Skip to content

# 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.

#### Spellbreaker Strike

Once per turn when you hit a spellcasting creature, it must make a Resolve defend roll against your Fight or lose 1 AP at the start of its next turn.

#### Arcane Tracker

Sense the general direction and distance of any creature that has cast a spell within the last hour, within 1 kilometre.
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.

#### Mana Drain

When Mana Breaker drains a creature's last Mana, it also becomes Dazed until the end of its next turn.

#### Quarry Lock

While Arcane Quarry is active, that creature's spells targeting you automatically fail.
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.

#### Total Suppression

Null Presence creatures also increase all spell Mana costs by 1. Stacks with Arcane Quarry.

#### Perfect Hunt

When you use Sever Casting against your Arcane Quarry, it does not cost your Reaction. The caster also suffers double the Arcane Backlash Mental Stress.

## 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.

#### Null Strike

Once per scene when you hit a spellcasting creature, end one specific ongoing spell effect on that creature instead of dealing damage.

#### Anti-Magic Presence

Concentration check difficulties for creatures adjacent to you increase by 2, in addition to the Disadvantage from Arcane Disruption.
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.

#### Spell Absorption

When you end a spell effect with Null Strike, gain temporary Physical Defense equal to the spell's level until the start of your next turn.

#### Suppression Field

Anti-Magic Presence now extends to 3m radius rather than only adjacent creatures.
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.

#### Arcane Nullifier

Spell Absorption also triggers when you use Arcane Theft successfully. The temporary defense equals twice the spell's level.

#### Dead Zone

Once per session, expand your Null Presence to a 15m radius for 3 rounds as a free action. All Null Presence effects apply to this expanded area.

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