Nethermancer Class

Nethermancer

Nethermancers, often times when one thinks of such magicians thoughts of death, darkness, corruption, and all things dealing with demons, devils, and other foul spirits come to mind, yet as you will see this isn’t true for many of their kind. In fact quite a few nethermancers have used the arcane powers of the Heavenly Hosts and some have been able to call upon archangels, cherubim, and seraphim.

In fact the least understood and most feared statement about their craft comes from their own ranks. “Though I am made of flesh, my body is filled with magic and my soul soars through the netherworlds,”. Now when one hears the term “netherworld” one tends to think of the depths of Hell or the Abyss it self, but as you will learn that assumption is quite narrow and false.

The Orders of Nethermancy

Spirit Walkers

The Spirit Walkers are the most common class of nethermancer, choosing neither to focus on the sacred or the profane but instead consistently using them both in a balance.
If there is one penalty they do suffer when working with nethermancy it is that they are required to cast as many Infernal spells as they do Celestial or Enochian spells a day.
They must be morally neutral.

Diabolists, Daemonologists and Demonologists

These fiendish mages are considered to be mere aberrations and severe exceptions to the rule. In addition to the dark powers they use, they’re known to perform human sacrifices, varying with the alignment of the spirits they serve. (An example: to use greater demonic arcane spells [not necessarily the summoning ones] a demonologist may bind and slaughter someone whom they have befriended and in such a way as to cover them self with their victim’s blood [note some demons prefer mere torture]. While a daemon prefers indirect sacrifice [in this case depraved indifference, cutting corners to save money and risking peoples lives, and gross negligence]. Devils however, prefer oppression, tyranny, and legalized state sponsored murder or torture [such as the Holocaust or Stalin’s Purges].) They must be evil and can not cast non-summoning Enochian spells.

Enochians: Celestial magicians

Enochians or light nethermancers are the good aligned answer to the Diabolists and other Dark magicians. The powers they use (in addition to necromancy and shadow magic) are those of light and purification. Unlike Diabolists and Demonologists Enochians perform acts mercy and healing and are well loved by those whom know them the most (if the people who know them are good). Lawful Goods would fuel their powers through vows of poverty, chastity, and obedience to superiors. Neutral Goods through caring for those who got caught in the middle of a fight or in some cases a war. Chaotic Goods fuel their celestial powers through acts of rebellion and satire against corrupt politicians and tyrants, through founding charities with their own money, or advancing scientific knowledge for good purposes. A Chaotic Good may make a profit off of their good works but only if they do so publicly and honestly.

Alignment: Any

Religion: any

Hit Die: d4

Class Skills
The nethermancer's class skills (and the key ability for each skill)
are Concentration (Con), Craft (Int), Decipher Script (Int),
Knowledge (all skills, taken individually) (Int), Profession
(Wis), and Spellcraft (Int). See Chapter 4: Skills for
skill descriptions.
Skill Points at 1st Level: (4 + Int modifier) x4.
Skill Points at Each Additional Level: 4 + Int modifier.

All of the following are class features of the nethermancer.
Weapon and Armor Proficiency: Nethermancers are proficient with
the club, dagger, heavy crossbow, light crossbow, and
quarterstaff, but not with any type of armor or shield.
Armor of any type interferes with a nethermancer's movements,
which can cause her spells with somatic components to
fail.

Spells: A nethermancer casts arcane spells which are drawn from the
sorcerer/ wizard spell list. A nethermancer must choose and prepare
his or her arcane spells ahead of time (see below).
To learn, prepare, or cast a spell, the wizard must have an
Intelligence score equal to at least 10 + the spell level.
The Difficulty Class for a saving throw against a nethermancer's
arcane spells is 10 + the spell level + the nethermancer's Intelligence
modifier.
Like other spellcasters, a nethermancer can cast only a certain
number of spells of each spell level per day. Her base
daily spell allotment is given on Table: The Nethermancer. In
addition, she receives bonus spells per day if she has a
high Intelligence score.
Unlike a bard or sorcerer, a Nethermancer may know any number
of spells. She must choose and prepare her spells
ahead of time by getting a good night's sleep and spending
1 hour studying her spellbook. While studying, the
nethermancer decides which spells to prepare.


Bonus Languages: A nethermancer may substitute any language or the netherworlds (such as Infernal or Celestial) for one of the bonus languages available to the character because
of her race.

