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

Summoner

Shared subclass of MysticArcanist

Summoners call, bargain with, bind, or shape external presences. In the reconstruction age, this practice exists under the shadow of formal pacts and hard-learned boundaries. A responsible summoner writes precise terms, respects limits, and understands that calling a being into the world creates obligations. A reckless summoner creates problems other people have to survive.

The Eidolon. An Eidolon is a presence from beyond the world, held by your pact in a shape you choose: a beast, an armored figure, a living flame, a shadow. The Path of the Binder binds one (Bound Eidolon); it has the following traits.

  • Size and speed: Medium or Small (your choice at binding); speed 8 m.

  • Skills: one skill of your choice equals your Magic; every other skill equals half your Magic, rounded down.

  • Eidolon Strike: a melee attack with Fight that deals 1d6 + margin of success. Choose its damage type at binding: slashing, piercing, bludgeoning, fire, frost, or lightning.

  • Stress and defenses: Physical Stress Pool 6 + your Magic; Mental Stress Pool 3; no Consequence slots; Physical and Elemental Defense 0.

  • Turn: it acts right after yours (see Summoned and Raised Creatures) with 2 AP, which it can spend on Move, a Basic Attack, Defensive Stance, a Quick Utility action (fetching, carrying, or handing over an item, opening a door), or a Complex Utility action (2 AP: using one of its skills, such as Burglary on a lock). It has one Reaction per round.

  • Beyond combat: it can scout, search, sneak, track, and carry, and it can Assist your skill rolls (+1, see Assisting Another Character). It cannot cast spells, use stunts or Weapon Techniques, or speak; it shares feelings and simple images with you through the bond.

  • Command: you command it at no AP while it is within 30 m; farther away, it tries to return to you.

  • Banishment: when its Physical Stress Pool drops to 0 it is banished, not killed. You can bind it again with the ritual after your next long rest.

Lesser Eidolon. The Path of the Conjurer summons a smaller presence (Lord of the Bound) for 24 hours or until dismissed. It works like an Eidolon, except: it is Small; its chosen skill equals half your Magic (rounded down) and all other skills are +0; its Eidolon Strike deals 1d4 + margin; its Physical Stress Pool is 3 + half your Magic (rounded down); it has 1 AP on its turn; and the Binder’s Eidolon nodes do not apply to it.

Root Node · 1 CLA

Summoner

Your summoned creatures gain +1 to Fortitude.

Path of the Conjurer

T1 · 1 CLA

Conjuration Mastery

All your Conjuration spells require no base Mana cost. Optional stunts and enhancements still require Mana. Cast freely within your concentration limits.
Optional · 1 CLA

Extended Summon

Summoned creatures from Conjuration spells last twice as long as their listed duration.
Optional · 1 CLA

Resilient Companion

Summoned creatures gain Physical Defense and Elemental Defense each equal to half your Magic skill (rounded down).
T2 · 1 CLA

Lord of the Bound

Once per day, perform a 10-minute ritual to summon a Lesser Eidolon (see above). It lasts 24 hours or until dismissed. While it is present, you gain +1 to Magic for Conjuration spells.
Optional · 1 CLA

Bound Legion

You can hold two Conjuration summons at once: your concentration limit is 1 higher for them.
Optional · 1 CLA

Combat Bond

Once per turn, spend 1 AP to direct a summoned creature to take Defensive Stance, granting it +1 to defend rolls until your next turn.
T3 · 1 CLA

Summon Guardian

Perform a 1-hour ritual to summon a Guardian with all combat skills equal to your Magic skill, Physical and Elemental Defense equal to your Magic skill, and one elemental resistance of your choice. Its Stress Pools come from the Stress table at your Magic; it has no Consequence slots. Equipped with a basic weapon of your choice. Immune to fear. Remains until destroyed or dismissed. One Guardian active at a time.
Optional · 1 CLA

Planar Army

You can hold three Conjuration summons at once: your concentration limit is 2 higher for them.
Optional · 1 CLA

Shared Power

While your Guardian is active, Conjuration spell Mana costs are reduced by 1 (minimum 1).

Path of the Binder

T1 · 1 CLA

Bound Eidolon

Perform a 10-minute ritual to bind one Eidolon (see The Eidolon above). Choose its shape, size, chosen skill, and Eidolon Strike damage type when you bind it. Only one Eidolon may be bound at a time.
Optional · 1 CLA

Shared Senses

As a free action, see and hear through your Eidolon until the start of your next turn. While doing so, your own Perception checks are at Disadvantage.
Optional · 1 CLA

Transfer Will

Once per scene, spend 1 AP to let the Eidolon reroll one attack, defend, or skill roll and keep the better result.
T2 · 1 CLA

Soul Link

While your Eidolon is active, you and it may share one Concentration between you. In addition, once per round, when one of you takes damage, you may split that damage between both of you as you choose. Once per scene, your Eidolon may make one additional Basic Attack for 0 AP.
Optional · 1 CLA

Eidolon Form

Choose one form at the end of each short rest: striker (+1 to attack rolls and +1d4 damage), sentinel (+1 Physical Defense and may intercept one adjacent attack per round), or scout (+4m movement and +2 to Perception and Stealth).
Optional · 1 CLA

Mana Circuit

Once per scene, you may spend 1 Mana to restore stress points equal to your Magic skill to your Eidolon, or your Eidolon may vanish and return adjacent to you with 1 stress point remaining.
T3 · 1 CLA

Avatar Bond

Once per session, spend 3 AP to merge with your Eidolon for 3 rounds. While merged, gain +2 to Magic, +2 to one defend skill of your choice (Reflex, Fortitude, or Resolve), and one special benefit based on its form: striker adds +1d6 to your first damaging spell each turn, sentinel reduces all incoming damage by 2, scout may move up to half speed as a free action once per turn. You and the Eidolon share one combined Physical Stress Pool during the merge.
Optional · 1 CLA

Twin Casting

Once per scene while merged, cast one spell through your Eidolon's position instead of your own.
Optional · 1 CLA

Enduring Bond

If your Eidolon is banished, you may bind it again during a short rest instead of waiting for a long rest.

Every node costs 1 CLA; your first root is free · Solid required progression · Dashed optional node requires the one above it