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Nethermancer Class
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<blockquote data-quote="yennico" data-source="post: 2232392" data-attributes="member: 11978"><p>Here are my thoughts.</p><p>You want to convert the ED nethermancer to D&D. Which aspect of the nethermancer do you want to emphasise?</p><p>His aspect of dealing with death? Then play a necromancer with true necromancer prc</p><p>His aspect of summoning outsiders? Then play a wizard or a conjurer with the thaumaturgist prc.</p><p>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.</p><p>He also can be a planar champion. </p><p></p><p>If I had to do a quick and dirty conversion of the ED spellcasters I would change:</p><p>- ED elementalist to a wizard with elemental savant prc</p><p>- ED illusionist to a illusionist perhaps with mind bender prc.</p><p>- 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.</p><p>- ED wizard to a wizard with loremaster prc</p><p></p><p>Back to topic:</p><p>Converting the nethermancer</p><p>Do you really need a new core class? Or can the nethermancer be converted in a prc?</p><p>1. Nethermancers are pure arcane spellcasters. Wizards are also pure arcane spellcasters.</p><p>2. A pure wizard get up to level 20 full spell progression and six feats (including scribe scroll and summon familiar).</p><p>3. A new core class has to be equal powerful as the other core classes.</p><p></p><p>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... </p><p></p><p>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.</p><p></p><p></p><p>1. A wizard is not a cleric. A wizard can summon outsiders who do not have the same alignment than he.</p><p>2. death and corruption are not things for a good character.</p><p>If death is something good, life is something bad....</p><p></p><p></p><p>What are infernal and celestial spells? Summon monster spells?</p><p></p><p></p><p>What is a greater demonic spell ? A spell with an evil descriptor? </p><p></p><p></p><p>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. </p><p>If you want a wizard whose aligment is good and who summons celestials to fight evil outsiders build a new prc.</p><p></p><p></p><p></p><p>A wizard can not heal.</p><p></p><p></p><p>No! A lawful good person or deity never will use necromancy. Good persons do not use enslavement e.g of a spririt.</p><p></p><p>Nethermancer as a core class:</p><p></p><p>You can not give the nethermancer two good saves and some abilities. That is to powerful</p><p></p><p></p><p>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.</p><p>Change this ability to improved familiar as bonus feat at level 7.</p><p></p><p></p><p>You can drop this whole paragraph if you write: Nethermancers learn and cast spells like a wizard.</p><p></p><p></p><p>In D&D exists only two restrictions fro spells:</p><p>1. One or two prohibited schools of magic for a wizard specialist</p><p>2. A spellcaster can learn spells only from a special spell list. </p><p></p><p>In D&D exit no alteration spells. Do you mean transmutation spells? </p><p></p><p></p><p>Astral sight: </p><p>I would use for astral sight the See ethereal ability of the 3.0 incantatrix</p><p>Once per day a nethermancer can see into the ethereal plane for number of rounds ewqual her class level.</p><p>For further information read the 3.0 Magic or Faerun p. 32. </p><p></p><p>Frighten:</p><p>This can either be done by spell e.g. fear, the skill <a href="http://www.systemreferencedocuments.org/35/sovelior_sage/skillsAll.html#intimidate" target="_blank">intimidate</a> or an aura of fear.</p><p></p><p>Out of the srd:</p><p> </p><p></p><p>Taunt:</p><p>Taunt is a very powerful talent is ED.</p><p>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. </p><p></p><p> </p><p></p><p>Animal Possession:</p><p>I have no clear idea to convert this ability, because this ability is very powerful.</p><p>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.</p><p></p><p>Spirit Hold:</p><p>Like an Hold Monster on an undead. Normally enchantment spells do not work on undeads.</p><p> </p><p>Spirit Talk:</p><p>The spell tongues let a wizard speak all languages.</p><p></p><p>Life Sight:</p><p>Life sight sounds like deathwatch, a cleric spell level 1. Add this spell to the spell list.</p><p></p><p>Spirit Dodge:</p><p>The nethermancer must perform an evil ritual in which he binds a spirit to his body. </p><p>This ritual is evil because the nethermancer enslaves the spirit.</p><p>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.</p><p>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.</p><p>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.</p><p>A successful dispel magic can also destroy the binding of the spirit.</p><p></p><p>Orbiting Spy:</p><p>Sound like Wizard level 5 spell: Prying eyes.</p><p></p><p>Arcane Mutterings: </p><p>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. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Astral Pocket: </p><p>This can either be the spell rope trick or secret shelter. Or heward handy haversack. </p><p>I also remember a 3.0 spell which summons a pocket for the familiar of a wizard.</p></blockquote><p></p>
[QUOTE="yennico, post: 2232392, member: 11978"] 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. 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.... What are infernal and celestial spells? Summon monster spells? What is a greater demonic spell ? A spell with an evil descriptor? 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. A wizard can not heal. 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: You can not give the nethermancer two good saves and some abilities. That is to powerful 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. You can drop this whole paragraph if you write: Nethermancers learn and cast spells like a wizard. 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? 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 [URL=http://www.systemreferencedocuments.org/35/sovelior_sage/skillsAll.html#intimidate]intimidate[/URL] or an aura of fear. Out of the srd: 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. 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. [/QUOTE]
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