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

Magic and Consequence

ELDRA's magic should not feel clean simply because the rules make it playable. Necromancy may be lawful in one context and horrifying in another. Summoning may be safe if the pact is precise and disastrous if it is vague. Radiant force may heal, reveal, judge, or burn. Abyssal magic may protect a community through strict contracts while still carrying the taste of predation. Restoration may save a life without removing the political consequences of who was saved and who was not.

When magic appears in a campaign, ask what it changes. Who trusts it? Who fears it? Who regulates it? Who remembers what similar magic did in the old age? These questions make spells part of ELDRA rather than tools floating above the setting.