Jump to content
Main menu
Main menu
move to sidebar
hide
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Special pages
Realms Of Itheria
Search
Search
Appearance
Create account
Log in
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Editing
Magic
Page
Discussion
English
Read
Edit
Edit source
View history
Tools
Tools
move to sidebar
hide
Actions
Read
Edit
Edit source
View history
General
What links here
Related changes
Page information
Appearance
move to sidebar
hide
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
= Magic = <div style=" max-width:1100px; margin:20px auto; padding:30px; background:linear-gradient(135deg,#f4f9ff 0%,#e3f0ff 48%,#cbdff5 100%); border:3px solid #416f9f; border-radius:12px; box-shadow:0 6px 18px rgba(0,0,0,.25); color:#182738; font-family:Georgia,'Times New Roman',serif; line-height:1.7; "> <div style=" text-align:center; font-size:220%; font-weight:bold; color:#173f68; text-shadow:1px 1px 1px rgba(255,255,255,.7); "> The Magic of Itheria </div> <div style=" text-align:center; font-style:italic; font-size:110%; color:#365f88; margin-bottom:25px; "> “Power may be learned, inherited, or drawn from the curse within.” </div> == Overview == '''Magic''' in '''Realms of Itheria''' is divided into two primary schools: * '''Cantrips''' * '''Archetype Abilities''' Cantrips provide reliable spells that remain available throughout play, while Archetype Abilities represent the more powerful and specialized magic unlocked through character progression. Certain supernatural curses may also unlock a third category known as '''Curse Magic'''. These abilities supplement a character's selected Archetype rather than replacing it. ---- == Cantrips == '''Cantrips''' are basic spells that remain available for repeated use. They are not restricted by spell charges and may be cast as often as desired, provided the caster has sufficient '''mana''' and the spell is not currently on '''cooldown'''. Because of their consistent availability, Cantrips are generally designed as: * Utility spells. * Sources of reliable but comparatively low damage. * Minor healing abilities. * Debuffs and battlefield-control effects. * Resource-draining abilities. Cantrips allow characters to retain useful magical options even after their more powerful Archetype Abilities have been exhausted. <div style=" margin:24px 0; padding:22px; background:rgba(255,255,255,.55); border:2px solid #7396b8; border-radius:10px; box-shadow:inset 0 0 12px rgba(37,78,116,.12); color:#182738; "> === Known Cantrips === ==== Fire Bolt ==== A simple projectile of fire that strikes a target for magical damage. Fire Bolt provides non-caster Archetypes with access to a basic ranged magical attack—essentially a smaller, less powerful version of a traditional fireball. ---- ==== Thunder ==== A volatile lightning spell whose effect depends on its activation roll. * An unsuccessful proc followed by a successful hit deals standard damage. * A successful proc temporarily disables the target's HUD. * The disabling effect functions similarly to the passive effect associated with a polehammer. ---- ==== Blizzard ==== A burst of freezing magic that hinders the target's ability to act. * An unsuccessful proc followed by a successful hit deals standard damage. * A successful proc increases the target's weapon and ability cooldowns for a limited duration. ---- ==== Mana Tap ==== Drains mana from the target, reducing the magical resources available for spells and abilities. ---- ==== Leech ==== Deals a small amount of damage while restoring a portion of the caster's health. Leech provides minor sustain but is not intended to replace dedicated healing abilities. ---- ==== Soapy's Mystery Potion ==== A throwable vial containing a mysterious and questionably prepared potion. When the vial strikes its target, it produces one of several random effects. The result may be beneficial, harmful, inconvenient, or simply strange. The exact contents remain known only to Soapy—and possibly not even then. ---- ==== Mend Wounds ==== Restores a modest amount of health to the caster or another eligible target. As the name suggests, Mend Wounds is a straightforward healing spell intended for basic recovery. ---- ==== Enervating Blow ==== Strikes the target with debilitating magic and prevents them from receiving healing for a limited duration. This spell is