The three major themes for Nethermancer talents are spellcasting, spirits, and astral space. These are all intertwined, but are expressed distinctly. Their spellcasting talents are shared by all other spellcasters: Hold Thread, Nethermancy (Thread Weaving), Patterncraft, Spellcasting, and Willforce. For spirits they have all of the basic summoning talents (Spirit Hold, Spirit Talk, and Summon) as well as Orbiting Spy. Astral themed talents are a little more nebulous, but stem from their unique relationship with astral space and the forces they traffic with. Supporting this theme are Astral Sight, Frighten, and Steel Thought.
They have a versatile set of abilities through their talents, though aren't particularly adept at combat - having only defenses against mystic attacks. Frighten gives them early access to a powerful debuff effect which can effectively be employed outside of combat. Their summoning suite is one of the most powerful tools in their arsenal, which they can improve with their Journeyman ability. It generally requires advance planning to get the most out of it, but it has almost unlimited versatility.
Some of their discipline talents have gone through revision during the development for ED4. Frighten no longer forces a particular kind of reaction, but instead provides penalties which may result in the target fleeing because there is no way they can win at that point. This change was made because it's not fun to be forced to run away. Perhaps it doesn't fit the character's personality or never running away is a core trait. Used in the right situation, it can still provide the same benefit, but it no longer ties the hands of everyone involved.
Patterncraft represents a new take on Read and Write Magic. It has subsumed and expanded the scope of the previous talent, now representing a great deal more. For right now, the practical difference hasn't changed, but the design space has been opened considerably and there are plans (plans) to take advantage of this.
Summoning as a whole has seen a complete shift. It now takes at least 30 minutes and there is benefit to summoning less powerful spirits because you can get more out of them. The process has been streamlined and made much less disruptive to the game. Spirits will no longer be able to replace the rest of your group, but they will still be valuable tools. Ones which are summoned for a very specific task.
The final big change is to Willforce. This used to be good for both improving and resisting magic, which was quite a bit for a must have talent which only costs 1 strain. Now it is more in-line with talents like Crushing Blow and Flame Arrow where it improves the effect test. There are still plenty of effect tests beyond just damage, but the number of them has been scaled down considerably. During playtests, this was actually considered a boon as paying the strain to use Willforce to use the spell which had already been cast felt like a tax in retrospect. The other piece of Willforce has been broken out into other talents, of which Lion Heart is a notable example.
In addition to their talents, they have karma abilities and a Journeyman ability. Their third circle karma ability reflects their emphasis on Horrors and their creations. While they aren't always the most pleasant to be around, very few are as familiar with these opponents as Nethermancers who have learned from them and adapted more than a few of their powers. Which just makes them even creepier, seriously folks. Every spellcaster has a fifth circle karma ability which enhances their spellcasting in a unique fashion. For Nethermancers it "improves" the penalties they dole out. This plays up the negative energy to their spellcasting and the themes of them handing out lots of debuffs.
For their Journeyman ability that can improve a summon for the cost of some blood. Summoning is an important part of this discipline, even compared to other disciplines which are summoners. Additionally, blood is a key thematic component to much of what they do. This ability brings both of those together and gives them some additional power when they need it, particularly when working with spirits at the edges of their abilities. An additional success means another hour of service. Expensive, but it can make a big difference.
- Arcane Mutterings - A more subtle version of Frighten. Most Nethermancers will likely get by just fine the default tool at their disposal, but some may want other options on how to disconcert the person opposite them.
- Avoid Blow - Something every Nethermancer should at least consider. Along with this consideration should also come the awareness this will be a constant investment to keep it useful. The Shield Mist spell can be applied to make it even more useful. The only notable change to this talent is it is no longer more difficult to use against ranged attacks. A change made because it only complicates what is already a branch from the main action. These tests should be short and to the point.
- Awareness - Similar to Avoid Blow, every adept should at least think about this talent. Even if there are other characters who will constantly be improving it. If there simply isn't the space to allow for it with the other talent options, it can be had as a skill, particularly with starting skill ranks. This is sort of a new talent, but mostly an update to ED3's Search. It has a wider application and no strain. The scope was increased so it better fills the gaps for what were previously perception-only tests and the Strain was removed because it was a little silly. Strain was a cost to prevent constantly testing Search, looking for the test result which will find everything. The practical resolution is to just have a single Awareness test for the scene and letting it apply, whether it is needed or not. This can keep players on their toes and burn out a little more karma.
