Discipline · Spellcaster

Nethermancer

Nethermancer

Banish the Unwelcome, A Mount of Fire and Fog, Calls Kin from Beyond, An Eye that Never Sleeps, suppress curse, steely stare, lifesight, draws a wound into me, astral interference, Frighten, Steel Thought
fear is the one thing I can't show, more comfortable around the dead than the living, spirits hold a grudge against me, carries a blood price
Master the netherworlds without being claimed by them.

NETHERMANCER ROTES

You may take the Nethermancer Spellcasting Theme as one of your four themes.

Banish the Unwelcome
Practitioners: Nethermancers
The Nethermancer faces down an unwilling spirit and drives it back into the netherworlds through will and ritual gesture. This has no power over a Horror or its constructs, and demands more effort against a spirit outside the caster's usual dealings.
knowledge of the spirit's nature • ritual gestures and offerings • familiar territory • time to prepare
an unfamiliar or hostile spirit type • the spirit anchored to a place, circle, or bound target • being rushed
SUCCESS
Detailed action. WEAKEN Strip the spirit's presence from the scene — remove its tags, or send it away entirely.
  • EXTRA FEATS
  • Banish it cleanly, without a fight (keep the spotlight)
  • Banish a second spirit caught in the same working
  • Bar the spirit from returning here for a time
  • Learn something true about the spirit in the act of casting it out
  • CONSEQUENCES
  • The spirit lashes out as it's forced through (harmed, or frightened)
  • The working draws unwanted attention (something notices you)
  • You're left drained by the effort (exhausted)
  • The spirit slips free rather than going home — it can trouble you again
A Mount of Fire and Fog
Practitioners: Nethermancers
The Nethermancer conjures a spirit steed — eyes afire, skin of lightning and fog — that answers to no one but its summoner.
open ground • night or storm • urgent need to flee or ride hard
deep water the mount can't cross • anyone but the summoner trying to ride it
SUCCESS
Quick action. Give yourself mounted (spirit-steed).
  • EXTRA FEATS
  • The mount arrives already at a gallop (keep the spotlight)
  • It can carry a second rider
  • It doesn't dissolve at scene's end
  • CONSEQUENCES
  • It melts back to mist at the worst possible moment (scratch the mount tag)
  • It arrives already spooked or hard to control
  • Summoning it draws eyes you didn't want on you
Calls Kin from Beyond
Practitioners: Nethermancers
The Nethermancer summons a spirit ally out of the netherworlds to stand at their side. The summoning can be pushed further by paying in blood.
proper ritual space and time • an offering • a blood price willingly paid
hostile or unstable ground • being rushed • no offering on hand
SUCCESS
Detailed action. Give yourself an ally-spirit companion tag.
  • EXTRA FEATS
  • The spirit arrives ready to act immediately (keep the spotlight)
  • Bind it for longer service
  • Summon a stronger spirit than the working should allow
  • CONSEQUENCES
  • The spirit resents the summons and serves grudgingly or poorly
  • Paying the blood price gives you Blood-Marked (per the Magic System's Blood Magic rules)
  • Something else slips through with it
An Eye that Never Sleeps
Practitioners: Nethermancers, Scouts
The Nethermancer summons a spy-spirit that circles nearby, watching both the physical world and astral space, and reports anything unusual when asked.
open sky • quiet surroundings • clear instructions given to the spirit
crowded or loud scenes • astral interference • being caught off-guard before summoning it
SUCCESS
Quick action to summon; Discover action to consult it afterward.
  • EXTRA FEATS
  • It already noticed something relevant before you ask (keep the spotlight)
  • It warns you of danger before it happens
  • CONSEQUENCES
  • It reports something false or incomplete
  • Keeping it aloft draws the attention of other astral entities
  • Only one can be aloft at a time — summoning a new one dismisses the old

Other tags: suppress curse, steely stare, lifesight, draws a wound into me (Blood Share — the only one of these whose real name doesn't explain itself; it transfers damage from an injured ally to the caster as a form of healing), astral interference, Frighten, Steel Thought

Spellcasting Theme

Nethermancer

🍃 Astral Spear, 🍃 Shadow Meld, 🍃 Dark Messenger, 🍃 Experience Death, 🍃 Nightflyer's Cloak, 🍃 Viewpoint, ⚔ ️ Spirit Grip, ⚔ ️ Circle of Astral Protection, ⚔ ️ Soul Armor, ⚔ ️ Fog of, ⚔ ️ Evil Eye, 💠 Aspect of the Casual Murderer
carries a blood price, something might notice me, the spirits don't approve
Master the netherworlds without being claimed by them.

