Introduction Playing ELDRA Character Creation Game Mechanics Equipment Peoples of ELDRA Classes Skills Spells Spellcasting Stunts Bestiary

Summoner

Summoners call, bargain with, bind, or shape external presences. In the reconstruction age, this practice exists under the shadow of formal pacts and hard-learned boundaries. A responsible summoner writes precise terms, respects limits, and understands that calling a being into the world creates obligations. A reckless summoner creates problems other people have to survive.

Root Node · 1 CLA

Summoner

Your summoned creatures gain +1 to Fortitude.

Path of the Conjurer

T1 · 1 CLA

Conjuration Mastery

All your Conjuration spells require no base Mana cost. Optional stunts and enhancements still require Mana. Cast freely within your concentration limits.

Extended Summon

Summoned creatures from Conjuration spells last twice as long as their listed duration.

Resilient Companion

Summoned creatures gain Physical Defense and Elemental Defense each equal to half your Magic skill (rounded down).
T2 · 1 CLA

Lord of the Bound

Once per day, perform a 10-minute ritual to summon a Lesser Eidolon. While active, the Eidolon grants you Advantage on all skill checks and defend rolls. It also grants +1 to Magic for Conjuration spells. The Eidolon lasts 24 hours or until dismissed.

Bound Legion

Maintain two Conjuration summons simultaneously without a concentration check. Each still counts toward your total concentration limit.

Combat Bond

Once per turn, spend 1 AP to direct a summoned creature to take Defensive Stance, granting it +1 to defend rolls until your next turn.
T3 · 1 CLA

Summon Guardian

Perform a 1-hour ritual to summon a Guardian with all combat skills equal to your Magic skill, Physical and Elemental Defense equal to your Magic skill, and one elemental resistance of your choice. Equipped with a basic weapon of your choice. Immune to fear. Remains until destroyed or dismissed. One Guardian active at a time.

Planar Army

Maintain three simultaneous Conjuration summons without concentration checks.

Shared Power

While your Guardian is active, Conjuration spell Mana costs are reduced by 1 (minimum 1).

Path of the Binder

T1 · 1 CLA

Bound Eidolon

Perform a 10-minute ritual to bind one Eidolon. It has one skill of your choice equal to your Magic, one defend skill equal to half your Magic rounded up, and a Physical Stress Pool of 6. It acts immediately after your turn and may move or take one Basic Attack or Quick Utility action. Only one Eidolon may be bound at a time.

Shared Senses

As a free action, see and hear through your Eidolon until the start of your next turn. While doing so, your own Perception checks are at Disadvantage.

Transfer Will

Once per scene, spend 1 AP to let the Eidolon reroll one attack, defend, or skill roll and keep the better result.
T2 · 1 CLA

Soul Link

While your Eidolon is active, you and it may share one Concentration between you. In addition, once per round, when one of you takes damage, you may split that damage between both of you as you choose. Once per scene, your Eidolon may make one additional Basic Attack for 0 AP.

Eidolon Form

Choose one form at the end of each short rest: striker (+1 to attack rolls and +1d4 damage), sentinel (+1 Physical Defense and may intercept one adjacent attack per round), or scout (+4m movement and +2 to Perception and Stealth).

Mana Circuit

Once per scene, you may spend 1 Mana to restore stress points equal to your Magic skill to your Eidolon, or your Eidolon may vanish and return adjacent to you with 1 stress point remaining.
T3 · 1 CLA

Avatar Bond

Once per session, spend 3 AP to merge with your Eidolon for 3 rounds. While merged, gain +2 to Magic, +2 to one defend skill granted by your Eidolon form, and one special benefit based on its form: striker adds +1d6 to your first damaging spell each turn, sentinel reduces all incoming damage by 2, scout may move up to half speed as a free action once per turn. You and the Eidolon share one combined Physical Stress Pool during the merge.

Twin Casting

Once per scene while merged, cast one spell through your Eidolon's position instead of your own.

Enduring Bond

If your Eidolon is destroyed, you may rebind it during a short rest instead of performing the full ritual.

Solid required progression · Dashed optional node requires the one above it