According to ancient and medieval science aether (Greek aithēr), also spelled æther or ether, is the material that fills the region of the universe above the terrestrial sphere. Aethermancers are able to see and tap into that higher plane.

Step 1: Attributes
Roll attributes as normal but raise INT to 15, or if already over 15 add +1. Hit points = CON +4, +4 per level.
Step 2: Skills
Choose skills in the normal manner but also gain the following free ones;
Knowledge Artifacts
Knowledge Astral
Knowledge Demons
Knowledge Geomancy
Knowledge Magic
Knowledge Planar
Step 3: Abilities
Aethermancers gain all the following free;

Spellcast - The first sphere the Aethermancer learns from is free, each subsequent sphere costs 5 points. He starts with one spell per INT point over 9, he can learn an equal amount per level. Thus INT 13 = 4 spells +4 per level. The spells can come from any sphere of magic and in any combination (except Divine). This is one of the few mages who can learn nearly any spell. Arcanists can tap into the world’s natural mana at a rate of INT + WIS x4. Mana is recovered at a rate of 10 per hour if remain active (but not using magic) and 20 per hour if asleep. +10 Mana at levels 2, 4, 6, 8, 10, 12, 14, 16, 18 and 20. +1 Spell save at levels 1, 4, 7, 10, 13, 16 and 19. +1 Sanity save at levels 1, 3, 6, 9, 12, 15 and 18. +1 Willpower save at levels 2, 5, 8, 11, 14, 17 and 20. Pick 1 extra spell at levels 3, 7, 10, 13, 17 and 19.

Additionally mancers start with 35 Points to spend on any of the following abilities. As they earns more experience they may buy or rebuy more abilities.

Ability Cost Notes
Aetherwalk 5 The ability to shift the character's body into the aether plane. He can affect himself or another and WIS x10kgs, +10kgs per level.
Aether Familiar Link 5 The mancer may summon and permanently psionically link with a companion from the aether. At any point he may see through its eyes, smell through its nose, hear with its ears, taste with its mouth or link with any of its other senses (including supernatural ones). The two are always in constant telepathic contact.
Aether Shift 5 The mancer can shift part way into the aether, just enough to become unsolid but still visible. This enables him to pass harmlessly through any object. He can render himself + an additional 3kgs per INT, +3kgs per level unsolid. The character is only vulnerable to mind attacks. Once he lets go of an object it is lost in between dimensions. Further while in this state he can draw mana from the aether for spells he can then cast in our world. He can draw on an additional (INT + WIS) x (20 +D20) mana though the GM is free to increase this for a particularly rich area.
Contact 5 The player may have 1 contact per 5 CHA and this may be in any country. The player should determine this with the GM. Add an equal amount of contacts each time rebought. The contacts should be related to magic or mythology somehow.
Damage Bonus 10 +1 or +25% damage each time bought (whichever is highest) and only applies to one sphere of magic. Must be rebought for each additional sphere.
Extend Duration 10 Spell duration increases by +1 round and only applies to one sphere of magic. Must be rebought for each additional sphere.
HP Bonus 10 CON +6 HP instead of 4, +6 per level.
Range Boost 10 +25% range for spells and only applies to one sphere of magic. Must be rebought for each additional sphere.
See Mana 5 The character can see Mana or Ley Line power anywhere within his normal sight range. 
True Sight 5 Can see the true image of any person or object regardless of any form of concealment, disguise, illusion or invisibility. This also includes the ability to detect whether it is magical, and the exact nature of the magic.
Step 4: Careers
Possible related careers include; Librarian, Antique seller, Archaeologist, Museum representative, Historian, Stage Magician and Academic Researcher (specialising for instance in Demonology, etc).

 

 

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