NETHERMANCER SPELL ROTES

🍃 Astral Spear
Practitioners: Nethermancers
The Nethermancer weaves raw astral energy into a phantom spear and hurls it at a target, striking with force drawn straight from the fabric of astral space.
a clear line to the target • a moment of focus to weave the spear • astral space calm and unclouded nearby
astral interference in the area • a target warded against astral harm • being rushed mid-working
SUCCESS
Helps a ranged magic attack.
  • EXTRA FEATS
  • The spear punches through a ward it shouldn't (keep the spotlight)
  • Throw a second spear in the same beat
  • The spear's passage leaves an unsettling astral afterimage
  • CONSEQUENCES
  • The spear dissipates short of the target
  • Casting it draws attention from anything sensitive to astral disturbance
  • The working leaves you mentally winded
  • A deflected spear can strike somewhere unintended
🍃 Shadow Meld
Practitioners: Nethermancers
The Nethermancer steps into shadow and becomes part of it, moving unseen through darkness no ordinary stealth could manage.
genuine shadow or darkness nearby • a short distance to cover • no one already watching closely
bright, shadowless light • being already spotted before the working begins • a large distance with no shadow along the way
SUCCESS
Helps you move unseen through shadow, even without a stealth tag.
  • EXTRA FEATS
  • Bring a companion into the shadow with you (keep the spotlight)
  • Cover much more ground than expected
  • Leave no trace at all of having passed through
  • CONSEQUENCES
  • Stepping out of the shadow at the wrong moment reveals you completely
  • The shadow-state lingers a moment too long, disorienting you
  • Something else that dwells in shadow notices your passage
  • You can't use this again until you've stood in real light for a while
🍃 Dark Messenger
Practitioners: Nethermancers
The Nethermancer dispatches a bound nightflyer to carry a message to a known person or place, crossing real distance no ordinary courier could match.
a nightflyer already bound to your service • a clear, specific destination or recipient • a message simple enough to entrust to an animal
no nightflyer on hand • a destination you can't clearly picture • a message too complex to convey
SUCCESS
Allows sending a message via nightflyer to a known person or place, even across real distance.
  • EXTRA FEATS
  • The message arrives faster than should be possible (keep the spotlight)
  • Receive a brief reply in return
  • The nightflyer waits for a response
  • CONSEQUENCES
  • The message arrives garbled or incomplete
  • The nightflyer is spotted, injured, or killed en route
  • The recipient learns more than you intended to reveal
  • Sending it costs you the nightflyer's service for a time after
🍃 Experience Death
Practitioners: Nethermancers
The Nethermancer touches a corpse and witnesses its final moments, as though they had stood there themselves.
a body reasonably intact and recently dead • quiet, uninterrupted time with the corpse • a genuine need to know what happened
a body too decayed or destroyed to read clearly • being rushed or observed • a death magically obscured or disguised
SUCCESS
Discover action. Witness a corpse's final moments, as if you were there.
  • EXTRA FEATS
  • Also sense who or what caused the death (keep the spotlight)
  • Witness moments further back than just the death itself
  • Learn something the corpse itself never realized
  • CONSEQUENCES
  • The vision is fragmentary or misleading
  • Reliving the death leaves you shaken
  • Onlookers find the act deeply unsettling to witness
  • Something about the death lingers with you afterward
🍃 Nightflyer's Cloak
Practitioners: Nethermancers
The Nethermancer transforms into a nightflyer, gaining flight and the creature's senses — but loses the ability to speak or cast spells while the transformation holds.
open sky or room to fly • night or low light • a genuine need for flight or a nightflyer's senses
being confined or unable to take flight • bright daylight • needing to speak or cast mid-transformation
SUCCESS
Give yourself transformed-into-a-nightflyer, granting flight and the creature's senses.
  • EXTRA FEATS
  • Hold the form longer than usual (keep the spotlight)
  • The transformation is flawless enough to fool other nightflyers
  • Retain a flicker of your own judgment even in the creature's instincts
  • CONSEQUENCES
  • Reverting back costs you a moment of vulnerability
  • The nightflyer's instincts pull at your judgment while transformed
  • You're mistaken for a real nightflyer, with consequences either way
  • Holding the form too long makes shifting back harder
🍃 Viewpoint
Practitioners: Nethermancers
The Nethermancer opens a hidden window through a wall or barrier, allowing sight beyond it without the ability to act through it.
a barrier thin or unremarkable enough to pierce • a specific need to see beyond it • quiet concentration
an unusually thick or warded barrier • being rushed or interrupted • needing to act, not just observe
SUCCESS
Create a hidden window through a wall or barrier, letting you see — but not act — beyond it.
  • EXTRA FEATS
  • Also hear through the window, not just see (keep the spotlight)
  • The window goes unnoticed by anyone on the other side
  • Maintain it longer than usual
  • CONSEQUENCES
  • Something on the other side notices the window
  • The view is distorted or incomplete
  • Maintaining it costs your attention entirely
  • The window leaves a faint, detectable trace behind
⚔️ Spirit Grip
Practitioners: Nethermancers
The Nethermancer draws on the malevolent energy of the restless dead to strike a target, weakening their defenses along with their body.
proximity to death or the recently dead • a target already shaken or afraid • astral space thick with lingering spirits
a target warded against the unnatural • a place free of death's touch • astral space unusually calm
SUCCESS
