23 June 2021

Earthdawn 4E: Rules Variant 25 - Updates Part 3: Nethermancer Spells

This is the twenty-fifth Rules Variant, part of an ongoing series about Earthdawn Fourth Edition. Introduction and Index.

Everything contained here is the work of a fan and not associated with FASA Games.

This is part of a significant update to better align things with lessons learned and best practices. The primary focus is updating various effects to static Difficulty Numbers, but this is not where it stops and it includes abilities outside that scope which require some attention.

These updates rely on previous updates to Combat Options and Stances and Social Abilities.

This series of rules variants entirely replaces and is incompatible with Chain Casting and Lowering Mystic Defense optional rules. This includes talents which include the text regarding always generating at least one success. Updates for those abilities omit that text.

As I discussed in my Renewable Spells variant, Chain Casting was new as a formalized concept to Earthdawn finding the right balance was tricky. This incorporates the concepts in that rules variant directly into the spells. Lowering Mystic Defense was a kludge to fix an oversight. Static Difficulty Numbers are a more consistent way to achieve the same effect while still allowing for the chance of failure, however small.

As a general rule, if someone is casting a spell to effectively replicate the effects of a Continuous extra thread or chain casting, they should be paying Strain at each casting. This is poor form on their part.

 Spellcasting doesn't have a Strain cost for mechanical reasons (though I considered it for a while) because it's unnecessarily punitive to spellcasters. However, this doesn't give them free reign to cast spells all day long. Harnessing magic in that fashion is tiring even if the mechanics don't reflect that. Treating it as though it's not a big deal is silly and a bad faith argument. Even as closely tied as system and setting are in Earthdawn, it's still a game and cannot accurately reflect every aspect of the latter. Which is where the people playing are expected to fill in the gaps. 

Nethermancer Spells


Continuous: Allows the spell to be maintained on the targets as long as the spell remains in the spell matrix it was cast from and the targets start the scene with the spellcaster. Only one continuous instance of a given spell can be maintained at a time. Continuous spells never generate additional successes from Spellcasting. The spell must have a minutes or greater duration to be affected by this extra thread. If a spell has “Increase Duration (Minutes),” this must be woven as an extra thread as the spell is being cast.

Continuous spells cannot benefit from improved spell knacks or Karma abilities.


First Circle


Life Circle of One

Threads: 1

Weaving: 5/10

Casting: 6

Range: Touch

Duration: Rank minutes

Area of Effect: 4-yard radius

Effect: WIL+2/Mystic

Keywords: NA

This spell creates a magical circle to repel Horrorspawn. The Nethermancer spits into their hand, outlines a 4-yard radius circle, and makes a Spellcasting (6) test. If successful, the circle resists any Horrorspawn attempting to enter. The Nethermancer makes a Spellcasting Action test against the entity’s Mystic Defense as a Free action. If successful, the circle repels and harms the entity. The target suffers Mystic damage equal to the Effect test result.

The spell can only repel a single Horrorspawn each round. Multiple enemies can easily swamp the circle if they surround it. If more than one Horrorspawn enters at the same time, the circle attempts to repel the Horrorspawn with the highest Mystic Defense. Given sufficient preparation time, a Nethermancer may cast multiple life circles inside each other, creating concentric circles to protect those standing in the innermost one and affording some protection from multiple Horrorspawn for a few minutes.

Success Levels: Increase Duration (+2)

Extra Threads: Increase Area (+2), Increase Effect (+2)


Shadow Meld

Threads: 0

Weaving: 5/10

Casting: 6

Range: 10 yards

Duration: Rank minutes

Effect: +2 Stealthy Stride

Keywords: Willing.

This spell allows the target to become virtually invisible in the shadows. The Nethermancer makes a Spellcasting (6) Action test. If successful, the target gains a +2 Stealthy Stride and may use it as a default skill if they don’t possess it. Though the target can still be seen normally in light, the presence of light does not end the spell—the target becomes near-invisible again by simply stepping back into a shadow.

