Mage Hunter
Mage Hunters are specialists trained to dismantle spellcasters and suppress arcane threats. In ELDRA, the Mage Hunter is the definitive counter-class — every tier makes them more dangerous specifically to those who rely on magic.
Root Node · 1 CLA
Mage Hunter
+1 to Fight rolls against creatures concentrating on a spell or that have cast a spell this scene.
Path of Disruption
T1 · 1 CLA
Arcane Disruption
When you damage a concentrating creature, it makes its Focus check with Disadvantage. Once per round, when a creature within melee reach casts a spell, it provokes a free attack of opportunity from you. Your attacks ignore defense bonuses granted by active spells.
T2 · 1 CLA
Mana Breaker
Once per turn when you hit a spellcasting creature, force it to lose Mana equal to half your Fight skill (rounded up). Spending 2 AP, mark a creature as Arcane Quarry: it suffers minus 2 to spell rolls and all its spells cost 1 additional AP. The mark lasts for rounds equal to your Fight. Once per scene.
T3 · 1 CLA
Spell Severance
Sever Casting (once per session, Reaction within 15m): roll Fight opposed by Magic to cancel a spell; Mana is still spent. Arcane Backlash: breaking concentration or cancelling a spell deals Mental Stress points to the caster equal to half your Fight. Null Presence: creatures within 5m cannot cast spells as Reactions and cannot gain Advantage on spell rolls.
Path of Absorption
T1 · 1 CLA
Arcane Siphon
Once per turn when you hit a creature that has cast a spell this scene, force it to lose Mana equal to half your Fight (rounded up) as a free action. You can always sense how much Mana any creature within 10m has remaining.
T2 · 1 CLA
Arcane Theft
Once per scene as a Reaction when a creature within 10m casts a spell, you may attempt to steal the spell's power: roll Fight opposed by their Magic. On success, the spell fails and the Mana is spent, but you immediately gain temporary Mana equal to the spell's level. This temporary Mana lasts until the end of your next turn.
T3 · 1 CLA
Power Void
Once per session, spend 2 AP to declare a Power Void centred on yourself for 3 rounds in a 10m radius: all spellcasting in this area requires the caster to pay double the Mana cost. Any creature within the void that successfully casts despite this cost takes Mental Stress points equal to your Fight skill as the effort damages their mind.
Solid required progression · Dashed optional node requires the one above it