Familiar: A nethermancer can obtain a familiar but not in exactly the same
manner as a sorcerer can. A nethermantic familiar can come in the form of an awakened animal or a spirit of the netherworlds (in other words, an Outsider or incorporeal Undead).
The familiar can start out with a Challenge Rating no greater than the level of the nethermancer.

Scribe Scroll: At 1st level, a nethermancer gains Scribe Scroll as a
bonus feat.

Spellbooks: A nethermancer must study her spellbook each day to
prepare her arcane spells. She cannot prepare any arcane spell not
recorded in her spellbook, except for read magic, which
all nethermancer can prepare from memory.
A nethermancer begins play with a spellbook containing all 0-
level nethermancer arcane spells (except those from her prohibited
school or schools, if any; see Schools of Magic,
below) plus three 1st-level spells of your choice. For
each point of Intelligence bonus the wizard has, the
spellbook holds one additional 1st-level spell of your
choice. At each new nethermancer level, she gains two new
spells of any spell level or levels that she can cast (based
on her new nethermancer level) for her spellbook. At any time,
a nethermancer can also add spells found in other wizards'
spellbooks to her own.

Schools of Magic:
Nethermancers may cast spells from the schools of Conjuration, Necromancy, Abjuration, Divination up to third level, any spell with the Shadow or Light sub-schools (wether it's from Illusion, Evocation, Alteration), Alteration spells that deal with the spirit and transportation, and enchantment up to sixth level.

Table: The Nethermancer
Base Attack Fort Ref Will ---------- Spells per Day ---------

Level Bonus Save Save Save Special 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 +0 +2 Summon familiar, 3 1 - - - - - - - -
Scribe Scroll
2nd +1 +3 +0 +3 4 2 - - - - - - - -
3rd +1 +3 +1 +3 4 2 1 - - - - - - -
4th +2 +4 +1 +4 Astral sight 4 3 2 - - - - - - -
5th +2 +4 +1 +4 4 3 2 1 - - - - - -
6th +3 +5 +2 +5 4 3 3 2 - - - - - -
7th +3 +5 +2 +5 Frighten, Taunt 4 4 3 2 1 - - - - -
8th +4 +6 +2 +6 4 4 3 3 2 - - - - -
9th +4 +6 +3 +6 4 4 4 3 2 1 - - - -
10th +5 +7 +3 +7 Animal Possession, 4 4 4 3 3 2 - - - -
or Channeling
11th +5 +7 +3 +7 4 4 4 4 3 2 1 - - -
12th +6/+1 +8 +4 +8 4 4 4 4 3 3 2 - - -
13th +6/+1 +8 +4 +8 Spirit Hold 4 4 4 4 4 3 2 1 - -
14th +7/+2 +9 +4 +9 4 4 4 4 4 3 3 2 - -
15th +7/+2 +9 +5 +9 4 4 4 4 4 4 3 2 1 -
16th +8/+3+10 +5 +10 Spirit Talk 4 4 4 4 4 4 3 3 2 -
17th +8/+3+10 +5 +10 4 4 4 4 4 4 4 3 2 1
18th +9/+4+11 +6 +11 Life Sight, 4 4 4 4 4 4 4 3 3 2
Spirit Dodge
19th +9/+4+11 +6 +11 4 4 4 4 4 4 4 4 3 3
20th+10/+5+12 +6 +12 Orbiting Spy, 4 4 4 4 4 4 4 4 4 4
Arcane Mutterings,
Astral Pocket

For those who may be upset by the fact that I haven't mentioned any powers greater than Astral Pocket wait until my epic nethermancer post. Also wait for the post that lists the times per day and mechanics for the currently mentioned powers.

P.S. Erkose would you help convert these nethermantic powers to D&D.
Thank you!
 

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What do you mean by "spells that deal with the spirit and transportation"?

Can familiars be switched as the nethermancer goes up levels? i.e. could she begin with a CR 1 familiar at 1st level, and trade it in for a CR 2 familiar at 2nd level, a CR 3 familiar at 3rd level, and so on?

This feature could be the most powerful of the class.
 

maybe define some of the class abilities, spell them out, also it seems in the description that they can only cast spells up to 6th level
The Great Bear King said:
Nethermancers may cast spells from the schools of Conjuration, Necromancy, Abjuration, Divination up to third level, any spell with the Shadow or Light sub-schools (wether it's from Illusion, Evocation, Alteration), Alteration spells that deal with the spirit and transportation, and enchantment up to sixth level.

but the table says up to 9th level, explain please. Maybe create an alternative spell list, going up to only 6th/7th level and add some interesting summon abilities. Just a suggestion, but it seems to similar to a wizard.

