Magic

Magic schools

13 entries.

Also in Magic: Spells · Status effects

  • Fire

    Fire is EOSTRA's most naturally damage-oriented school of magic, built around escalation, risk and destructive pressure.

  • Water

    Water is the school of flow and displacement. Every successful Water effect that affects a character leaves it Wet, changing how other elements interact with it.

  • Earth

    Earth is the school of durability and physical battlefield control. Several Earth spells create real structures that stay on the battlefield.

  • Nature

    Nature is EOSTRA's strongest direct healing and support school, working with living and natural forces rather than against them.

  • Lightning

    Lightning is the school of conductivity and electrical paths. It seeks out conductive targets — especially Wet ones — and is shaped by the environment it travels through.

  • Frost

    Frost is the school of control. Through Chill, Slip and Brittle it manipulates how reliably targets can move, act and defend themselves.

  • Wind

    Wind decides where things travelling through the air go. It masters projectiles and mobility, and draws its strength from Air Pressure created by movement.

  • Veilcraft

    Veilcraft attacks what opponents can see and know — darkness, light, field of vision and false information. Its masters are called Veilwalkers.

  • Blood

    Blood magic trades in sustain with a price attached. Its power comes with thresholds and consequences that can arrive later — sometimes catastrophically.

  • Chronos

    Chronos manipulates time in bounded, local ways — retracing movement, bending projectile time and leaving temporal echoes. Its masters are called Chronomancers.

  • Arcane

    A planned school of magic: pure magic / aether / magical manipulation.

  • Necromancy

    A planned school of magic: death / corpses / undead / attrition.

  • Void / Gravity

    A planned school of magic: gravity / violent pull / spatial control.

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Schools of magic