Custom Class: Geomancer

A Geomancer is one who can hear the breath of the earth speak directly to or through her. They can use elemental stones to manipulate the elements around her; the earth will stretch out and collapse, small fires will rage into a furious pyre, water will freeze or boil, and wind will send flying opponents toppling to the ground. Experienced geomancers can bend the elements to bond to themselves, encasing themselves in crystals, or fire, or within a armor of ice. All skills that require the consumption of elemental crystals are marked with (C).

Humans take geomancers with them out to sea to assist with favorable weather; they also count on them as dependable guides or scouts on land. Dwarves have many geomancers, as it favors the life that most of them choose to live. There are entire groups of geomancers that take pilgrimages to powerful religious sites deep within the tower. Half-dwarves often find themselves living within nature and taking on the geomancer role in solitude out in nature. Pilgrim Angels tend to have mysterious, contemplative geomancers that spend decades perfecting intricate gardens that they make their lairs in. Coral Imps are rarely geomancers, but those that are have a touch-and-go relationship with death as they skirt the limits of possibility with their diving.

Geomancers cross-class well with Berserkers, or perhaps with Clerics.

CLASS FEATURES

Level    BaseAttackB     FortS    RefS*    WillS*    Special

  1.              +0                     +2         +0         +2       Nature Bond, Strategic Terraform
  2.              +1                      +3         +0         +3       Woodland Stride
  3.              +2                      +3         +1         +3       Trackless Step
  4.              +3                      +4         +1         +4      Offensive Terraform
  5.              +3                      +4         +1         +4
  6.              +4                      +5         +2        +5       Golem Armor 1
  7.              +5                      +5         +2        +5
  8.              +6/+1                 +6         +2        +6      Golem Armor 2
  9.              +6/+1                 +6         +3        +6
  10.              +7/+2                 +7         +3        +7      Evolved Offensive Terraform, Golem Armor 3
  11.              +8/+3                 +7         +3        +7      Golem Armor Gift
  12.              +9/+4                 +8         +4        +8     Golem Armor 4
  13.              +9/+4                 +8         +4        +8
  14.              +10/+5                +9         +4        +9     Golem Armor 5
  15.              +11/+6/+1           +9         +5        +9     Golem Armor Covenent
  16.              +12/+7/+2          +10         +5        +10   Golem Armor Longevity
  17.              +12/+7/+2          +10         +5        +10
  18.              +13/+8/+3           +11         +6        +11
  19.              +14/+9/+4          +11         +6        +11
  20.              +15/+10/+5         +12         +6        +12  Golem Armor Mastery

Nature Bond (Ex): At 1st level, a geomancer forms a bond with nature. This is a close tie to the natural world, granting the geomancer one of the following cleric domains: Air, Community, Earth, Fire, Plant, Water, or Weather. When determining the powers and bonus spells granted by this domain, the geomancer’s effective cleric level is equal to her geomancer level. The geomancer also receives additional domain spell slots, just like a cleric. She must prepare the spell from her domain in this slot and this spell cannot be used to cast a spell spontaneously.

Spells: A geomancer casts divine spells which are drawn from the geomancer spell list (bottom of this page). Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A geomancer must choose and prepare her spells in advance.

To prepare or cast a spell, the geomancer must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a geomancer’s spell is 10 + the spell level + the geomancer’s Wisdom modifier.

Like other spellcasters, a geomancer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Druid. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).

A geomancer must spend an hour in meditation to regain her spells. This meditation must be accompanied by a token of each of earth, fire, water, and wind. An example would be a crystal, a candle, a bottle of wine, and a feather. Another example could be a stone cairn, a pile of tinder, a water jug, and a fan. Each geomancer may choose their own manner with which to choose their tokens, and they need not strictly use the same tokens each time. Some geomancers carry a small kit with their tokens everywhere, others make a point to recharge their spells with the raw materials found on site; there is no wrong way.

Woodland Stride (Ex): Starting at 2nd level, a geomancer may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.