Also on a writing note: for the table, instead of typing out the whole thing, you can eliminate most collumns by saying
BAB: as Wizard
Fort/Ref: good
Will: Bad
Spells per day: as wizard
Now all you have to list is the class abilites, it cleans up the post and makes it easier to read
 
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Originally Posted by The Great Bear King
Nethermancers may cast spells from the schools of Conjuration, Necromancy, Abjuration, Divination up to third level, any spell with the Shadow or Light sub-schools (wether it's from Illusion, Evocation, Alteration), Alteration spells that deal with the spirit and transportation, and enchantment up to sixth level.

I think it means:
Up to 9th level spells from the schools of Conjuration, Necromancy, Abjuration;
Up to 3rd level spells from the school of Divination;
Up to 9th level spells with the light or shadow subtypes from any school;
Up to 9th level spells from the school of Alteration as long as they have to do with spirits and/or transportation;
Up to 6th level spells from the school of Enchantment.

A list of the permitted alteration spells would be nice. I.e. is Jump allowed? Jumping is a form of getting around, after all. How about Rope Trick? It transports you to an extradimensional space. Passwall? It lets you travel through walls. Etc.
 

Nethermancer spells

0 Level spells- Resistance, Acid Splash, Detect Poison, Detect Magic, Read Magic, Daze, Dancing Lights, Flare, Light, Disrupt Undead, Touch of Fatigue, Message, Arcane Mark, Prestidigitation.

1st Level spells- Alarm, Endure Elements, Hold Portal, Protection from Chaos/Evil/Good/Law, Shield, Grease, Mage Armor, Mount, Obscuring Mist, Summon Monster I, Unseen Servant, Comprehend Languages, Detect Secret Doors, Detect Undead, Identify M, True Strike, Charm Person, Hypnotism, Sleep, Cause Fear, Chill Touch, Ray of Enfeeblement, Animate Rope, Enlarge Person, Erase, Expeditious Retreat, Feather Fall, Jump.

2nd Level spells- Arcane Lock M, Obscure Object, Protection from Arrows, Resist Energy, Acid Arrow, Fog Cloud, Glitterdust, Summon Monster II, Summon Swarm, Web, Detect Thoughts, Locate Object, See Invisibility, Daze Monster, Hideous Laughter, Touch of Idiocy, Continual Flame M, Darkness, Blindness/Deafness, Command Undead, False Life, Ghoul Touch, Scare, Spectral Hand, Darkvision, Eagle's Splendor, Knock, Levitate, Pyrotechnics, Rope Trick, Spider Climb, Whispering Wind.

3rd Level spells- Dispel Magic, Explosive Runes, Magic Circle against Chaos/Evil/Good/Law, Nondetection M, Protection from Energy, Phantom Steed, Sepia Snake Sigil M, Sleet Storm, Stinking Cloud, Summon Monster III, Arcane Sight, Clairaudience/Clairvoyance, Tongues, Deep Slumber, Heroism, Hold Person, Rage, Suggestion, Daylight, Gentle Repose, Halt Undead, Ray of Exhaustion, Vampiric Touch, Blink, Fly, Gaseous Form, Haste, Slow.

4th Level spells- Dimensional Anchor, Fire Trap M, Lesser Globe of Invulnerability, Remove Curse, Stoneskin M, Black Tentacles, Dimension Door, Minor Creation, Secure Shelter, Solid Fog, Summon Monster IV, Charm Monster, Confusion, Crushing Despair, Lesser Geas, Shadow Conjuration, Animate Dead, Bestow Curse, Contagion, Enervation, Fear.

5th Level spells- Break Enchantment, Dismissal, Mage's Private Sanctum, Cloudkill, Mage's Faithful Hound, Major Creation, Planar Binding, Lesser, Secret Chest F, Summon Monster V, Teleport, Wall of Stone, Dominate Person, Feeblemind, Hold Monster, Mind Fog, Symbol of Sleep M, Blight, Magic Jar F, Symbol of Pain M, Waves of Fatigue, Passwall, Permanency.

