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Nethermancer

Nethermancers are spellcasters who specialize in the magic of the netherworlds. Their magic focuses on other planes, and they can access the spirits and creatures that inhabit those planes. Most people consider Nethermancers to be a little “off” in an eerie sort of way, and most followers of this Discipline are unlikely to win many popularity contests.  

Allowed Classes sorcerer

Discipline Main Statistic Wisdom or Charisma (players choice)

Racial Restrictions Windling 

Saves vs. all horror/horror construct effects

Spirit familiar- BONUS 1st may have a ghost familiar, apply ghost template to a familiar type.

Class Changes

Use the Wizard from the player’s handbook with the following changes.

Nethermancers are specialist wizards gaining all the bonuses outlined on page 54 of the PH for spells in the school of Nethermancy.

To offset these bonuses they may not cast any spell in the Schools of Illusion or Divination. All spells that have an Elemental aspect [fire, earth, air, water, etc.] will no longer have the elemental aspect; it is replaced with the spirit/astral aspect.

Example 

Magic-Missile is now Spirit Darts-The nethermancer draws on the malevolent energy of the spirits of the dead to harm the living if the target is undead it draws power from the pattern of the spirit weakening the undead creature.  

Fireball is now Bone Shatter- The nethermancer draws on his knowledge of horror magic to shatter the bones of all creatures in the area of the spell. 

Lightning Bolt is now Foul Vapors- The nethermancer taps into the corruption in astral space forcing it into the patterns of those in the area of the spell. 

None of the spells are changed in how they act, just how they do damage. 

School of Nethermancy

Replaces the regular Necromancy school in the player’s handbook. All of these spells are cast at the lowest level listed. If I have missed any necromancy spell in the PH consider it to be on this list.

Example

Animate Dead is a 3rd level spell for Clerics (Questors) and a 5th level spell for Wizards. The Nethermancer casts it as a 3ed level spell even though he is using arcane magic. 

ANIMATE DEAD
ASTRAL PROJECTION

CAUSE FEAR

CHILL TOUCH

CIRCLE OF DEATH

CIRCLE OF DOOM

CLONE

CONTAGION

CONTROL UNDEAD

CREATE GREATER UNDEAD

CREATE UNDEAD

DEATH KNELL

DEATH WARD

DEATHWATCH

DESTRUCTION

DISRUPT UNDEAD

ENERGY DRAIN

ENERVATION

FEAR

FINGER OF DEATH

GENTLE REPOSE

GHOUL TOUCH

GREATER RESTORATION

HALT UNDEAD

HARM

HORRID WILTING

INFLICT CRITICAL WOUNDS

INFLICT LIGHT WOUNDS

INFLICT MINOR WOUNDS

INFLICT MODERATE WOUNDS

INFLICT SERIOUS WOUNDS

MAGIC JAR

POISON

RAY OF ENFEEBLEMENT

SCARE

SOUL BIND

SPEAK WITH DEAD

SPECTRAL HAND

SLAY LIVING

VAMPIRIC TOUCH

WAIL OF THE BANSHEE

Talents

Astral Sight 1 Karma gives the nethermancer Detect Magic/Good/Evil as per the spell with the addition of being able to see Astral Space for the duration of one minute at a range of 10 feet. All restrictions of viewing the Astral apply and contaminated astral space could affect the Nethermancer (GM discretion). Each extra Karma adds one minute to the duration or 10 feet to the range. 

Frighten 1 Karma and one Humanoid must save vs. will or be affected as the spell fear. Each extra karma either adds an extra creature or to the DC of the save at the Nethermancers discretion. Range=DMSB x 25 feet.

Animal Possession (9th Level) 1 Karma a normal animal, beast or vermin that the Nethermancer touches must make a will save. If the save is failed the Nethermancers spirit and the targets spirit switch bodies. The Nethermancer is in control of the targets body but not vice versa. While using Animal Possession the Nethermancers body seems to be in a coma. The Nethermancer retains his intelligence but is limited to the targets abilities. The control lasts for 10 minutes or until the bodies are brought back into contact with each other.  Each extra Karma adds 10 minutes to the duration or +1 to the DC of the save. IF EITHER THE NETHERMANCER OR THE TARGET DIES DURING THE POSSESSION THEY BOTH DIE.

Spirit Hold (7th level) 1 Karma Undead types must make a will save or remain still and docile for as long as the Nethermancer concentrates. Each extra karma either adds an extra creature or to the DC of the save at the Nethermancers discretion. Range=DMSB x 25 feet. Any resistance to turning is applied as a bonus for the creatures save The effects are broken if the creatures are attacked

Summoning (9th level) 1 Karma allows an spirit to fully manifest in Barsaive. This spirit is not under the control of the Nethermancer and must be bargained with or threatened for any services. The spirit has one hit die. Extra Karma adds one hit die to the spirit. This Talent is covered in depth in another text.

Spirit Talk 1 Karma allows the Nethermancer to ask one question of a local spirit to gain knowledge of the surrounding area (it’s domain). Each extra Karma adds an extra question to the spirit. The Spirit could be an astral denizen of a netherworld, a nature spirit or spirit of man, a deceased namegiver, or even for the unlucky a horror. A Nethermancer never know which type he is contacting, and most spirits prefer to reveal as little about themselves as possible. This Talent is also used to bargain with spirits during summoning as detailed in the Summoning text.

Spirit Dodge 1 Karma summons a spirit that protects the Nethermancer in combat providing a +1 deflection bonus for one combat. Each extra Karma adds one to the deflection bonus

Willpower (5th Level) 1 Karma can add either 1 damage to nethermantic spells or 1 to the save DC of nethermantic spells that the Nethermancer casts. Extra Karma can add to either the DC or the damage