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# Elementalist

Elementalists command the raw energies of fire, frost, and lightning to shape the battlefield. In ELDRA, the Elementalist is unique in that their chosen element defines their identity at character creation, and every ability builds on that commitment.

Root Node · 1 CLA

## Elementalist

Choose one element: Fire, Frost, or Lightning. Spend 1 less mana when casting spells containing those elements (minimum 1)

## Path of the Storm

T1 · 1 CLA

### Elemental Affinity

Choose one element: Fire, Frost, or Lightning. Gain resistance to that element. Spells of that element deal +1 damage for every 2 points of margin on a successful cast. Freely manipulate small amounts of your element without a roll.

#### Elemental Overload

Once per scene, spend 1 additional Mana on a spell of your element to reroll the attack roll, keeping the better result.

#### Volatile Charge

When an enemy already affected by your element's status is hit again by the same element, they take +2 additional elemental damage.
T2 · 1 CLA

### Elemental Surge

Spending 2 AP, unleash an Elemental Surge in a 15m radius centred on yourself. All hostile creatures must make a Reflex defend roll against your Magic or take damage equal to your Magic skill plus 2d6 of your element. On success, half damage. Once per scene.

#### Widened Surge

Elemental Surge radius increases from 15m to 20m. You may exclude any number of visible allies from the surge.

#### Chain Reaction

When Elemental Surge hits two or more targets, each that fails also applies your element's status effect to one adjacent creature within 3m.
T3 · 1 CLA

### Master of the Elements

Choose a second element and gain all Affinity benefits for it. Once per scene, cast a spell of either element without spending Mana. When using Elemental Surge, combine both elements: apply both status effects simultaneously to all affected targets.

#### Elemental Mastery

Once per scene, use Elemental Surge without spending AP. It still counts toward the once-per-scene limit.

#### Catastrophic Resonance

When you combine both elements in Elemental Surge, targets that fail by 3 or more also become Dazed until the end of their next turn.

## Path of the Ward

T1 · 1 CLA

### Elemental Guardian

Choose one element: Fire, Frost, or Lightning. As a free action, form a protective elemental shell around yourself or one ally you touch. While active: the target gains resistance to your element and creatures that hit them in melee take 1 elemental damage. The shell lasts until the target takes a Consequence.

#### Elemental Absorption

Once per scene, when you take damage of your chosen element, reduce it to 0 and regain Mana equal to half the damage (maximum equals your Magic skill).

#### Elemental Armor

Once per scene, spending 1 AP, encase yourself in elemental energy for 1 round. Creatures that hit you in melee take elemental damage equal to your Magic skill.
T2 · 1 CLA

### Elemental Ward

Once per long rest, spending 2 AP, wrap one willing ally you touch in an elemental barrier of your chosen element lasting up to 1 hour. While shielded: the ally gains Resistance to your element and any creature that hits them in melee takes elemental damage equal to your Magic skill. The ward ends if the ally takes a Consequence.

#### Sustaining Weave

When you absorb elemental damage, also remove one Mild Condition (Frightened or Dazed) as the energy restores your focus.

#### Reactive Shield

Your Elemental Armor may be activated as a Reaction when targeted by an attack, before the roll resolves.
T3 · 1 CLA

### Living Element

You may now apply your Elemental Ward to up to three allies simultaneously. Additionally, you may maintain the ward on yourself at all times as a passive effect: you automatically deal elemental damage equal to your Magic skill to any creature that hits you in melee, with no AP cost.

#### Elemental Heart

Elemental Absorption may be used twice per scene. The maximum Mana you can recover per use increases to Magic skill plus 2.

#### Fortified Shield

While Elemental Armor is active, you also gain +2 to all defend rolls of any type, not just against physical attacks.

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