6th Level spells- Antimagic Field, Greater Dispel Magic, Globe of Invulnerability, Guards and Wards, Repulsion, Acid Fog, Planar Binding, Summon Monster VI, Wall of Iron M, Geas/Quest, Greater Heroism, Mass Suggestion, Symbol of Persuasion M, Shadow Walk, Circle of Death M, Create Undead M, Eyebite, Symbol of Fear M, Undeath to Death M.

7th Level spells- Banishment, Sequester, Spell Turning, Instant Summons M, Mage's Magnificent Mansion F, Phase Door, Plane Shift F, Summon Monster VII, Greater Teleport, Teleport Object, Greater Shadow Conjuration, Control Undead, Finger of Death, Symbol of Weakness M, Waves of Exhaustion, Limited Wish X.

8th Level spells- Dimensional Lock, Mind Blank, Prismatic Wall, Protection from Spells M F, Incendiary Cloud, Maze, Greater Planar Binding, Summon Monster VIII, Trap the Soul M F, Sunburst, Greater Shadow Evocation, Clone M F, Create Greater Undead M, Horrid Wilting, Symbol of Death M.

9th Level spells- Freedom, Imprisonment, Mage's Disjunction, Prismatic Sphere, Gate X, Refuge M, Summon Monster IX, Teleportation Circle M, Shades, Astral Projection M, Energy Drain, Soul Bind F, Wail of the Banshee, Etherealness, Wish X.

They must learn each spell individually.
 
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I would maybe cut the number of spells on the list, only because they have every spell available to them every day. It just seems unbalancing, only Divine casters have access to all spells, but most of their spells are buffing or prtecting spells, very few are high damage spells like on the wiz/sor list
 

Nethermancer

Nethermancers, often times when one thinks of such magicians thoughts of death, darkness, corruption, and all things dealing with demons, devils, and other foul spirits come to mind, yet as you will see this isn’t true for many of their kind. In fact quite a few nethermancers have used the arcane powers of the Heavenly Hosts and some have been able to call upon archangels, cherubim, and seraphim.

In fact the least understood and most feared statement about their craft comes from their own ranks. “Though I am made of flesh, my body is filled with magic and my soul soars through the netherworlds,”. Now when one hears the term “netherworld” one tends to think of the depths of Hell or the Abyss it self, but as you will learn that assumption is quite narrow and false.

The Orders of Nethermancy

Spirit Walkers

The Spirit Walkers are the most common class of nethermancer, choosing neither to focus on the sacred or the profane but instead consistently using them both in a balance.
If there is one penalty they do suffer when working with nethermancy it is that they are required to cast as many Infernal spells as they do Celestial or Enochian spells a day.
They must be morally neutral.

Diabolists, Daemonologists and Demonologists

These fiendish mages are considered to be mere aberrations and severe exceptions to the rule. In addition to the dark powers they use, they’re known to perform human sacrifices, varying with the alignment of the spirits they serve. (An example: to use greater demonic arcane spells [not necessarily the summoning ones] a demonologist may bind and slaughter someone whom they have befriended and in such a way as to cover them self with their victim’s blood [note some demons prefer mere torture]. While a daemon prefers indirect sacrifice [in this case depraved indifference, cutting corners to save money and risking peoples lives, and gross negligence]. Devils however, prefer oppression, tyranny, and legalized state sponsored murder or torture [such as the Holocaust or Stalin’s Purges].) They must be evil and can not cast non-summoning Enochian spells.

Enochians: Celestial magicians

Enochians or light nethermancers are the good aligned answer to the Diabolists and other Dark magicians. The powers they use (in addition to necromancy and shadow magic) are those of light and purification. Unlike Diabolists and Demonologists Enochians perform acts mercy and healing and are well loved by those whom know them the most (if the people who know them are good). Lawful Goods would fuel their powers through vows of poverty, chastity, and obedience to superiors. Neutral Goods through caring for those who got caught in the middle of a fight or in some cases a war. Chaotic Goods fuel their celestial powers through acts of rebellion and satire against corrupt politicians and tyrants, through founding charities with their own money, or advancing scientific knowledge for good purposes. A Chaotic Good may make a profit off of their good works but only if they do so publicly and honestly.