Helps a magic attack. Give the target weakened, lowering their defenses.
  • EXTRA FEATS
  • The weakening lingers longer than usual (keep the spotlight)
  • A second nearby target is caught in the same grip
  • The target's fear of what touched them outlasts the effect itself
  • CONSEQUENCES
  • The malevolent energy lingers uncomfortably on you afterward
  • Something notices you drawing on the dead this way
  • The effect rebounds if the target resists hard enough
  • Word spreads about what kind of power you're willing to use
⚔️ Circle of Astral Protection
Practitioners: Nethermancers
The Nethermancer walks the circumference of a warded circle, granting everyone within it protection against mystic harm for the scene.
time to properly walk and complete the circle • allies willing to stay within its bounds • a real need for protection against something mystic
being rushed or interrupted mid-ritual • allies who won't or can't stay inside the circle • a threat purely physical rather than mystic
SUCCESS
Give everyone within the circle warded, boosting their mystic-armor for the scene.
  • EXTRA FEATS
  • The ward holds even after people step briefly outside it (keep the spotlight)
  • Extend the circle further than usual
  • The ward turns back a strike that should have gotten through entirely
  • CONSEQUENCES
  • Stepping outside the circle drops the ward immediately for that person
  • Completing the circle leaves you exposed during the ritual
  • The ward doesn't hold against something truly determined
  • Maintaining it draws on your own reserves more than expected
⚔️ Soul Armor
Practitioners: Nethermancers
The Nethermancer wraps a target in wards against the unnatural, bolstering their defense against spirit and Horror-based harm specifically.
a genuine threat from spirits or Horrors • time to properly weave the ward • a willing target
a threat entirely physical or mundane • being rushed • a target resistant to being warded
SUCCESS
Give a target warded-against-the-unnatural, bolstering their defense against spirit and Horror-based harm.
  • EXTRA FEATS
  • Ward more than one target in the same working (keep the spotlight)
  • The ward holds unusually long
  • The ward turns a Horror's touch back on itself
  • CONSEQUENCES
  • The ward does nothing against a purely physical threat
  • Maintaining it on multiple targets divides your own focus
  • Something notices you warding against it specifically
  • The ward's visible nature draws suspicion about what you expect to face
⚔️ Fog of Fear
Practitioners: Nethermancers
The Nethermancer conjures a fog that carries dread into everyone caught within it, extending the reach of a single frightening presence to an entire area.
enclosed or contained space for the fog to fill • multiple targets clustered together • a genuinely frightening working already underway
open space that disperses the fog quickly • targets already immune to or resistant to fear • wind or weather that scatters it
SUCCESS
Helps a Frighten action reach everyone caught in the conjured fog at once.
  • EXTRA FEATS
  • The fog lingers longer than usual (keep the spotlight)
  • The fear it causes outlasts the fog itself
  • The fog spreads further than intended, catching more targets
  • CONSEQUENCES
  • The fog catches an ally in its reach too
  • It lingers longer than you wanted, becoming a problem later
  • Something is drawn toward the fear it generates
  • Dispersing it early costs you concentration
⚔️ Evil Eye
Practitioners: Nethermancers
The Nethermancer marks themselves with a flickering, greenish curse behind the eyes, sharpening the next fearsome gaze they turn on someone.
quiet preparation before the moment it's needed • a genuine intent to frighten someone soon after • steady nerves
being rushed into using it immediately • a target already braced against fear • losing the moment before it's spent
SUCCESS
Give yourself marked-with-dread — your next Frighten action this scene gains extra Effect.
  • EXTRA FEATS
  • The mark lasts beyond this scene if unused (keep the spotlight)
  • The enhanced Frighten affects more than one target
  • The mark itself is unsettling enough to have an effect before you even use it
  • CONSEQUENCES
  • The mark fades before you get to use it
  • Your eyes visibly change, marking you as touched by something dark
  • The enhanced fear rebounds if the target resists hard enough
  • People who've seen the mark before recognize what's coming
💠 Aspect of the Casual Murderer
Practitioners: Nethermancers
The Nethermancer binds a target to the temperament of a spirit that kills without hesitation or regret, giving them an edge against anyone caught off guard.
a target willing to accept the binding • a fight where catching foes off guard matters • a genuine need for that particular ruthlessness
a target unwilling or unsuited to the binding • a fight where mercy or restraint matters more • the target's own conscience resisting the spirit's nature
SUCCESS
Give a target bloodthirsty — a bonus against any foe who's caught blindsided, knocked-down, or surprised.
  • EXTRA FEATS
  • The binding lasts the full scene without fading (keep the spotlight)
  • The target's effectiveness spikes further than usual
  • The spirit's presence goes unnoticed by onlookers
  • CONSEQUENCES
  • The target struggles to shake the spirit's temperament once the binding ends
  • The casual cruelty bleeds into moments it shouldn't
  • Onlookers notice the change in the target's demeanor and are unsettled
  • The target's own conscience revolts once the working fades, at a cost the Narrator decides *Note: 💠 marks Aspect of the Casual Murderer as a distinct tier from the standard 🍃/⚔️ pair — it's a 7th Circle spell, notably higher than the rest of the Adventure-tier list. Consider whether a third tier icon convention is needed project-wide once more high-Circle spells come up for other casters, or whether this should simply fold into ⚔️.*

