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

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.

Arcane Edge

Your melee weapons deal +1 damage of a chosen elemental type (Fire, Frost, or Lightning) once per turn. Choose the element at the start of each combat.

Combat Caster

You do not suffer Disadvantage on spell rolls caused by wearing heavy armor.
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.

Spellblade

Once per turn when you use Quick Caster, the spell's damage is increased by your Fight skill as physical momentum transfers into arcane force.

Iron Will

When you take damage while concentrating, the difficulty of your Focus check is reduced by your Fight skill level (minimum difficulty 1).
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.

Momentum Chain

When Arcane Momentum triggers the +1d12 bonus, it persists into your next turn. Can persist for up to 2 additional turns this way.

Unstoppable Caster

While Arcane Momentum is active, you cannot be interrupted when casting a spell. Concentration checks from damage are automatically succeeded.

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.

Spell Guard

Once per round, declare a defend roll against an incoming spell using your Magic skill instead of Reflex or Fortitude.

Arcane Deflection

Once per scene when you successfully defend against a spell using Magic, redirect 1 Mana of the attacker's spell cost back to them as a free action.
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.

Runic Shield

When Spell Guard successfully defends against a spell, you gain temporary Physical Defense equal to the spell's level until the end of your next turn.

Spell Mirror

Once per session, when you successfully defend against a spell with Magic, reflect the entire spell back at the caster using your Magic roll result as the spell's new attack roll.
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.

Arcane Fortress

While in combat, you always have passive Magic Defense equal to your Magic skill applied to all spell attacks targeting you, in addition to your normal defenses.

Arcane Barrage

Once per scene as a free action, cast up to three different Level 1 or 2 spells simultaneously targeting the same or different creatures. Each spell costs its normal Mana but they all resolve at the same moment. Targets cannot react between spells.

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