Alignment: Any

Religion: any

Hit Die: d4

Class Skills
The nethermancer's class skills (and the key ability for each skill)
are Concentration (Con), Craft (Int), Decipher Script (Int),
Knowledge (all skills, taken individually) (Int), Profession
(Wis), and Spellcraft (Int). See Chapter 4: Skills for
skill descriptions.
Skill Points at 1st Level: (4 + Int modifier) x4.
Skill Points at Each Additional Level: 4 + Int modifier.

All of the following are class features of the nethermancer.

Weapon and Armor Proficiency: As core wizard.

Spells: As core wizard.

Saving Throws: As core cleric.

Base Attack Bonus: As core wizard.

Bonus Languages: A nethermancer may substitute any language or the netherworlds (such as Infernal or Celestial) for one of the bonus languages available to the character because
of her race.

Familiar: A nethermancer can obtain a familiar but not in exactly the same
manner as a sorcerer can. A nethermantic familiar can come in the form of an awakened animal or a spirit of the netherworlds (in other words, an Outsider or incorporeal Undead).
The familiar can start out with a Challenge Rating no greater than the level of the nethermancer.

Scribe Scroll: At 1st level, a nethermancer gains Scribe Scroll as a
bonus feat.

Spellbooks: A nethermancer must study her spellbook each day to
prepare her arcane spells. She cannot prepare any arcane spell not
recorded in her spellbook, except for read magic, which
all nethermancers can prepare from memory.
A nethermancer begins play with a spellbook containing all 0-
level nethermancer arcane spells (except those from her prohibited
school or schools, if any; see Schools of Magic,
below) plus three 1st-level spells of your choice. For
each point of Intelligence bonus the wizard has, the
spellbook holds one additional 1st-level spell of your
choice. At each new nethermancer level, she gains two new
spells of any spell level or levels that she can cast (based
on her new nethermancer level) for her spellbook. At any time,
a nethermancer can also add spells found in other wizards'
spellbooks to her own.

Schools of Magic:
Nethermancers may cast spells from the schools of Conjuration, Necromancy, Abjuration, Divination up to third level, any spell with the Shadow or Light sub-schools (wether it's from Illusion, Evocation, Alteration), Alteration spells that deal with the spirit and transportation, and enchantment up to sixth level.

Table: The Nethermancer



1st Summon familiar, Scribe Scroll
2nd
3rd
4th Astral sight
5th
6th
7th Frighten, Taunt
8th
9th
10th Animal Possession or Channeling
11th
12th
13th Spirit Hold
14th
15th
16th Spirit Talk
17th
18th Life Sight, Spirit Dodge
19th
20th Orbiting Spy, Arcane Mutterings, Astral Pocket

For those who may be upset by the fact that I haven't mentioned any powers greater than Astral Pocket wait until my epic nethermancer post. Also wait for the post that lists the times per day and mechanics for the currently mentioned powers.

P.S. Yennico would you help convert these nethermantic powers to D&D.
Thank you!
 
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Here are my thoughts.
You want to convert the ED nethermancer to D&D. Which aspect of the nethermancer do you want to emphasise?
His aspect of dealing with death? Then play a necromancer with true necromancer prc
His aspect of summoning outsiders? Then play a wizard or a conjurer with the thaumaturgist prc.
His aspect of guarding the material world against outsiders or the ethereal creatures ? Play a an incantatrix with the background description of the class from 3.0.
He also can be a planar champion.

If I had to do a quick and dirty conversion of the ED spellcasters I would change:
- ED elementalist to a wizard with elemental savant prc
- ED illusionist to a illusionist perhaps with mind bender prc.
- ED nethermancer to a either necromancer with true necromancer prc, conjurer with thaumaturgist prc or a abjurer with a strong modified 3.0 incantatrix prc.
- ED wizard to a wizard with loremaster prc

Back to topic:
Converting the nethermancer
Do you really need a new core class? Or can the nethermancer be converted in a prc?
1. Nethermancers are pure arcane spellcasters. Wizards are also pure arcane spellcasters.
2. A pure wizard get up to level 20 full spell progression and six feats (including scribe scroll and summon familiar).
3. A new core class has to be equal powerful as the other core classes.

If you want to convert the nethermancer to a new core class you can give him only six new abilities. You can give him only six new abilities if you do not change the bab, the saves, etc...

I was GM for Earthdawn a long time ago, but I remember the nethermancer as more powerful spellcasters than a pure wizard in D&D. IMHO you can convert a nethermancer only in a prc with 10 levels.