Success Levels: Increase Duration (+2)

Extra Threads: Additional Target (+Circle), Continuous, Increase Effect (+2), Increase Range (+10


Soul Armor

Threads: 0

Weaving: 5/10

Casting: 6

Range: 10 yards

Duration: Rank minutes

Effect: +2 Mystic Armor

Keywords: Willing.

This spell enhances the target’s Mystic Armor. The Nethermancer draws jagged blue sigils of protection in the air and makes a Spellcasting (6) Action test. If successful, a glimmering suit of blue chain mail appears, momentarily covering the target before it sinks into their body. The target gains +2 Mystic Armor.

Success Levels: Increase Duration (+2)

Extra Threads: Additional Target (+Circle), Continuous, Increase Effect (+2), Increase Range (+10)


Soulless Eyes

Threads: 0

Weaving: 5/10

Casting: 6

Range: Touch

Duration: Rank minutes

Effect: +2 to create frightened condition

Keywords: Willing.

This spell enhances the ability to intimidate others. Traditionally it gives the target’s eyes a cruel cast that makes viewers have no doubt about what they are willing to do, though it manifests in different fashions for some Nethermancers. The Nethermancer glares and smiles cruelly, places their hand on the target, and makes a Spellcasting (6) Action test. If successful, the target gains +2 to Action tests to create the frightened condition.

Success Levels: Increase Duration (+2)

Extra Threads: Additional Target (+Circle), Continuous, Increase Effect (+2)


Second Circle


Aspect of the Fog Ghost

Threads: 1

Weaving: 6/11

Casting: 10

Range: 10 yards

Duration: Rank rounds

Effect: +2 to close combat Attack and Damage, and Physical Defense

Keywords: Binding. Spirit. Willing

This spell coalesces fog from the surrounding air and the Nethermancer binds a maleficent spirit to a target within this fog. The Nethermancer blows openly into the air and makes a Spellcasting (10) Action test. If successful, the target gains +2 to close combat Attack and Damage tests, and Physical Defense for the duration of the spell. During this time, the spirit urges them to attack the nearest target each round with the exception of spirits and undead. If they wish to resist this urge, they can make a Willpower Resistance test against the spirit’s Social Defense (12).

If they successfully resist the compulsion or if they attack any spirits or undead, the spell ends and the spirit departs (though possibly holding a grudge against the offender), and this spell and Summon Fog Ghost may not be cast for a full day. This spell may only have one active casting at a time (including Summon Fog Ghost). This spell may be stored in the same spell matrix as Summon Fog Ghost.

Success Levels: Increase Duration (+2)

Extra Threads: Increase Effect (+1), Increase Range (+10)


Death’s Head

Threads: 0

Weaving: 6/11

Casting: 10

Range: Self

Duration: Rank rounds

Effect: Use Frighten as a Simple action

Keywords: Willing.

This spell transforms the Nethermancer’s head into a gore-spattered skull, terrifying those they set their gaze on. The Nethermancer touches their face and makes a Spellcasting (10) Action test. If successful, they use the Frighten talent as a Simple action.

Success Levels: Increase Duration (+2)

Extra Threads: Increase Effect (+2 to Frighten)


Night’s Edge

Threads: 0

Weaving: 6/11

Casting: 6

Range: 10 yards

Duration: Rank rounds

Effect: +2 Damage tests, water–cold, and -2 Mystic Defense

Keywords: Astral. Water–Cold. Willing.

This spell coats a melee or throwing weapon with a layer of inky frost pulled directly from astral space. The Nethermancer exhales into their clenched fist and makes a Spellcasting (6) Action test. If successful, shadowy tendrils of freezing fog swirl out of their fist and envelop the weapon. The target gains +2 Damage with the weapon, attacks with it have the water–cold keyword, and opponents who take damage from the weapon suffer -2 Mystic Defense until the end of the next round.

Success Levels: Increase Duration (+2)

Extra Threads: Additional Target (+Circle), Increase Effect (+2 Damage), Increase Effect (-2 Mystic Defense), Increase Range (+10)


Shadow’s Whisper

Threads: 1

Weaving: 6/11

Casting: TMD

Range: 100 yards

Duration: Rank minutes

Area of Effect: 2-yard radius

Effect: Eavesdrop through a shadow

Keywords: Mobile.

