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# 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).

#### Potent Bolt

Level 1 damage spells deal +1 additional damage on any roll that beats the target's defense by 2 or more.

#### Mana Efficiency

Once per scene, when you cast a spell of Level 2 or higher, reduce its Mana cost by 1 (minimum 1).
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.

#### Amplified Weaving

When you use Rapid Weaver, the free lower-level spell also gains +1 to its Magic roll.

#### Overchannel

Once per scene, spend 2 additional Mana when casting any spell. Each of the spell's numeric effects (damage, healing, range, or duration) increases by +2 or one die step.
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.

#### Spell Cascade

When you use both Mana Infusion and Rapid Weaver in the same turn, the free lower-level spell also benefits from the Mana Infusion stunt at no cost.

#### Arcane Overflow

Once per session, Overchannel a spell without spending the extra Mana. The spell still receives all the numeric bonuses from Overchannel.

## 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.

#### Attuned Formula

Choose one known spell. It costs 1 less Mana to cast (minimum 1).

#### Clear Reading

Once per scene, identify one active spell, magical trap, or enchantment you can see without rolling.
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.

#### Counter Pattern

Once per scene as a Reaction when a creature within 15m casts a spell, roll Magic opposed by their Magic. On a success, reduce the spell's numeric effects by half, rounded down. Mana is still spent.

#### Retained Pattern

Once per long rest, after casting a spell, hold its pattern in memory. Before the end of the scene, recast that same spell for 1 less AP or 1 less Mana (minimum 1).
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.

#### Perfect Attunement

Your attuned spell may be cast once per scene for 0 Mana.

#### Spell Unmaking

Once per session, when your Counter Pattern succeeds, you may cancel the spell completely instead of halving it.

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