Magic: Difference between revisions
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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. | 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]] | * [[Fire Bolt]] (Fireball at home for non caster archetypes) | ||
* [[Thunder]] (unsuccessful proc + successful hit = dmg, successful proc, disables hud temporarily similar to polehammer passive) | * [[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) | * [[Blizzard]] (unsuccessful proc + successful hit = dmg, successful proc, increases weapon and ability cooldowns) | ||
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* [[Leech]] (slight health leech) | * [[Leech]] (slight health leech) | ||
* [[Soapy's Mystery Potion]] (a throwable vial of some mysterious potion that has random effects when tossed) | * [[Soapy's Mystery Potion]] (a throwable vial of some mysterious potion that has random effects when tossed) | ||
* [[Mend Wounds]] | * [[Mend Wounds]] (this really should be self explanatory) | ||
* ETC | * ETC | ||
Revision as of 07:46, 18 July 2026
Magic, in Realms of Itheria, is split into two schools: cantrips, and archetype abilities.
Cantrips
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)
- ETC
Archetype Abilities
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
Certain curses unlock hidden "subclasses" such as Gorgon, Vampire, and Lycanthrope. These "subclasses" also have their own abilities to supplement your archetype.