This spell allows the Nethermancer to hear anything a target speaks near a shadow. The Nethermancer makes a Spellcasting Action test against the target’s Mystical Defense. If successful, the Nethermancer hears any sound the target makes while they are within 2 yards of a shadow, including their own. The target may make an Awareness Resistance test against the Spellcasting test result. If successful, they detect they’re somehow being observed.

Success Levels: Increase Duration (+2)

Extra Threads: Increase Area (+2), Increase Range (+50)


Shield Mist

Threads: 0

Weaving: 6/11

Casting: 6

Range: Self

Duration: Rank rounds

Effect: +4 Avoid Blow

Keywords: Willing.

This spell creates a shield of mist that hardens and moves to deflect blows directed against the target. The Nethermancer moves their hands over their body while wisps of mist pour from their fingertips and makes a Spellcasting (6) Action test. If successful, the mist coalesces around the target and they gain +4 Avoid Blow as the mist deflects attacks. The target is visible within the mist, they can easily see out, and it doesn’t hinder their actions.

Success Levels: Increase Duration (+2)

Extra Threads: Increase Effect (+2)


Summon Fog Ghost

Threads: 1

Weaving: 6/11

Casting: TMD

Range: 10 yards

Duration: Rank rounds

Effect: Circle+10/Mystic

Keywords: Spirit. Summoning.

This spell coalesces fog from the surrounding air and coaxes a maleficent spirit to inhabit it. The Nethermancer blows openly into the air and makes a Spellcasting Action test against the spirit’s Mystic Defense (see below). The Nethermancer may opt to cast the spell lower than their Circle. If successful, the fog ghost appears where the Nethermancer wishes within the spell’s range, and it immediately attacks the nearest target (even the Nethermancer). Each round, the fog ghost indiscriminately attacks whoever is nearest to it using the Effect Step for Attack and Damage tests until it is destroyed or the spell ends. It moves to the nearest target at Movement Rate 14.

The fog ghost is nearly impervious to physical attacks but the astral pattern containing the spirit can be disrupted by any attack which targets the fog ghost’s Mystic Defense (Circle+5) or Physical Defense (Circle+15). To successfully disrupt the pattern, damage from a single attack equal to or greater than the Effect Step must be inflicted. Destroying the fog doesn’t harm the spirit, which simply returns to its netherworld and waits for another chance to harm the living.

A fog ghost won’t attack undead or other spirits. The spell cannot be cast in desert or other very dry environments, nor can it be cast when the temperature is below freezing. This spell may only have one active casting at a time (including Aspect of the Fog Ghost). This spell may be stored in the same spell matrix as Aspect of the Fog Ghost.

Success Levels: Increase Duration (+2)

Extra Threads: Increase Effect (+2), Increase Range (+10)


Third Circle


Arrow of Night

Threads: 0

Weaving: 7/12

Casting: 6

Range: Touch

Duration: Rank rounds

Effect: +4 Damage and -2 Mystic Armor

Keywords: Willing.

This spell covers a missile with a chilling sheath of darkness, forming a silhouette. The Nethermancer wraps their hand around the missile and makes a Spellcasting (6) Action test. If successful, darkness drawn from astral space wraps itself around the missile and it gains +4 Damage and inflicts -2 Mystic Armor until the end of the next round. The missile is consumed by the spell, crumbling to dust the round after it strikes.

Success Levels: Increase Duration (+2)

Extra Threads: Additional Target (+Circle), Increase Effect (+2 Damage), Increase Effect (-2 Mystic Armor)


Aspect of the Bone Spirit

Threads: 1

Weaving: 7/12

Casting: 6

Range: Touch; 10 miles

Duration: Rank rounds

Effect: +2 Mystic Defense and Armor

Keywords: Binding. Spirit. Willing.

