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Magic

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Magic

The Magic of Itheria

“Power may be learned, inherited, or drawn from the curse within.”

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.

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.


Archetype Abilities

Archetype Abilities are specialized spells and combat techniques unlocked by progressing through a selected 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.

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.

Magic Tiers

Tier General Purpose 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.

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.


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.