Earthdawn Revisited - Nethermancer

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Pre-requisites: Spellcasting D8 and Healing D6
Benefit: Arcane Background: Magic - Begin with 3 spells from the Nethermancer List and 10 threads (Power points) Your Spellcasting skill is linked to Spirit.
===Nethermancer:===
*Pre-requisites: Spellcasting D8 and Healing D6
*Benefits:
**Arcane Background: Magic
***Begin with 3 spells from the Nethermancer List
***10 threads (Power points) - These recharge at 5 per hour.
***Your Spellcasting skill is linked to Spirit.
Adept Edges that only Mages can take:
*Arcane Power: Gain 2 spells from your Discipline’s list (or 1 spell from another Disciplines list) and 5 extra threads (Power points). This power can be taken multiple times but only once per rank.
*Improved Rapid Recharge: Quadruple your recharge period to recover 5 power points per 15 minutes spent resting. (20 per hour)
*Astral Sight - You can take a moment to refocus and look into the Astral plane, so can use perception rolls to see magical phenomenon and living things. This can identify things that are hidden by flesh. Whilst this is active you are vulnerable to normally intangible creatures like Spirits, Elementals, Ghosts and Horrors. In addition some deeply tainted or lifeless areas can cause direct harm if you activate it there.
**Astral Projection (Requires Astral Sight) - Untether your spirit from your body and you can interact with incorporeal being as if they were solid. However you can only affect the material world by spending a bennie or suffering a wound. This also allows you to travel at vast speeds and project your self as a ghostly image. You are extremely vulnerable to damage whilst away from your body and can only survive outside of it for an hour per rank. If you don't return to your body in time, you die and your spirit becomes a ghost. You don't automatically know what is happening to your body or where it is, so caution is advised.
General Adept Edges:
Novice Spells:
Spell Name 	Rank 	Power Points	Range 	Duration 	Description
Beast Friend 	Novice	Varies 	Spirit	10 minutes 	This spell allows an individual to speak with and guide the actions of nature’s beasts. The cost to cast is equal to the sum of their Size (minimum 1 per creature; see the creatures in Chapter Six for examples). Controlling five wolves (Size –1) costs 5 points (remember the minimum cost of 1), for example. Controlling a rhino (Size 5) costs 5 points. 
Success means the creatures obey simple commands, like a well-trained dog. They attack foes and endanger their lives for their master. A raise on the arcane skill roll means the beasts are more obedient. They won’t kill themselves but overcome their natural fears to follow their orders. 
Swarms can also be controlled. Small Swarms cost 1 point, Medium Swarms cost 2, and Large Swarms cost 3. 
Beast friend works only on natural creatures with animal intelligence, not humanoids, and has no effect on conjured, magical, or otherwise “unnatural” animals.
Modifiers:
* MIND RIDER (+1): The caster can communicate and sense through any of the beasts he’s befriended
Boost/Lower Trait 	Novice	2 	Spirit	5 rounds (boost); Instant (lower)	This power allows a character to increase or decrease a target’s Trait (attribute or skill). Boosting an ally’s Trait increases the selected Trait one die type, or two with a raise. Lowering an enemy’s Trait has a Duration of Instant and lowers the selected attribute or skill a die type with success, or two with a raise (to a minimum of d4). A victim automatically tries to shake off the effect with a Spirit roll as a free action at the end of his following turns. Success improves the effect one die type, and a raise removes the effect entirely.
Additional castings don’t stack on a single Trait (take the highest), but may affect different Traits. 
Modifiers:
* ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1 additional Power Point each.
* STRONG (+1): Lower Trait only. The Spirit roll to shake off the effect is made at -2.
Create Cadaverman 	Novice	3 	Touch 	Indefinite 	Nethermancers sometimes have a poor reputation This spell is the reason.
Records indicate that before the Scourge, resurrecting the dead was among the most difficult spells that a Nethermancer could learn. However since the Scourge, Death appears to be trapped and raising the dead is so easy that even non-adepts can manage it with a modest ritual.