This spell summons the bone spirit from one of the Nethermancer’s bone circles within Circle ×10 miles, binding the bone spirit to a target. The Nethermancer takes two bones and throws one on the ground, stomps on it, touches the target with the other, and makes a Spellcasting (10) Action test. If successful, the bone spirit materializes and melds with the target. The target’s appearance becomes pale and faded, and their bones significantly more prominent. They gain +4 Mystic Defense and Armor. If the target fails to obey the caster’s commands, the spell immediately ends.

If the spell ends prematurely, that bone spirit may not be summoned or bound again for a full day. This spell may be in the same spell matrix as Summon Bone Spirit.

Success Levels: Increase Duration (+2)

Extra Threads: Increase Effect (+2), Increase Range (+10 miles)


Aspect of the Cowardly Skulk

Threads: 1

Weaving: 7/12

Casting: 10

Range: Touch

Duration: Rank minutes

Effect: +2 to Awareness and Stealth

Keywords: Binding. Spirit. Willing.

This spell summons a spirit of shadow and temporarily binds it to a target. The Nethermancer reaches into their shadow, draws out a handful of an inky black substance which they smear on the target, and makes a Spellcasting (10) Action test. If successful, the spirit materializes over the target and merges with them. The target immediately drops into a crouch and takes on a squirrel-like demeanor. The target gains +4 Awareness and Stealth. The target moves at full speed while using Stealth. This spell naturally ends when the target returns to safety without encountering any active threats directed against them and the spirit departs happily.

Active threats against the target cause them to immediately flee at their fastest movement to safety, after which this spell immediately ends. If the spell ends prematurely, the target must flee from any threats for the next hour. This spell may only have one active casting at a time.

Success Levels: Increase Duration (+2)

Extra Threads: Increase Effect (+2)


Fourth Circle


Aspect of the Menacing Tyrant

Threads: 1

Weaving: 8/13

Casting: 10

Range: Touch

Duration: Rank minutes

Effect: +6 to create the frightened condition

Keywords: Binding. Spirit. Willing

This spell summons a spirit of terror and temporarily binds it to a target. The Nethermancer touches and kneels before the target, and makes a Spellcasting (10) Action test. If successful, the spirit materializes over the target and merges with them. The target’s posture immediately becomes rigid and all movements forceful. Their features sharpen, eyes gleam with otherworldly cruelty and shadows cling to them. All gamemaster characters are treated as having a Neutral attitude towards the target. The target gains +6 on tests to create the frightened condition. When the duration ends, any attitude of any gamemaster character the target applied the benefit to decreases by one level.

Any actions by the target which directly aid anyone other than the bound character (such as healing them, or even opening a door) cause the spell to end immediately. If the target doesn’t use the granted benefits or the spell ends prematurely, the spell cannot be cast again for a full day and the target suffers -3 to Willpower-based tests until they have a full night’s rest.

This spell can be very addictive, as the feeling of power it grants is a heady rush. At the gamemaster’s discretion, the spirit may attempt to remain bound to the target when the duration is over. To expel a reluctant spirit, the character must succeed at a Willpower (10) Resistance test. This can be performed every minute. This spell may only have one active casting at a time.

Success Levels: Increase Duration (+2)

Extra Threads: Increase Effect (+2)


Evil Eye

Threads: 0

Weaving: 8/13

Casting: 6

Range: Self

Duration: Rank rounds

Effect: +2 to create frightened condition

Keywords: Willing.

This spell enhances the Nethermancer’s ability to frighten people. The Nethermancer stares, closes one eye, and makes a Spellcasting (6) Action test. If successful, the Nethermancer’s pupils shimmer with a flickering greenish flame and they gain an additional success when using Frighten.

Success Levels: Increase Duration (+2)

Extra Threads: Increase Effect (+1)


Last Chance

Threads: 1

Weaving: 8/13

Casting: 10

Range: Touch

Duration: Instant

Effect: Grants a Recovery test with +4 to a dead character

Keywords: NA

This spell pulls the target back from the brink of death. The spell must be cast within one minute of the character’s death. The Nethermancer makes a Spellcasting (10) Action test. If successful the target makes a Recovery Effect test with +4. If they used all of their Recovery Tests already, the spell grants them a Step 4 Recovery test. If the target’s Current Damage is reduced below their Death Rating, they survive. Otherwise, they remain dead. 

