Ethercraft was meant to be my answer to 4th Edition’s version of magic. All of the groundwork was done in late 2007 before anything concrete was known about 4th Ed. Of course, now we all know exactly what 4E is all about. And, as it turns out, what I extrapolated from the early reports was pretty far off base.

What the preview contains should be enough to get a feel for the flavor, terminology and structure of the magic system.

There are, at this time, no individual spells for Ethercraft, but I have all of the feat framework done, and I have a rough outline of the different Paths that the mysteries take. There are eighteen different paths of ethercraft, each with a very narrow focus. I would expect that any ethersmith would specialize in a single path and dabble in 2 to 4 more.

The 18 paths are Path of Battle, Path of Curses, Path of Doorways, Path of Dreams, Path of Earthcraft, Path of Fleshcraft, Path of Glamour, Path of Ironcraft, Path of Puppets, Path of Sands, Path of Sending, Path of Shadows, Path of Shapecraft, Path of Sounds, Path of Spirits, Path of the Sky, Path of Wards, Path of Woodcraft.

I’ll let your imaginations run wild about what each path might contain for specific mysteries. But, let me say that the path names are pretty evocative, so it should be cut and dry.

The paths each have five ranks (or levels) of mysteries:
Initiate – Roughly correlating to 1st and 2nd level spells
Noviate – 3rd and 4th level spells
Aspirant – 5th and 6th level spells
Master – 7th and 8th level spells
Grandmaster – 9th level spells

Each rank in a path holds three mysteries except the grandmaster rank which holds a single mystery.

Ethercraft is a “times per day/per encounter/at will” magic system. A prospective ethersmith buys feats that give him access to the different paths and spells and then buys up the number of times per day he can cast each mystery that he knows.

The below feats are all an ethersmith should need.

INITIATE OF MYSTERIES
Benefit: Choose an ethercraft. Choose one of the initiate mysteries associated with that ethercraft. You can now unveil your chosen mystery once per day.
Special: You may purchase this feat more than once. Each time you purchase this feat, you must choose a different mystery.

NOVIATE OF MYSTERIES
Prerequisites: Initiate of Mysteries, 2 Hit Dice, Base Will Save +3 or Skill Level 5, Wis 13
Benefit: Choose an ethercraft of which you are an initiate. Choose one of the noviate mysteries associated with that ethercraft. You can now unveil your chosen mystery once per day.
Special: You may purchase this feat more than once. Each time you purchase this feat, you must choose a different mystery.

ASPIRANT OF MYSTERIES
Prerequisites: Noviate of Mysteries, 4 Hit Dice, Base Will Save +6 or Skill Level 8, Wis 15
Benefit: Choose an ethercraft of which you are a noviate. Choose one of the aspirant mysteries associated with that ethercraft. You can now unveil your chosen mystery once per day.
Special: You may purchase this feat more than once. Each time you purchase this feat, you must choose a different mystery.

MASTER OF MYSTERIES
Prerequisites: Aspirant of Mysteries, 6 Hit Dice, Base Will Save +9 or Skill Level 11, Wis 17
Benefit: Choose an ethercraft of which you are an aspirant . Choose one of the master mysteries associated with that ethercraft. You can now unveil your chosen mystery once per day.
Special: You may purchase this feat more than once. Each time you purchase this feat, you must choose a different mystery.

GRANDMASTER OF MYSTERIES
Prerequisites: Master of Mysteries, 8 Hit Dice, Base Will Save +11 or Skill Level 13, Wis 19
Benefit: Choose an ethercraft of which you are a master. You can now unveil the grandmaster mystery of that ethercraft once per day.
Special: You may purchase this feat more than once. Each time you purchase this feat, you must choose a different ethercraft.

APPRENTICE TRAINING
Prerequisites: ablity to unveil a mystery once per day
Benefit: Choose a mystery that you have the ability to unveil at least once per day. You may now unveil that mystery one additional time per day.
Special: You may purchase this feat more than once.

JOURNEYMAN TRAINING
Prerequisites: ability to unveil a mystery three times per day, ability to unveil noviate mysteries
Benefit: Choose a mystery that you have the ability to unveil three times per day that is at least one rank below the highest rank that you can unveil. You may now unveil that mystery once per encounter.
Out of combat, you may unveil that mystery once per hour. You may still unveil it using your times per day.
For example: Noviate Haster can unveil two of his initaite mysteries twice per day, one of his initiate mysteries three times per day and he can unveil his noviate mystery twice per day. When he purchases this feat, he can now unveil one of his initiate mysteries once per encounter and four times per day. But, he could still only unveil each of his other mysteries twice per day. In one simgle encounter, if Haster chose, he could unveil his mystery five times in succession, but could only unveil it once per encounter (or hour) for the rest of the day.
Special: You may purchase this feat more than once.

MASTER TRAINING
Prerequisites: ability to unveil a mystery three times per encounter, ability to unveil aspirant mysteries
Benefit: Choose a mystery that you can unveil three times per encounter that is at least two ranks below the highest rank that you can unveil. You can now unveil that mystery at will.
Out of combat, you may unveil that mystery only once every five minutes. You may still unveil it using your times per encounter and times per day
Special: You may purchase this feat more than once.

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