The Nethermancer can touch a dead name-giver to restore them a semblance of life.
This spell gives no control over the resurrected person and it can not be voluntarily cancelled. by the caster. However the person resurrected comes back in a terrible state:
* They are filled with a gnawing hunger that can only be sated by the flesh of still-living name-givers. They need to consume the equivalent of a dwarven arm once a day. If they get this, they can retain their intelligence and sociable nature, but like all horror-touched creatures, lose the ability to create new art. If they don't sate this hunger within an hour of being resurrected then they will invariably lose control attacking friends and foes alike. Their body will also decay like a normal corpse unless they consume name-giver flesh which helps restore them. They will generally be unwilling to allow themselves to be killed or used as cannon fodder. People who are strong willed will flee their friends to avoid killing them when they inevitably lose control. People with an exceptional will (A raise on their Spirit test) will be able to overcome this dread and let their allies put them down.
There are many stories of this spell being used on true-loves and ardent pacifists alike who have tried to violently the Nethermancer who summoned them after this spell was cast. There is no way to avoid this curse except a regular diet of living people.
Dark Sight 	Novice	1 	Spirit	1 hour 	Darksight allows a hero to see in the dark. With success, he ignores up to 4 points of illumination penalties. With a raise, he ignores up to six points and can see in pitch darkness. 
Modifiers:
* ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1 additional Power Point each.
Healing 	Novice	3 	Touch 	Istant 	Healing removes Wounds less than an hour old. The penalty to the caster’s arcane skill roll is the victim’s Wounds, if any (to a maximum of -3 for those who can take more than three). A success removes one Wound, and a raise removes two. The power may be cast additional times to remove additional Wounds. 
For Extras, the GM must first determine if the ally is still alive (see Aftermath, page 96). If so, a successful arcane skill roll returns the ally to action (Shaken if it matters.) 
Modifiers:
* GREATER HEALING (+10): Greater healing can restore any Wound, including those more than an hour old.
* CRIPPLING INJURIES (+20): The power can heal a permanent Crippling Injury (see Incapacitation, page 95). This requires an hour of preparation and only one casting is permitted per injury. If it fails, this caster cannot heal that particular injury (but someone else may try). If successful, the subject is Exhausted for 24 hours.
* NEUTRALIZE POISON OR DISEASE (+1): A successful healing roll negates any poison or disease. If the poison or disease has a bonus or penalty associated with it, the modifier applies to the arcane skill roll as well.
Speak Language 	Novice	1 	Spirit	10 minutes 	Trappings: Words, pictures, hand motions. This power allows a character to speak, read, and write a sapient language other than his own. A raise on the arcane skill roll allows the user to appropriately use and understand slang and dialect as well.
Modifiers:
* ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1 additional Power Point each.
Summon Ally (Attendant)	Novice	2 	Spirit	5 rounds 	This power allows the character to summon a magical servant from nothing. The ally typically takes the form of a basic humanoid of the appropriate Size but can appear differently based on the caster’s trappings. It materializes anywhere in Range, and with a raise on the arcane skill roll, it’s Resilient as well. The ally acts on its creator’s Action Card and follows her commands to the best of its ability. It has no personality, creativity, or emotions. When the power ends or the ally is Incapacitated, it fades into nothingness, leaving no trace behind.
The type of servant that can be summoned depends on the caster’s Rank. With the GM’s approval, the player may swap abilities. If a hero wants an attendant in the form of a wolf, for example, the caster might exchange the Shooting skill for Survival so that the “animal” can track its foes.
Modifiers:
* BITE/CLAW (+1): The ally can bite or claw at Str+d6.
* FLIGHT (+2): The ally can fly at Pace 12.
* MIND RIDER (+1): The caster can communicate and sense through the ally.