This spell may be cast on a target once per day.

Success Levels: Increase Effect (+2)

Extra Threads: Increase Effect (+2)


Nightflyer’s Cloak

Threads: 2

Weaving: 8/13

Casting: 10

Range: Self

Duration: Rank minutes

Effect: Transforms the Nethermancer in to a nightflyer

Keywords: Limited.

This spell allows the Nethermancer to assume the form of a creature able to be affected by Command Nightflyer. They must have previously interacted with the desired creature. The Nethermancer mimics pulling on a cape or cloak, then whispers the type of creature they want to turn into, and makes a Spellcasting (10) Action test. This test is limited by the Nethermancer’s Command Nightflyer Step and requires an additional success if they haven’t successfully used Command Nightflyer on the creature. If successful, they transform into the designated type of nightflyer. Clothing or equipment worn by the Nethermancer is transformed with him—it reappears when the spell ends.

While in nightflyer form, the Nethermancer can use all the creature’s normal abilities, including flight and enhanced senses. They cannot speak or cast spells, but can use talents and abilities requiring only thought or eye contact. The Nethermancer becomes vulnerable to Command Nightflyer. They may end the spell any time as a Standard action. The Nethermancer cannot assume the form of creatures with a greater effective Circle than their Nethermancer Circle.

Success Levels: Increase Duration (+2)

Extra Threads: Increase Effect (+2 Awareness)


Viewpoint

Threads: 2

Weaving: 8/13

Casting: 6

Range: Touch

Duration: Rank minutes

Effect: See through a physical barrier

Area of Effect: 1 sq. yard

Keywords: NA

This spell creates a one-way window through a wall or similar barrier no more than 2 yards thick by piercing astral space. The Nethermancer makes a Spellcasting (6) test. If successful, a window up to one square yard in size is created on the wall, allowing only the Nethermancer to see through it. The barrier’s material is unaffected—a stone wall is still as tough as stone, a wooden fence still provides the same protection, and so on. 

There’s a chance someone on the other side notices they’re being watched. They may make an Awareness Resistance test against the Spellcasting test result. If successful, they detect they’re somehow being observed.

Additional target allows another character to see through the magical window.

Success Levels: Increase Duration (+2)

Extra Threads: Additional Target (+1), Increase Duration (+2)


Fifth Circle


Aspect of the Cruel Physician

Threads: 1

Weaving: 9/14

Casting: 10

Range: 10 yards

Duration: Rank rounds

Effect: Grants Recovery tests for a price

Keywords: Binding. Spirit. Willing.

This spell summons a spirit of pain and temporarily binds it to a target. The Nethermancer rubs their hands against their clothes or a cloth as if to clean them and makes a Spellcasting (10) Action test. If successful, the spirit materializes over the target and merges with them. The target’s eyes emit a faint red glow and a menacing grin spreads across their face. The target of the spell may perform elective surgery on an adjacent, willing character as a Standard action. The target of the surgery suffers a Wound and makes a Recovery test with a +4 bonus; this Recovery test does not cost a Recovery Test. This Recovery test doesn’t benefit from external effects (e.g. healing aids); only the target’s talents, threads, and other abilities apply.

If the bound character suffers a Wound, the spell immediately ends. If the spell ends prematurely or the duration expires and elective surgery is never performed, this spell cannot be cast again for a full day. This spell may only have one active casting at a time.

Success Levels: Increase Duration (+2)

Extra Threads: Increase Effect (+2), Increase Range (+10)


Circle of Astral Protection

Threads: 2

Weaving: 9/14

Casting: 6

Range: Touch

Duration: Rank minutes

Area of Effect: 8-yard radius

Effect: +4 Mystic Armor

Keywords: Stationary.