- Command Nightflyer - This used to be a spell and is actually quite a good fit as a talent. It functions similarly to existing animal talents and creates a base for which the new spell system can interact more functionally. If you like the idea of having nocturnal flying critters at your disposal (and people thinking you are even more creepy), this talent will appeal to you.
- Dispel Magic - Another spell which is now a talent. Changing it to a talent which can affect spells moves spells from a different system, apart but above, to simply a strange extension of talents. This has the ripple effect of potentially giving other disciplines access to Dispel Magic, particularly through Versatility. If you are dealing with spellcasting opponents, this is a useful tool against them. However, if you don't believe you will regularly encounter them, there are likely more useful talents as this one is a legend point sink to keep it competitive.
- Read and Write Language - Particularly scholarly Nethermancers may be interested in this talent, or those who engage in some espionage. Which is a particular set of skills which Nethermancers can excel if they put their mind (and talent options) to it.
- Speak Language - Similar to the written version, this will appeal to both scholars and those who gather secrets. Both can be had as skills if there simply isn't the room, though the disadvantage is you cannot learn a language on the spot as a skill.
- Standard Matrix - Almost certainly the first talent option every Nethermancer takes.
- Stealthy Stride - There are many reasons to take this talent and it is likely to be a popular choice. Who doesn't like to go on the black op? It also plays into the ability for Nethermancers to become effective at espionage, particularly with a number of their spell selections. The notable change here is this talent now applies to hiding, not just sneaking.
- Suppress Curse - This acts as a poor man's Dispel Magic (only temporarily cancelling an effect), but it is one of the few abilities which can affect Horror powers. If you are looking for a defense against them, this is one of your only options. The scope of this talent has been expanded and is now a useful counterpart to Dispel Magic, instead of the thing plebes get.
Outside of actually playing and figuring out which talents will best fit your character, play style, and the campaign you are a part, there are a few different generic "builds" which can help show off themes and different decisions. The builds I will be looking at are the researcher, spy, walker, and jack-of-all-trades.
Researchers are primarily interested in advancing magic and studying astral space. These characters will tend towards a more subtle approach and others may never realize they are Nethermancers at all. They also have the most tools to bring to bear against other spellcasters. These adepts will want Arcane Mutterings, Dispel Magic, Read and Write Language, and Standard Matrix for their talent options. Of these, Arcane Mutterings and Read and Write Languages can be exchanged based on preference without betraying the core of the concept (if such a thing can really exist for an example). Suppress Curse would be the first alternate for dealing with dangerous magics, particularly of Horror origin, and Awareness would be the next best replacement.
The spy is based around leveraging the Nethermancer's affinity for darkness and forbidden places and things to learn information and gain access to otherwise impenetrable locales. They are unlikely to work alone, since their abilities don't offer all of tools to deal with problems on the fly. Summon can be used to fill many of their gaps if they know ahead of time and can plan accordingly. The unique abilities they bring should make them welcome additions to any black op. Talent options spies will want are Command Nigthflyer, Speak Language, Standard Matrix, and Stealthy Stride. Of these, Speak Language can be traded for either Awareness or Avoid Blow based on needs and preferences.
Walker is short for "walker in darkness", which sounds all badass and is pretty much what this character is about. They are the Nethermancers who go out and put their abilities to use against Horrors. On the whole, I wouldn't give them an extremely high life expectancy. But you're not like those other guys, you're different. Walkers will want Avoid Blow, Awareness, Standard Matrix, and Suppress Curse. You may be tempted to switch Suppress Curse for Stealthy Stride so you can have the name be literal - I wouldn't suggest it, you're going to want someone who can make the Horror powers go away for at least a little while.
As usual the jack-of-all-trades wants to be a part of the story above and beyond all else. Contribution is king. For them Avoid Blow, Awareness, Standard Matrix, and Stealthy Stride are likely the top selections. However, Stealthy Stride can easily be changed out for your talent option of choice if it simply doesn't fit your goals. Command Nightflyer, Dispel Magic, and Suppress Curse are all excellent replacements, depending on which direction you want to go. Of them Command Nightflyer is notable for its unique inclusion in the Nethermancer talent list and the number of spells it interacts with. It didn't make the default suggestion since it requires you to want to invest in having it in the first place and this may not be for every play.