especially effective when paired with a powerful execution-level Archetype Ability. ---- ==== Additional Cantrips ==== Further Cantrips may be introduced as development continues. </div> ---- == Archetype Abilities == '''Archetype Abilities''' are specialized spells and combat techniques unlocked by progressing through a selected [[Archetypes|Archetype]]. Unlike Cantrips, these abilities are limited by the number of available '''charges''' assigned to their tier. Once all charges for a tier have been spent, the character must restore those charges before using abilities from that tier again. There are currently '''five tiers of magic'''. <div style=" margin:24px 0; padding:22px; background:linear-gradient(135deg,#eaf3ff,#d5e6f8); border:2px solid #527da8; border-radius:10px; color:#182738; "> === Ability Progression === As an Archetype path gains levels, the player unlocks: * New class abilities. * Additional spell slots. * Access to higher tiers of magic. * More options for building and specializing the character. The maximum Archetype level is currently '''20'''. Progression is intended to gradually expand a character's capabilities without making lower-tier abilities immediately obsolete. </div> === Magic Tiers === {| class="wikitable" style="width:100%; text-align:left; color:#182738; background:#edf5ff;" ! style="background:#315f8d; color:#ffffff;" | Tier ! style="background:#315f8d; color:#ffffff;" | General Purpose ! style="background:#315f8d; color:#ffffff;" | Availability |- | '''Tier I''' | Foundational Archetype abilities and introductory combat magic. | Unlocked early in Archetype progression. |- | '''Tier II''' | Improved abilities with stronger utility, damage, healing, or control. | Unlocked through continued progression. |- | '''Tier III''' | Advanced abilities that begin defining the Archetype's combat style. | Unlocked at intermediate levels. |- | '''Tier IV''' | Powerful class-defining abilities with greater tactical impact. | Unlocked at higher levels. |- | '''Tier V''' | The strongest and most specialized abilities available to an Archetype. | Unlocked near the end of the level-20 progression path. |} ---- == Curse Magic == '''Curse Magic''' is granted through certain supernatural afflictions. Some curses unlock hidden secondary paths that function similarly to subclasses. Known examples include: * '''Gorgon''' * '''Vampire''' * '''Lycanthrope''' These hidden paths provide their own passive effects and active abilities. Curse Magic is intended to supplement the player's primary Archetype rather than replace it. A cursed character therefore retains their normal Archetype progression while gaining additional powers—and additional weaknesses—associated with the curse. <div style=" margin:24px 0; padding:22px; background:linear-gradient(135deg,#f8e7ec,#edcbd4); border:2px solid #94465c; border-radius:10px; color:#351a22; "> === Curse Subclasses === '''Gorgon''' Gorgon abilities focus on petrification, disruption, and increasing the time opponents must wait before using attacks and abilities again. '''Vampire''' Vampiric abilities may include health draining, transformation, mobility, survival effects, and powers associated with blood and undeath. '''Lycanthrope''' Lycanthropic abilities emphasize physical aggression, heightened instincts, transformation, and the supernatural resilience of the beast. See [[Curses]] for additional information about curse acquisition, gestation, progression, benefits, and maluses. </div> ---- == Magic System Philosophy == The magic system is designed so that every character retains useful options during combat. '''Cantrips''' provide reliable abilities governed by mana and cooldowns. '''Archetype Abilities''' provide stronger and more specialized powers governed by tiers and charges. '''Curse Magic''' provides optional supplementary abilities tied to supernatural transformation. Together, these systems allow players to combine their Archetype, selected abilities, equipment, and possible curses into a distinct combat style. </div> [[Category:Gameplay]] [[Category:Magic]] [[Category:Game Systems]] [[Category:Archetypes]]
Summary:
Please note that all contributions to Realms Of Itheria may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
Realms Of Itheria:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Search
Search
Editing
Magic
Add topic