This spell creates a circle of magical protection. The Nethermancer walks the intended circumference of the circle and makes a Spellcasting (6) Action test. All allies in the circle gain +4 Mystic Armor.

Success Levels: Increase Duration (+2)

Extra Threads: Continuous. Increase Area (+2), Increase Effect (+2)


Reverse Withering

Threads: 3

Weaving: 9/14

Casting: 20

Range: Touch

Duration: Instant

Effect: Restores a withered limb

Keywords: Willing.

This spell reverses the effects of Wither Limb, restoring the injured limb. The Nethermancer touches the limb, infusing it with energy from another plane, and makes a Spellcasting (20) Action test. If successful, the limb returns to its normal condition. The withered limb is not instantly restored to full health. The target still suffers –4 to Action tests made using the limb until the Wound associated with the withering is healed. After this Wound is healed, the limb returns to full strength.

This spell may be cast once per day.

Success Levels: NA

Extra Threads: NA


Sixth Circle


Friendly Darkness

Threads: 2

Weaving: 10/15

Casting: 15

Range: Touch

Duration: Rank rounds

Area of Effect: 6-yard radius

Effect: Creates magical darkness

Keywords: Boon. Condition. Impairment. Stationary.

This spell draws darkness from another dimension, extinguishing nearby light. The Nethermancer cups their hands together, touches the ground, and makes a Spellcasting (15) test. If successful, the darkness conjured fills the area. The darkness extinguishes all light, causing those within the area of effect to suffer blind 4. The Nethermancer may select up to Circle characters within the area. They do not suffer blind from the darkness and gain the home in the dark 2 boon condition. Ordinary light does not penetrate the darkness. Those with knowledge of Nethermancy are unaffected by Friendly Darkness—they can see normally, but not gain the bonus unless selected by the spellcaster.

Success Levels: Increase Duration (+2)

Extra Threads: Increase Area (+2), Increase Effect (Blind +2), Increase Effect (Home in the dark +2)


Recovery

Threads: 1

Weaving: 10/15

Casting: 10

Range: Touch

Duration: Instant

Effect: Recovery test with +4

Keywords: Willing.

This spell boosts a character’s life force. The Nethermancer touches the target and makes a Spellcasting (10) Action test. If successful, the target spends a Recovery Test and makes a Recovery Effect test with a +4 bonus. 

This Recovery test doesn’t benefit from external effects (e.g. healing aids); only the target’s talents, threads, and other abilities apply. If they have no Recovery Tests, the spell has no effect.

Success Levels: Increase Effect (+2)

Extra Threads: Additional Target (+1), Increase Effect (+2)


Step Through Shadow

Threads: 2

Weaving: 10/15

Casting: 10 (see text)

Range: Self

Duration: Rank rounds

Area of Effect: 100-yard radius

Effect: Creates an astral passage

Keywords: Astral.

This spell allows the Nethermancer to move from shadow to shadow through astral space. The Nethermancer must be standing next to a shadow, including theirs, and be able to see their destination shadow to cast this spell. They can use means beyond their natural eyesight to do so, though must be certain about the location. The Nethermancer makes a Spellcasting (10) Action test. The Difficulty is modified by the astral conditions of the area. If successful, the shadows become temporary gates at the ends of a tunnel through the astral plane. 

They travel through astral space at their Movement Rate and are protected from the hazards therein. Once the spellcaster exits astral space, the spell ends. If the Nethermancer doesn’t exit the other end before the spell ends, they’re trapped in astral space. Trapped Nethermancers can leave the astral plane via other means, if available to them. The shadow-gates also allow astral entities to pass into the physical world.

This spell costs a Karma Point or 1 Strain after the first time it is cast in a scene.

