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