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

Warmage

Shared subclass of WarriorArcanist

Warmages seamlessly blend martial prowess with arcane power, wielding blades and spells with equal precision. In ELDRA, the Warmage is the only subclass that genuinely does two things at once — every ability makes the combination of weapon and spell more than the sum of its parts.

Root Node · 1 CLA

Warmage

Gain Advantage on all Magic checks made immediately after landing a melee attack.

Path of the Spellblade

T1 · 1 CLA

Magical Armaments

Add half your Magic skill (rounded down) to your Might when you check the Required Might of armor, shields, and weapons. Spending 1 AP, don your armor and summon weapons to yourself from within 10m.
Optional · 1 CLA

Arcane Edge

Your melee weapons deal +1 damage of a chosen elemental type (Fire, Frost, or Lightning) once per turn. Choose the element at the start of each combat.
Optional · 1 CLA

Combat Caster

Gain +1 to Focus checks to keep your concentration when a melee attack damages you.
T2 · 1 CLA

Quick Caster

When you successfully hit a target with a physical attack, you may immediately cast a known spell as a free action, paying its Mana cost normally. The spell must be one you are capable of casting normally.
Optional · 1 CLA

Channeled Strike

Once per turn when you use Quick Caster, the spell's damage is increased by your Fight skill as physical momentum transfers into arcane force.
Optional · 1 CLA

Iron Will

When you take damage while concentrating, the difficulty of your Focus check is reduced by your Fight skill level (minimum difficulty 1).
T3 · 1 CLA

Arcane Momentum

Once per turn, when you cast a spell or land a melee attack, activate Arcane Momentum as a free action until the start of your next turn. While active: +2 to defend against the next attack, +2 to next physical attack or spell roll, and if a target is hit by both a spell and a melee attack from you in the same turn, they take +1d12 additional damage.
Optional · 1 CLA

Momentum Chain

When Arcane Momentum triggers the +1d12 bonus, it persists into your next turn. Can persist for up to 2 additional turns this way.
Optional · 1 CLA

Unstoppable Caster

While Arcane Momentum is active, you cannot be interrupted when casting a spell. Concentration checks from damage are automatically succeeded.

Path of the Arcane Guard

T1 · 1 CLA

Arcane Defense

Use your Magic skill as a defend roll against any spell or magical attack targeting you. Once per scene, spend 1 AP to automatically negate a spell targeting you as a Reaction — your arcane instincts intercept it before it lands.
Optional · 1 CLA

Spell Guard

Once per round, as a Reaction, when a spell targets an ally within 3m, that ally defends with your Magic skill instead of its own.
Optional · 1 CLA

Arcane Deflection

Once per scene when you successfully defend against a spell using Magic, the caster loses 1 Mana and you regain 1 Mana.
T2 · 1 CLA

Spellblade Arts

You have mastered combining magic and steel into a seamless whole. You may now cast spells as part of an attack action without using Quick Caster: once per turn when you make a melee attack, you may also cast a Level 1 spell targeting the same creature as a single combined action costing 2 AP total. Both the attack and the spell resolve simultaneously.
Optional · 1 CLA

Runic Shield

When a defend roll made with your Magic succeeds against a spell, whether yours or an ally's through Spell Guard, the defender gains temporary Physical Defense equal to the spell's level until the end of your next turn.
Optional · 1 CLA

Spell Mirror

Once per session, when you successfully defend against a spell with Magic, reflect the entire spell back at the caster using your Magic roll result as the spell's new attack roll.
T3 · 1 CLA

Perfect Fusion

Your magic and martial arts have become inseparable. Spellblade Arts no longer limits you: you may cast any spell as part of any melee attack action as a single combined action. The spell costs its normal Mana but 0 additional AP. The spell only resolves if the melee attack hits; on a miss, the Mana is still spent but the spell has no effect. If the melee attack hits, the spell resolves normally and its damage is increased by your Fight skill. The target rolls defend against the spell separately.
Optional · 1 CLA

Arcane Fortress

While in combat, reduce the damage you take from spells by your Magic skill, in addition to your normal defenses.
Optional · 1 CLA

Arcane Barrage

Once per scene as a free action, cast up to three different Level 1 or 2 spells simultaneously targeting the same or different creatures. Each spell costs its normal Mana but they all resolve at the same moment. Targets cannot react between spells.

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