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Magic

From Realms Of Itheria

Magic, in Realms of Itheria, is split into two schools: cantrips, and archetype abilities.

Cantrips

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Cantrips are always available to use as often as you want and are only limited by mana and cooldowns. As a result these spells are either utility based in nature, or a consistent source of low damage / healing.

  • Fire Bolt (Fireball at home for non caster archetypes)
  • Thunder (unsuccessful proc + successful hit = dmg, successful proc, disables hud temporarily similar to polehammer passive)
  • Blizzard (unsuccessful proc + successful hit = dmg, successful proc, increases weapon and ability cooldowns)
  • Mana Tap (saps mana)
  • Leech (slight health leech)
  • Soapy's Mystery Potion (a throwable vial of some mysterious potion that has random effects when tossed)
  • Mend Wounds (this really should be self explanatory)
  • Enervating Blow (disables healing for a period of time, best paired with an execution level class ability)
  • ETC

Archetype Abilities

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This magic is unlocked as you level your selected Archetype. These abilities are limited by the number of charges you have for each tier of magic. There are 5 tiers of magic currently. More spell slots and class abilities are unlocked as your path levels up to the max level of 20.

Curse Magic

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Certain curses unlock hidden "subclasses" such as Gorgon, Vampire, and Lycanthrope. These "subclasses" also have their own abilities to supplement your archetype.