The Nethermancer's Place in Barsaive

Every settlement that survived the Scourge did it the same way: seal the doors, and don't ask what's on the other side of astral space. Nethermancers are the ones who never stopped asking. Long after the kaers opened, they're still the people willing to stand at the threshold everyone else papered over — talking to what lives there, bargaining with it, occasionally dragging a piece of it through into daylight.

That's why they unsettle people who've never even seen them cast a spell. A Nethermancer doesn't glimpse astral space the way other magicians do, in flashes of concentration — they live half-aware of it constantly, spirits pressing at the edge of every room. In a Discipline that already asks its members to court the dead, the netherworlds, and things with no proper name, the line between respected specialist and village pariah is thin, and most Nethermancers have made peace with landing on the wrong side of it.

Wound, wither, and choke. This is the Nethermancer at their most direct — pulling harm out of astral space itself and pointing it at a target. A spear of pure ether. A grip that seizes hold of a body from the inside. A circle of freezing mist that leaves everyone but the caster gasping. A blade coated in graveyard frost. Some workings are quick and vicious; others are patient — a slow withering of a limb, a choking fog that lingers over a battlefield long after the spell was cast.

Slips through shadow to watch unseen. Nethermancers move through the world the way their allies move through astral space — sideways, and rarely where you'd expect. They melt into shadow, step bodily through it from one dark corner to another, eavesdrop on a private conversation through nothing but a wall's shadow, or borrow the eyes of the dead to watch a scene they were never present for.

