
Interjection Games |

The end result of three months of development, the ethermancer base class takes equal parts Douglas Adams and H. P. Lovecraft to produce an “all day long” spellcaster class with a cosmic flavor. The spiritual successor to the warlock base class of the 3.5 days, the ethermancer seeks to have improved playability by offering the ability to mix and match spell effects to make custom evocations on the fly. Whereas the warlock simply blasted, the ethermancer can ask, “How hard?” Thanks to the advent of a spell point pool, players must choose whether or not to spend more than they will regenerate next turn. Incredibly potent effects are indeed possible, but firing them off without a care in the world will reduce the player to single-target ranged touch attacks in a hurry!
Roleplayers will be pleased to find that their character's personality and character development feeds directly back into the base class. Through the Multiuniversal Philosophy class feature, players decide how their character views his great gift and receives corresponding abilities that feed directly into the character's capstone. Further, the Aberrant Form and Aberrant Physiology class features highlight how the ethermancer's craft slowly twists his body. Is it worth it?
Featuring 140 spells, or "manifestations", in 5 schools, or "etherhearts", the ethermancer is a marriage of the warlock, a magic system following in the footsteps of Words of Power, flavor that doesn't require that the character has signed a deal with the devil, and good old-fashioned resource management.