Warmage
Warmages seamlessly blend martial prowess with arcane power, wielding blades and spells with equal precision. In ELDRA, the Warmage is the only class that genuinely does two things at once — every ability makes the combination of weapon and spell more than the sum of its parts.
Root Node · 1 CLA
Warmage
Gain Advantage on all Magic checks made immediately after landing a melee attack.
Path of the Spellblade
T1 · 1 CLA
Magical Armaments
Add half your Magic skill (rounded down) as a bonus to Might when determining armor and weapon requirements. Spending 1 AP, don your armor and summon weapons to yourself from within 10m.
T2 · 1 CLA
Quick Caster
When you successfully hit a target with a physical attack, you may immediately cast a known spell as a free action, paying its Mana cost normally. The spell must be one you are capable of casting normally.
T3 · 1 CLA
Arcane Momentum
Once per turn, when you cast a spell or land a melee attack, activate Arcane Momentum as a free action until the start of your next turn. While active: +2 to defend against the next attack, +2 to next physical attack or spell roll, and if a target is hit by both a spell and a melee attack from you in the same turn, they take +1d12 additional damage.
Path of the Arcane Guard
T1 · 1 CLA
Arcane Defense
Use your Magic skill as a defend roll against any spell or magical attack targeting you. Once per scene, spend 1 AP to automatically negate a spell targeting you as a Reaction — your arcane instincts intercept it before it lands.
T2 · 1 CLA
Spellblade Arts
You have mastered combining magic and steel into a seamless whole. You may now cast spells as part of an attack action without using Quick Caster: once per turn when you make a melee attack, you may also cast a Level 1 spell targeting the same creature as a single combined action costing 2 AP total. Both the attack and the spell resolve simultaneously.
T3 · 1 CLA
Perfect Fusion
Your magic and martial arts have become inseparable. You no longer need Quick Caster or Spellblade Arts — you may cast any spell as part of any melee attack action as a single combined action. The spell costs its normal Mana but 0 additional AP. The spell only resolves if the melee attack hits; on a miss, the Mana is still spent but the spell has no effect. If the melee attack hits, the spell resolves normally and its damage is increased by your Fight skill. The target rolls defend against the spell separately.
Solid required progression · Dashed optional node requires the one above it