Fire
Fire is EOSTRA's most naturally damage-oriented school of magic, built around escalation, risk and destructive pressure.
Magic
13 entries.
Also in Magic: Spells · Status effects
Fire is EOSTRA's most naturally damage-oriented school of magic, built around escalation, risk and destructive pressure.
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 is the school of durability and physical battlefield control. Several Earth spells create real structures that stay on the battlefield.
Nature is EOSTRA's strongest direct healing and support school, working with living and natural forces rather than against them.
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 is the school of control. Through Chill, Slip and Brittle it manipulates how reliably targets can move, act and defend themselves.
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 attacks what opponents can see and know — darkness, light, field of vision and false information. Its masters are called Veilwalkers.
Blood magic trades in sustain with a price attached. Its power comes with thresholds and consequences that can arrive later — sometimes catastrophically.
Chronos manipulates time in bounded, local ways — retracing movement, bending projectile time and leaving temporal echoes. Its masters are called Chronomancers.
A planned school of magic: pure magic / aether / magical manipulation.
A planned school of magic: death / corpses / undead / attrition.
A planned school of magic: gravity / violent pull / spatial control.