Nethermancers in 4th Edition
Posted: Sat Jun 11, 2016 12:40 am
Hi,
I have been working my way through the 4th edition rulebooks since receiving them and I have some questions about the direction taken with the Nethermancer and their spell list. One of the Strengths of Earthdawn was that the Disciplines all had a place in the imagined society and the Nethermance, whilst not comfortable, was also valuable. Much of any Magician's role is encapsulated in their spell list and it appears that many of the more "utility" spells of the Nethermancer no longer feature, particularly at low Circles.
For example, one could see a practical use for Bone Dance in moving unconscious people out of dangerous areas without risking others, among other applications. Dry and Wet, and Insect Repellant are important for the Nethermancer's role in the preservation of bodies. None of these spells made the cut, neither did Detect Undead or Undead Struggle, 2 important spells which represent the Nethermancer's position as someone uniquely qualified to defend his/her community from the forces of Undeath, no matter their origin.
Another concern I have is with Spirit Grip - as it requires touching the opponent, thus putting the Magician at a risk much higher than other combat spells, it is surprising that the damage output is on the same level as 0 thread ranged attack spells. In previous editions this was balanced with a higher damage output making it a risky but potentially more valuable move.
May I ask the reasons behind these design decisions as they appear to me to be leaning the Nethermancer too far into the realm of "Evil Necromancer" instead of the more interesting "important but uncomfortable spiritist" concept. The addition of the Aspect spells that all appear to evoke cruel or unpleasant spirits only looks to confirm that shift further.
I have been working my way through the 4th edition rulebooks since receiving them and I have some questions about the direction taken with the Nethermancer and their spell list. One of the Strengths of Earthdawn was that the Disciplines all had a place in the imagined society and the Nethermance, whilst not comfortable, was also valuable. Much of any Magician's role is encapsulated in their spell list and it appears that many of the more "utility" spells of the Nethermancer no longer feature, particularly at low Circles.
For example, one could see a practical use for Bone Dance in moving unconscious people out of dangerous areas without risking others, among other applications. Dry and Wet, and Insect Repellant are important for the Nethermancer's role in the preservation of bodies. None of these spells made the cut, neither did Detect Undead or Undead Struggle, 2 important spells which represent the Nethermancer's position as someone uniquely qualified to defend his/her community from the forces of Undeath, no matter their origin.
Another concern I have is with Spirit Grip - as it requires touching the opponent, thus putting the Magician at a risk much higher than other combat spells, it is surprising that the damage output is on the same level as 0 thread ranged attack spells. In previous editions this was balanced with a higher damage output making it a risky but potentially more valuable move.
May I ask the reasons behind these design decisions as they appear to me to be leaning the Nethermancer too far into the realm of "Evil Necromancer" instead of the more interesting "important but uncomfortable spiritist" concept. The addition of the Aspect spells that all appear to evoke cruel or unpleasant spirits only looks to confirm that shift further.