Game system Current design Elemental interactionCombat

Elemental interactions

EOSTRA's magic schools change each other and the environment. Statuses like Wet alter how other elements behave, so the order and placement of spells matters.

Overview

EOSTRA’s ten schools are not ten colours of damage. They change targets, the battlefield and each other. Every interaction the game currently defines is listed here.

The clearest example: a successful Water effect makes a character Wet; Wet raises conductivity; Lightning is then more likely to arc to, through or between Wet characters — allies included.

Water, Wet and the elements

Wet + Lightning. Wet raises conductivity. Lightning becomes more likely to arc to, through or between Wet characters - allies included.

Wet + Frost. Water on a Wet target freezes, so Chill builds 1.5x faster. Freeze arrives sooner; it is not a flat Frost damage bonus.

Thunderbolt + Water. Nearby Wet targets or water drag a Thunderbolt slightly off its aim point; large flooded areas pull harder.

Fire + Wet. Fire evaporates Wet. The steam it throws up obstructs ordinary vision for a while.

Fire, Frost and Earth

Fire + Frost. Fire removes Chill and melts ice. Meltwater can leave characters Wet - and Wet conducts Lightning. Solving one problem can create another.

Brittle + Stone. Brittle visibly cracks Stoneguard and stone armour and lowers effective physical armour, so heavy blows break more protection.

Ash Storm + Wind. Wind can give Ash Storm a directional bias, but never removes its randomness.

Wind, mass and projectiles

Mass matters. Wind and Water displacement, Earth projectiles and Orbit capacity all respect mass: light things react strongly, heavy things resist.

Captured projectiles keep their nature. An Ice Shard caught by Orbit still Chills; a Water Bolt still Wets and pushes. Ownership changes, physics doesn’t.

Blizzard, Ash Storm, Wind. Blizzard offsets the shooter’s aim. Ash Storm changes a projectile unpredictably after launch. Wind moves projectiles deliberately and predictably.

Stillness starves Wind. Air Pressure comes from movement - anyone’s. Static, grounded fights (Bedrock, walls) give a Wind caster little to work with.

Blood

Wounds are real. Wounded HP is a genuine vitality state, not information. Veilcraft can hide a character or falsify what others perceive, but it cannot make a wound stop existing - and Bloodhound tracks wounds, not sight.

Blood + Fire. Fire cauterises: a Fire hit on a Wounded character turns part of their Wounded HP back into ordinary missing HP. It still burns - immediate damage traded for wound control.

Blood + Earth. Earth structures physically protect wounded characters while they recover: a Crushing Tomb or Stonewall stops the hits that would deepen their wounds. No bonus - just stone in the way.

Blood + Water. Wounded characters standing in water leave visible traces in the current, which a Bloodhound can follow.

Blood vs Nature. Nature’s healing counters Blood pressure - but while Hemorrhage is active, every restorative tick (seeds, Regrowth, Spore Cloud, Symbiosis) is recorded. Heal hard and risk the rupture, or ease off until the curse expires or is cleansed.

Chronos

Chronos and the physical world. Chronos never rewinds the world. Time Lag replays a route through the CURRENT world - a new Stonewall blocks it, a destroyed one no longer does. Age forces time through temporary Earth structures, Nature growth and burning fuel.

Chronos + Wind. Wind controls trajectory and velocity; Chronos controls temporal progression. A Stasis-held arrow can be turned by Gust or Reversal and resumes along its NEW course. Dilation gives Wind casters time to intercept crawling projectiles.

Defending a Time Shadow. A Time Shadow is a real, attackable temporal state. Allies can wall it with Stonewall, entomb it, push attackers away with Water or turn projectiles aside with Wind.

Temporal Schism is not Veilcraft. Veilcraft falsifies information; Chronos manipulates genuine temporal states. A Schism fracture is a real temporal possibility slightly outside the present: striking it collapses that timeline and the force committed to it rebounds as temporal backlash. Four exist slightly outside the present. One exists now. Find the one whose time matches yours.

Veilcraft

Structures make shadows. A Stonewall, a large creature or a changed light source can create or remove real shadow for a Veilcrafter.

The environment

  • Projectiles collide with solid objects.
  • Spell-made structures such as Earthspike cover and Stonewall take part in combat.
  • Light, shadow and water in the world change what Veilcraft, Lightning and Blood can do.

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Official EOSTRA Wiki. Describes current design, which may change during development. How this wiki works

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