Mage
Mages wield the forces of magic, tapping into arcane power to cast spells that alter the fabric of reality itself. In ELDRA, the Mage is the pure spellcasting class — every tier multiplies their magical output in ways no other class can match.
Root Node · 1 CLA
Mage
Your Mana pool is permanently increased by 1 above the normal formula.
Path of Power
T1 · 1 CLA
Mana-Potent
Level 1 damage spells cost 1 AP to cast. Your Mana pool is 1.5 times normal (rounded down). When you regain Mana through any means, you regain 1.5 times the usual amount (rounded down).
T2 · 1 CLA
Rapid Weaver
Once per scene, when you cast a spell, you may immediately cast a lower-level spell as a free action at no AP cost.
T3 · 1 CLA
Master of the Arcane
Mana Infusion (once per scene): cast a spell and activate one of its stunts for free, even if that stunt has a Mana cost. Spell Recall (once per scene): recast a spell from earlier this scene at no Mana cost. Arcane Ward (once per session, Reaction): create a barrier absorbing damage equal to your Magic skill.
Path of Mastery
T1 · 1 CLA
Spell Theory
Learn one additional spell of any level beyond your Spell Knowledge Limits. Once per scene, when you cast a spell, you may change one non-damage numeric element by one step: double or halve its duration, increase or reduce its range by 5m, or increase or reduce its area by 2m.
T2 · 1 CLA
Arcane Shaping
Once per scene, after casting a spell, you may immediately reshape it. Choose one: exclude a number of creatures equal to your Magic from its area, move its point of origin up to 3m, or change its damage type between Fire, Frost, or Lightning if it already deals elemental damage.
T3 · 1 CLA
Archmagus
Once per session, when you cast a spell, choose two benefits instead of one from Spell Theory or Arcane Shaping. In addition, once per scene you may cast one known spell as if one of its stunts were active without paying that stunt's Mana cost.
Solid required progression · Dashed optional node requires the one above it