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NethermancerNethermancers
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 |