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:

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