Success Levels: Increase Duration (+2)

Extra Threads: Increase Area (+10), Increase Duration (+2), Increase Effect (+2 Movement Rate in shadow)


Seventh Circle


Aspect of the Casual Murderer

Threads: 1

Weaving: 11/16

Casting: 10

Range: 10 yards

Duration: Rank rounds

Effect: +5 to close combat Attack and Damage

Keywords: Binding. Spirit. Willing

This spell summons a spirit of murder and temporarily binds it to a target. The Nethermancer slowly licks the edge of a bladed weapon and makes a Spellcasting (10) Action test. If successful, the spirit materializes over the target and merges with them. The target’s fingernails elongate and blood oozes from the nail bed. The target is overwhelmed with a desire for bloodshed and gains +5 to close combat Attack and Damage tests against opponents who are blindsided or surprised.

If the bound character can attack a blindsided or surprised target but does not, this spell immediately ends. If the bound character doesn’t cause damage while affected by this spell or the spell ends prematurely for any reason, they take a Wound. If this spell ends prematurely, or the target suffers a Wound as a result, this spell cannot be cast again for a full day. This spell may only have one active casting at a time.

Success Levels: Increase Duration (+2)

Extra Threads: Increase Effect (+2), Increase Range (+10)


Eighth Circle


Aspect of the Astral Savant

Threads: 1

Weaving: 12/17

Casting: 10

Range: Touch

Duration: Rank rounds

Effect: Grants unfettered perception into astral space

Keywords: Binding. Spirit. Willing.

This spell summons a spirit of insanity and temporarily binds it to a target. The Nethermancer closes the target’s eyes, whispers sibilantly, and makes a Spellcasting (10) Action test. If successful, the spirit materializes over the target and merges with them. The target’s eyes become black spheres lit with an otherworldly flame, and they’re partially subsumed in astral space and perceives it without the filtration offered by Astral Sight. They gain +4 Physical Defense and Astral Sight, and Astral Sight doesn’t cost Strain.

Additionally, the target may study a true pattern by making an Astral Sight test against the Mystic Defense to gain additional insight into how it functions. If successful, they gain +2 bonus per success to Spellcasting Action tests and Effect Steps against the target. Instead of bonuses, they may choose insight into the pattern, particularly what is not available by standard Astral Sight. This information is at the gamemaster’s discretion—this is the insight of madness.

The effects of sensing raw astral space deal damage each round to the target equivalent to a First Circle spell cast with raw magic. This spell may only have one active casting at a time.

Success Levels: Increase Duration (+2)

Extra Threads: Increase Effect (+2)


Netherblade

Threads: 0

Weaving: 12/17

Casting: 10

Range: Touch

Duration: Rank minutes

Effect: Allows a weapon to affect targets in astral space

Keywords: Astral.

This spell enhances a melee or throwing weapon so it can be used against opponents in astral space. The Nethermancer touches the weapon and makes a Spellcasting (10) Action test. If successful, the weapon takes on a dark, smoky luster. The weapon can no longer be used against targets in the physical world—it simply passes through them, leaving them slightly chilled but unharmed. The wielder must be able to see a target in astral space to hit it. Most often, this means the wielder must use the Astral Sight talent or a similar ability.

Success Levels: Increase Duration (+2)

Extra Threads: Additional Target (+Circle), Continuous, Increase Effect (+2 Damage)


Spirit Portal

Threads: 4

Weaving: 12/17

Casting: 20

Range: Touch

Duration: Rank ×10 minutes

Effect: WIL+10

Keywords: Astral.

This spell creates a doorway into astral space through which spirits may enter the physical plane or characters enter astral space. The spell must be cast within a bone circle built by the Nethermancer. The Nethermancer makes a Spellcasting (20) test. If successful, they puncture a hole into astral space and widen the opening until a doorway is created. The Nethermancer has control over who uses the portal, but must be within sight of the portal to contest entry. To prevent a being from crossing through the portal, the Nethermancer makes an Effect test against the being’s Willpower Resistance test result. If the Nethermancer fails, the being can pass through the portal. If successful, it is prevented from passing through.

This spell costs a Karma Point or 1 Strain after the first time it is cast in a day.

Success Levels: Increase Duration (+10)

Extra Threads: Increase Duration (+10), Increase Effect (+2)

2 comments:

  1. Viewpoint says additional target, but there is no option to add another target. Does it cost an additional thread?

    ReplyDelete