Nethermancer

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

Karma Ritual: All Nethermancers get Astral Sight at 1st Circle. Since Nethermancers are all about the Nether realms, they use their Astral Sight for one round to look into Astral Space. He takes a “snap shot” of what he sees and then for the next 30 min contemplates what he saw and how it could affect life, death and the spirit world.

Half-Magic: Nethermancers use half-magic to recognize uses of nethermantic magic, different types of undead and spirits, and magical rituals—especially blood magic rituals. Nethermancers may also use half-magic to understand the effects of different blood charms, as these are linked with Nethermancy. Nethermancers may make Perception-based Half-Magic Tests to produce blood charms (see the Enchanting chapter in the Player’s Companion).

A Nethermancer may use half-magic to sense the presence of spirits within 30 yards (15 hexes) of his location. The Detection Difficulty for sensing a spirit is the spirit’s Spell Defense (determined by the gamemaster). If the test succeeds, the Nethermancer can sense the presence of the spirit can use spells,or talents such as Spirit Hold or Spirit Talk, to communicate and interact with the spirit. The gamemaster may choose to make this Half-Magic Test on behalf of a Nethermancer character at any time, as this innate sense is always active.



Second Circle
Discipline Talent: Frighten
Defense: The adept adds +1 to his Spell Defense.
Spell: The adept learns one new spell from the current Circle.
Durability (4/3) – See House Rules on Durability
Third Circle
Discipline Talent: Spirit Talk
Spell: The adept learns one new spell from the current Circle.
Fourth Circle
Discipline Talent: Spirit Hold
Spell: The adept learns one new spell from the current Circle.
Karma: The adept may spend 1 Karma Point on Willpower-only Tests.












Fifth Circle
Discipline Talent: Summon (Ally Spirits)
Spell: The adept learns one new spell from the current Circle.
Decay and Renewal: For 1 Strain the adept may do one of the following with a successful Nethermancy Test against the higher of the target’s Spell Defense or a Difficulty Number of 6:
1. Touch a single, nonmagical object that fits in his hand and cause it to suddenly age and decay, rusting metals, spoiling food, or otherwise showing signs of age and neglect.
2. Touch a single, nonmagical object that fits in his hand and remove all signs of decay, removing rust, making food fresh, or otherwise reversing any signs of decay.
Sixth Circle
Discipline Talent: Lifesight
Spell: The adept learns one new spell from the current Circle.
Karma: The adept may spend 1 Karma Point on Perception-only Tests.
Seventh Circle
Discipline Talent: Spirit Dodge
Spell: The adept learns one new spell from the current Circle.
Karma: The adept may spend 1 Karma Point on spell Effect Tests.
Eigth Circle
Discipline Talent: Orbiting Spy
Spell: The adept learns one new spell from the current Circle.
Karma: The adept adds +1 to his Spell Defense.

Nethermancer

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