(See Below for stats)
Seasoned Spells
Spell Name 	Rank 	Power Points	Range	Duration	Description
Bless/Curse 	Seasoned	 	 	 	
Draining Touch	Seasoned	 	 	 	
Farsight 	Seasoned	 	 	 	
Object Reading	Seasoned	 	 	 	
Veteran Spells:
Spell Name	Rank 	Power Points 	Range 	Duration	Description
Banish 	Veteran	 	 	 	
Puppet 	Veteran	 	 	 	
Zombie 	Veteran	3+ Size (Humans are size 0)	Smarts	1 Hour 	Zombie grants animation and basic intelligence to the remains of a once-living being. The summoned horror is obedient but literal-minded in its duties. It isn’t telepathic, and must be controlled by voice. 
This spell explicitly only animates the physical body and does not bring souls back.
The being has the physical skills it had in life, but its Smarts, Spirit, and related skills are reset to d4. A raise on the casting roll increases any one of their Traits by one die type (caster’s choice).
See page 191 for the standard profile of a human zombie. Corpses aren’t summoned by this ability, so there must actually be a supply of bodies in Range (GM’s call). 
An undead servant Incapacitated by damage can’t be raised with this power again—the remaining raw materials are essentially destroyed. 
Animals and other creatures can also be raised with this foul ability! The cost is 2 for a creature of Size -1 or -2, 3 for Size 0, and 1 for a Small Swarm, 2 for a Medium Swarm, or 3 for a Large Swarm. 
Larger creatures cost 3 + Size in Power Points. For example, an undead grizzly (Size 3) costs 6 Power Points to raise. Magical or supernatural Special Abilities aren’t conferred to the undead form, but those inherent to the creature are, such as Improved Frenzy, Reach, a swarm’s attack, etc. 
Modifiers:
* ADDITIONAL ZOMBIES (+1): A larger horde can be raised in a single casting by paying an additional 1 Power Point for each extra zombie raised. (If the zombies are not name-givers, then they instead cost half, rounded up, per extra zombie)
* ARMED (+1 per Zombie): The dead rise with a rusting weapon common to their setting and environment. Choose one: 
** Hand Weapon: Str+d6.
** Ranged Weapon: Range 12/24/48, Damage 2d6.
* ARMOR (+1 per Zombie): The horrors crawl from their grave wearing 2 points of Armor. This might be old chain mail, rusting plate, rotting bulletproof vests, etc. 
* MIND RIDER (+1): The caster can communicate and sense through one of the undead he’s conjured. If it’s destroyed, he may jump to any of the others currently under his control.
* PERMANENT (1): The zombie is given unlife until destroyed (Incapacitated by Wounds). This has no additional cost, but the Power Points used to raise it are invested and unavailable until it’s destroyed. The nethermancer who raised it may terminate its unlife at any time
 	 	 	 	 	
Heroic Spells: 
Spell Name	Rank 	Power Points	Range	Duration	Description
Intangible	Heroic	 	 	 	
Divination	Heroic	 	 	 	
Summoned creatures
Attendant Statistics:
Attributes: Agility d4, Smarts d4, Spirit d4, Strength d4, Vigor d4
Skills: Athletics d4, Melee d4, Evasion d4, Notice d4, Shooting d4, Stealth d6
Pace: 4; Parry: 4; Toughness: 4
Special Abilities:
* Claw: Str+d4.
* Construct: +2 to recover from being Shaken; ignore 1 point of Wound penalties; doesn’t breathe, immune to poison and disease.
* Fearless: Immune to fear and Intimidation	Average Zombie
These walking dead are typical groaning fiends looking for fresh meat.
Attributes: Agility d6, Smarts d4, Spirit d4, Strength d6, Vigor d6
Skills: Athletics d4, Melee d6, Intimidation d6, Notice d4, Shooting d6
Pace: 4; Parry: 5; Toughness: 7
Edges: —
Special Abilities:
* Bite/Claws: Str.
* Fearless: Zombies are immune to Fear and Intimidation.
* Undead: +2 Toughness; +2 to recover from being Shaken; no additional damage from Called Shots; ignores 1 point of Wound penalties; doesn’t breathe; immune to disease and poison. 
* Weakness (Head): Called Shots to a zombie’s head do the usual +4 damage.
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