spells produce spectacular effects, and evocation spells can deal large amounts of damage. [u]Matching Bloodlines:[/u] Lassa, Oro, Tyro, Nayu, Sol, Dragon [color=yellow]Divination[/color]: Divination spells enable you to learn secrets long forgotten, to predict the future, to find hidden things, and to foil deceptive spells. [u]Matching Bloodlines:[/u]Seraph, Sol, Nayu [color=pink]Illusion[/color]: Illusion spells deceive the senses or minds of others. They cause people to see things that are not there, not see things that are there, hear phantom noises, or remember things that never happened. [u]Matching Bloodlines:[/u] Seraph, Sol, Nayu ---------------------- Small update. Also added some details to some of the bloodlines.