The Great Bear King said:
Nethermancer

Nethermancers, often times when one thinks of such magicians thoughts of death, darkness, corruption, and all things dealing with demons, devils, and other foul spirits come to mind, yet as you will see this isn’t true for many of their kind. In fact quite a few nethermancers have used the arcane powers of the Heavenly Hosts and some have been able to call upon archangels, cherubim, and seraphim.
1. A wizard is not a cleric. A wizard can summon outsiders who do not have the same alignment than he.
2. death and corruption are not things for a good character.
If death is something good, life is something bad....

The Great Bear King said:
that they are required to cast as many Infernal spells as they do Celestial or Enochian spells a day.
What are infernal and celestial spells? Summon monster spells?

The Great Bear King said:
to use greater demonic arcane spells [not necessarily the summoning ones]
What is a greater demonic spell ? A spell with an evil descriptor?

The Great Bear King said:
Enochians or light nethermancers are the good aligned answer to the Diabolists and other Dark magicians. The powers they use (in addition to necromancy and shadow magic) are those of light and purification.
IMHO in D&D a nethermancer with his powers can not be good, he can be neutral or evil, but not good. Necromantic spells, Animal possession and enslavement are abilities a good characters can not use.
If you want a wizard whose aligment is good and who summons celestials to fight evil outsiders build a new prc.


The Great Bear King said:
Unlike Diabolists and Demonologists Enochians perform acts mercy and healing and are well
A wizard can not heal.

The Great Bear King said:
Lawful Goods would fuel their powers through vows of poverty, chastity, and obedience to superiors. Neutral Goods through caring for those who got caught in the middle of a fight or in some cases a war. Chaotic Goods fuel their celestial powers through acts of rebellion and satire against corrupt politicians and tyrants, through founding charities with their own money, or advancing scientific knowledge for good purposes. A Chaotic Good may make a profit off of their good works but only if they do so publicly and honestly.
No! A lawful good person or deity never will use necromancy. Good persons do not use enslavement e.g of a spririt.

Nethermancer as a core class:
The Great Bear King said:
Saving Throws: As core cleric.
You can not give the nethermancer two good saves and some abilities. That is to powerful

The Great Bear King said:
Familiar: A nethermancer can obtain a familiar but not in exactly the same
manner as a sorcerer can. A nethermantic familiar can come in the form of an awakened animal or a spirit of the netherworlds (in other words, an Outsider or incorporeal Undead).
The familiar can start out with a Challenge Rating no greater than the level of the nethermancer.
You can not give a nethermancer at level 1 a familiar with a template because most templates have a level adjustments so the familiar with a template is more powerful than a familiar of a wizard.
Change this ability to improved familiar as bonus feat at level 7.

The Great Bear King said:
Spellbooks: A nethermancer must study her spellbook each day to
You can drop this whole paragraph if you write: Nethermancers learn and cast spells like a wizard.

The Great Bear King said:
Schools of Magic:
Nethermancers may cast spells from the schools of Conjuration, Necromancy, Abjuration, Divination up to third level, any spell with the Shadow or Light sub-schools (wether it's from Illusion, Evocation, Alteration), Alteration spells that deal with the spirit and transportation, and enchantment up to sixth level.
In D&D exists only two restrictions fro spells:
1. One or two prohibited schools of magic for a wizard specialist
2. A spellcaster can learn spells only from a special spell list.

In D&D exit no alteration spells. Do you mean transmutation spells?

The Great Bear King said:
P.S. Yennico would you help convert these nethermantic powers to D&D.
Thank you!
Astral sight:
I would use for astral sight the See ethereal ability of the 3.0 incantatrix
Once per day a nethermancer can see into the ethereal plane for number of rounds ewqual her class level.
For further information read the 3.0 Magic or Faerun p. 32.

Frighten:
This can either be done by spell e.g. fear, the skill intimidate or an aura of fear.

Out of the srd:
srd said:
Fear
Necromancy [Fear, Mind-Affecting]
Level: Brd 3, Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: 30 ft.
Area: Cone-shaped burst
Duration: 1 round/level or 1 round; see text
Saving Throw: Will partial
Spell Resistance: Yes
An invisible cone of terror causes each living creature in the area to become panicked unless it succeeds on a Will save. If cornered, a panicked creature begins cowering. If the Will save succeeds, the creature is shaken for 1 round.
Material Component: Either the heart of a hen or a white feather.

