Magic

Ten schools. Each changes something different.

EOSTRA's schools aren't ten colours of damage. Water changes what a target is. Lightning follows electrical opportunities. Frost controls how reliably things move. Veilcraft attacks what you can see. They work on each other, and on the world.

Learning magic

Learn broadly, or go deep

There is no class to pick and no school chosen at character creation. Any character can learn any school. But magical effectiveness is shared between what you know: learning broadly spreads it thin, while specialising deeply makes a character substantially more potent within that school.

Magic specialisation in the Wiki

Interactions

Schools change each other

Water → Wet → Lightning

  1. Water Any successful Water effect on a character.
  2. Wet Applies to allies and enemies. Fades gradually.
  3. Lightning Drawn to Wet targets; they shape its arcs.

Soak an enemy line and Lightning has somewhere to go. Soak your own side and the same is true.

Read about Wet

Water → Wet → Frost

  1. Water The target becomes Wet.
  2. Wet The target holds the cold.
  3. Chill Frost’s central status bites harder.

Water is rarely the finisher. It is how you set up the next spell.

All interactions

The schools

The ten schools

  • Fire

    Escalation, risk and destructive pressure.

    Mastery title: Pyreborn

    • The most damage-focused of the ten schools
    • Rewards escalation, and carries the risk that comes with it
    • Interacts with the environment (in development)
    Fire in the Wiki
  • Water

    Flow, displacement, stamina pressure — and Wet.

    Mastery title: Tidecaller

    • Every successful Water effect on a character applies Wet
    • Moves targets and pressures stamina
    • Changes how Lightning and Frost behave against its targets
    Water in the Wiki
  • Earth

    Armour, fortification and isolation.

    Mastery title: Worldshaper

    • Spells that leave physical structures on the battlefield
    • Earthspike can stand as cover until combat ends
    • Crushing Tomb encloses a target entirely
    Earth in the Wiki
  • Nature

    Healing, support and growth.

    Mastery title: Wildspeaker

    • The strongest direct healing and support in the game
    • Living growth that protects and restores
    • Healing that can be delayed, reactive or shared
    Nature in the Wiki
  • Lightning

    Conductivity, pathfinding and volatile electricity.

    Mastery title: Storm Herald

    • Arcs toward Wet targets
    • Directional Lightning (in development)
    • The environment's conductivity matters
    Lightning in the Wiki
  • Frost

    Control, movement and physical reliability.

    Mastery title: Winterborn

    • Chill is Frost's central status
    • Slip disrupts movement and control
    • Brittle weakens armour
    Frost in the Wiki
  • Wind

    Projectiles, movement and Air Pressure.

    Mastery title: Skyweaver

    • Pushes, steers and turns aside anything in flight
    • Mobility and offensive support for allies
    • Powered by Air Pressure, which comes from movement
    Wind in the Wiki
  • Veilcraft

    Deception, concealment and perception.

    Mastery title: Veilwalker

    • Attacks what opponents can see and know
    • Works with darkness, light levels and field of vision
    • Vestige reveals traces of movement
    Veilcraft in the Wiki
  • Blood

    Risk, sustain and delayed consequences.

    Mastery title: Bloodbound

    • Sustain with a cost attached
    • Hemorrhage heals — up to a point
    • Consequences can arrive late
    Blood in the Wiki
  • Chronos

    Time manipulation, kept local.

    Mastery title: Chronomancer

    • Retraces lagged movement
    • Slows and manipulates projectiles
    • Time shadows and fractures — some can harm the attacker
    Chronos in the Wiki

Everything here describes EOSTRA's current design. Spell names, effects and balance will change during development.

Search the Wiki

Schools of magic