Class record
Aetherie
Utility / Support
- Tier
- 2
- Difficulty
- 2 / 5
- Main role
- Utility
- Secondary role
- Support
Rules reference
Class mechanics
Entry requirements and the complete level-by-level advancement path.
Entry
Requirements
Any class mastered.
Advancement
Progression
- UnlockKey ability
- Level 2Ability 1
- Level 3SkillsYou gain +5 skill points to spend on Appraise, Magic, Artifice, Perception, Insight, Stealth or Common Knowledge. You can exchange any skill point for 2 expertise points, but must spend them in these skills.
- Level 4Ability 2
- Level 5HeartYou gain +1 to Reason or Awareness.
- Level 6Ability 3
- Level 7SoulYou gain +1 to Focus, Power or Agility.
- Level 8Ultimate ability
Identity & lore
Class overview
The Four Swords War pushed the boundaries of artifice and magic in the way only a continent spanning conflict can. Entire schools of magic were created and artifice technology raced forward at breakneck speed. The Aetherie were but one of those desperate developments. Founded from the study of the genius work of a Lu Clan demon by Axian and Sorthen researchers, the brief life of the namesake of the magical discipline is inescapably entwined with the art of Mind Connection.
Aetherie Lu’Pana earned her right as a master of magic in the middle of her own apprenticeship as the war with Westria and Northi pushed into Sorthen’s borders. After reading through the requests passed to her master for a method to counter or break through Northi artifice communications jamming, Aetherie offered up her own research project: a mind/mana connection technique. It didn’t take long after successfully demonstrating the new magic that her preliminary plans for an amplifying artifice was put into the prototype stage. She and the prototype were rushed toward the rapidly collapsing front where she was able to establish communications between General Ar’Golan and his battalion commanders, using herself as a conduit. This ability to coordinate in real time using the eyes of his own commanders allowed the Sorthen Rear Guard to briefly hold the invading armies at the Battle of Three Passes for the critical weeks needed for their remaining forces and critical civilians to be evacuated to Marlone.
Unfortunately, the defense collapsed when Aetherie Lu’Pana, pushed beyond her limits by the strain of upkeeping her Mind Connection using the prototype sensory station, died from the strain. Her notes and the testimony of the one surviving commander from Three Passes that had been Mind Connected was studied carefully and the “Aetherie Mind Connect” school of magic was codified shortly after the war.
Aetherie are a rare breed of mage. The mental fortitude required to process multiple viewpoints and even spread their influence out from those they’re connected with does not come easily and there are whispered stories of would-be Aetherie losing their minds in the ebb and flow of magic. But a well practiced Aetherie, with proper support and equipment, can bring unprecedented support and coordination to any group.
Tactical guidance
Playing Aetherie
The Aetherie is a long range utility and support class.
While it can function at close range, the main draw is to use Mind Connection to set up a telepathic link and work off your allies while you remain somewhere else. This range is further boosted if you can afford the sensory mage suit, so you should invest in that if you plan to play this way.
Psychometry is a free or almost free scouting ability that is very valuable in dungeons or other indoor explorations. It can let your party properly prepare before entering dangerous room.
Conduit is what lets you use abilities from other classes while playing from long range. There are still some restrictions on what you can do, so picking classes that synergize well with this ability is important.
Tap Cracker lets you open doors from a distance, which can be useful in avoiding traps. You can also unlock doors, allowing you to fulfill a niche without having to invest many skill points into it.
Spirit Circuit Crash is a powerful ability that removes a targets ability to use mana without any roll or save. Because it doesn't have a mana cost, you can effectively keep a target from using a mana ability the entire fight unless they choose to take the damage. But be aware that not every enemy will have or use mana.