Taunt:
Taunt is a very powerful talent is ED.
For a low level taunt you can use the the spell "doom", but it is the same effect than a successful intimidate check. You also can rename this spell e.g. draining courage and add this spell to the wizard spells level 1.

srd said:
Doom

Necromancy [Fear, Mind-Affecting]
Level: Clr 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature
Duration: 1 min./level
Saving Throw: Will negates
Spell Resistance: Yes

This spell fills a single subject with a feeling of horrible dread that causes it to become shaken.

Animal Possession:
I have no clear idea to convert this ability, because this ability is very powerful.
A high level nethermancer can cast hold monster on a monster and can cast a spell which let his soul switch the place with the soul of the animal, but he also can polymorph himself into a monster.

Spirit Hold:
Like an Hold Monster on an undead. Normally enchantment spells do not work on undeads.

Spirit Talk:
The spell tongues let a wizard speak all languages.

Life Sight:
Life sight sounds like deathwatch, a cleric spell level 1. Add this spell to the spell list.

Spirit Dodge:
The nethermancer must perform an evil ritual in which he binds a spirit to his body.
This ritual is evil because the nethermancer enslaves the spirit.
The benefit of this ritual: a +1 to AC per 2 levels nethermancer and the nethermancer does +1d6 cold damage in melee combat. If +1 per 2 levels is to powerful reduced the bonus to +1 per 3 levels.
A successful turning negates temporary the effect of spirit dodge. A turning that destroys the spirit and send the spirit to it´s rest also destroys the binding of the spirit. This negates the effect of spirit dodge as long the nethermancer perfoms a new binding.
If the nethermancer bound a spirit who is not a material world native, a successful dismissal and banishment can send the spirit back to his home plane.
A successful dispel magic can also destroy the binding of the spirit.

Orbiting Spy:
Sound like Wizard level 5 spell: Prying eyes.

Arcane Mutterings:
You can use the ghostsound spell (which will have nearly no effect) or you use the daze or daze monster spell and rename these spells. :)

Astral Pocket:
This can either be the spell rope trick or secret shelter. Or heward handy haversack.
I also remember a 3.0 spell which summons a pocket for the familiar of a wizard.
 

Here my changes: The nethermancer as prc
Also known as spirit wizard.

Requirements
Alignment: any non good.
Attributes: Cha 13+
Skills: Knowledge (planes) 10 ranks, Knowledge (Undeads) 10 ranks, intimidate 6 ranks, bluff 6 ranks, Languages: Infernal, Celestial, Abyssal
Feats: Spell focus (necromancy), Persuasive, Dodge,
Spells: Ability to cast level 5 arcane spells.

Hit Dice: as wizard
Class skills: as wizard plus intimidate, bluff
BAB: as wizard
Saves: as wizard
Weapon and Armor Proficiency: as wizard
Spell progression: +1 every level


level Special Ability
1 Templated Familiar
2
3 See Ethereal (= Astral Sight)
4
5 Strike Ethereal, Spirit Dodge
6
7 Spirit Hold, Send Away
8
9 Hardy Spirit
10

Templated Familiar: The familiar can either acquire one approbiate template or the wizard can choose a new familiar which must be an outsider if he has the improved familiar feat. The template can be shadow, fiendish, ghost, or any other with a maximum LA of +2.
Spirit Dodge:The nethermancer must perform an evil ritual in which he binds a spirit to his body. This ritual is evil because the nethermancer enslaves the spirit.
The benefit of this ritual: a +1 to AC per 2 levels nethermancer and the nethermancer does +1d6 cold damage in melee combat. If +1 per 2 levels is to powerful reduced the bonus to +1 per 3 levels.
A successful turning negates temporary the effect of spirit dodge. A turning that destroys the spirit and send the spirit to it´s rest also destroys the binding of the spirit. This negates the effect of spirit dodge as long the nethermancer perfoms a new binding.
If the nethermancer bound a spirit who is not a material world native, a successful dismissal and banishment can send the spirit back to his home plane.
A successful dispel magic can also destroy the binding of the spirit.
Spirit Hold: Because of his knowledge about spirits and undeads the spells of the magic school: enchantment also work on Undeads.
For the abilities: See Ethereal, Strike Ethereal, Send away and Hardy Spirit see the 3.0 book Magic of Faerun p. 32.

If you drop the ability spirit dodge and the requirement: spell focus (necromancy) also good characters can enter this prc.
 

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