Commands darkness and dread. Fear is a tool of the trade, not an accident of reputation. A Nethermancer can drown a room in unnatural dark, blind an enemy outright, or turn their own face into a gore-streaked skull to break an opponent's nerve before a blade is even drawn. A hard, unblinking stare is often enough on its own — plenty of Nethermancers have talked their way out of a fight just by being terrifying to look at.

Wards the living from what shouldn't cross over. Not every working is offensive. Nethermancers know exactly what's on the other side of the veil, which makes them uniquely qualified to keep it out — raising circles that hold hostile spirits at bay, wrapping an ally in defenses built specifically against the unnatural, restraining something that's already crossed over before it can do worse.

Lets a spirit's nature settle over an ally, at a cost. This is the netherworlds worn like a second skin. A Nethermancer can lend a companion the temperament of a spirit they've bound — the cold patience of a fog ghost, the brittle menace of something that used to be bone, the casual cruelty of a killer who's stopped keeping count. It always costs something. Nobody wears a spirit's nature for free.

Calls something Other to answer. The signature act of the Discipline. Ritual circles scratched into bone or earth, tethers of shadow strung between two points, doorways opened just wide enough for something to step through. Most of what answers is willing, useful, even loyal. Some Nethermancers push further — into territory their own Discipline treats as forbidden, where what answers a summons wears the name of a Horror. That kind of calling is never done lightly, and never done in front of witnesses who'd talk.

Speaks with the dead, pulls the living back. Death doesn't end a Nethermancer's business with someone — it just changes the terms. They can carry a message to or from the dead, witness a corpse's final moments as though they'd stood there themselves, undo the slow damage of a wasting curse, or reach into the space between life and death to drag someone back from the wrong side of it.

Underneath all of it sits the older, quieter magic every Nethermancer starts with: the ability to talk to a spirit that has no mouth and no reason to answer, and the nerve to hold one in place with nothing but a raised hand and a word. Some go further than that baseline ever intended — cutting themselves to share a wound with someone they trust, paying in their own blood to call a stronger ally than the working should allow, or crossing the one line their whole Discipline agrees shouldn't be crossed: raising the dead as mindless, obedient thralls. Barsaive tolerates its Nethermancers. It rarely trusts them. Most Nethermancers have made their peace with that trade a long time ago.

What outsiders rarely understand is the discipline's one true taboo, and it isn't any of the grim business above — it's fear. A Nethermancer who flinches, hesitates, or lets dread take hold in the moment it matters has failed the single lesson their training insists on above all others: that fear is a tool to be used on others, never felt oneself. The same goes for lingering doubt or open grief — a Nethermancer who spends too long second-guessing a choice, or mourning someone they've lost, finds their own magic growing harder to command, as if the craft itself demands a kind of certainty ordinary people aren't expected to have. It helps, perhaps, that most Nethermancers have come to see death itself as a change of state rather than an ending — a conviction that lets them walk through Barsaive's grimmest business without the weight most people would carry.

Summoning Is the Nethermancer's Center of Gravity

If there's one thread that ties everything a Nethermancer does back to a single idea, it's this: they don't fight alone, ward alone, or even watch alone if they can help it. A Nethermancer's power is measured as much by what they can call to their side as by what they can do with their own two hands.

A spy-spirit circling overhead so nothing approaches unseen. A spirit ally summoned to fight, guard, or simply be present when the Nethermancer can't be everywhere at once. A conjured mount of fire and drifting fog that carries them where a horse never could. A bound spirit's temperament lent to a companion, turning an ally into something stranger and more capable for as long as the binding holds. And at the outer edge of the practice — a summons that isn't a spirit at all, but a Horror, called by a Nethermancer willing to trade almost anything for the power that answers.

Every other Discipline treats summoning as an occasional trick. Nethermancers treat it as a career. What separates a promising Nethermancer from a dangerous one is rarely raw power — it's judgment: who they call, what they offer in return, and how carefully they've thought through what happens if the thing on the other end of the summons decides it doesn't want to go back.