Trackless Step (Ex): Starting at 3rd level, a geomancer leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

Strategic Terraform (C) : Starting at 1st level, a geomancer has the ability to use elemental crystals to change the environment. Different types of crystals have different capabilities, with the level of the crystal giving certain bonuses. Using strategic terraform is a full-turn action. During the action, the crystal must touch the area that is to be terraformed, whether that crystal is thrown or  touched to the effected area is irrelavent. If the geomancer wishes to throw the crystal into the fray, he must succeed at a ranged touch attack or the spell – and crystal – is lost (geomancy is a precise art). Any spaces that are threatened allow enemies attacks of opportunity on the flying crystal with a DC of 15 + Crystal level + 1/2 character level). Unless otherwise noted, terraforming does not work on brickwork, cobbled roads, and other man-made worked stone

Earth: Move a single 5x5x5 block of stone (per crystal level x 1/2 geomancer level) or mud up to 5 feet in any direction, so long as it remains connected to it’s original landmass. You can use this ability to make bridges, walls, or cover. You may use this ability to grow a tall 5v5 base tower as tall as the material will allowThe amount of earth moved in this fashion is [level of earth crystal x 1/2 geo level] This spell tends to ‘grow’ earth out of the ground at a slow rate (5 feet per turn). Making the ceiling fall, for example, would require that you hurl the crystal successfully at the spot on the ceiling you wanted, and that the target would still be under that spot at your next turn. This spell does not generally work on architecture.

Fire: You may expand a flame as small as a torch to burn a 5v5v5 area per crystal level, dealing 1d6 damage to anything in the area and burning flammables. You may shape this flame within the 5v5v5 tiles as you see fit, so long as the fire is congruent. This fire is a quick flash of flame; it does not deal additional damage with character level. However, the fires it ignites can always have additional effects as they normally would (gunpowder will explode or ignite, oil will combust, etc).

Water: Freeze or thaw a 5x5x5 block of ice or water. All applicable water or primarily water substances in the area will freeze or thaw: a bathtub, a fountain, a frosted-over mechanism. A column of ice can be created from water, though ice will always fall over on its longest side. This ice lasts 1 hour/character level, and can be melted prematurely by mundane means. One block of ice can be changed per level of the crystal. A creature of medium size or smaller will be stuck in the ice until the effect ends; whether they survive the effect depends on whether their heads are above water at the time of the casting! Magical ice cannot be dispelled without making the appropriate saves against the caster’s spellcraft.

Wind: Create a magical block of stiff wind, blowing in a single direction of your choosing. This block of wind is equal to 5x5x5 in size per crystal level. The wind will blow arrows and other light projectiles aside (20% miss chance), and will reduce walking speed against the wind to 1/3. Should you point the wind downward, the downforce will reduce walking speed by 1/2 within it. This skill can be used to pump air into and out of rooms.

Offensive Terraform (C): Starting at 4th level, a geomancer has the ability to use elemental crystals to force the elements to attack opponents. Different types of crystals have different capabilities, with the level of the crystal giving certain bonuses.

Evolved Offensive Terraform (C):Upon reaching the 10th level, you may use the ‘Evolved’ version of the Offensive Terraforming if you wish. In addition, the non-Evolved skill of the appropriate element is treated as if it were 1 crystal level higher than it actually is (up to level 5).

Jagged Earth: Jagged and horrifyingly sharp crystal spires erupt from the point of impact of the crystal. This creates a 5×5 area on the ground (or any surface) per crystal level that will cause 1 die of damage per 2 geomancer levels to any creatures that walk through it. These crystals remain on the ground for a number of turns = crystal level. The spell does bonus damage equal to the crystal level used. For example, a level 3 crystal makes 3 connected 5×5 areas of crystal spikes that deal xd8 damage per turn, and they last for 3 turns.

Crystal level:                     1        2        3          4           5

Jagged Earth Damage:    1d4    1d6    1d8     1d10      1d12

Lvl10 Evolved: Now you may shatter the crystals at will as an immediate action, which detonates all of the jagged earth currently active. This shattered earth deals its standard damage minus 2 dice of damage to every block within 5 ft of an effected tile.

Lv4: Lancing Fire: A lit torch or lantern (or any portable flame) grows into a flaming, spear-length javelin. This javelin is made of searing hot fire, and lasts for a number of turns equal to the geomancer’s level. Melee attacks deal 1d6 damage per 2 geomancer levels to the target as the javelin burrows into the creature’s body and combusts. The  geomancer may also choose to take this javelin and throw it as a ranged attack for the same damage; the lance is lost upon a miss. You may only have a single lancing fire active at a time.

Lvl10 Evolved: Same as Lancing Fire, except the damage is improved depending on the type of crystal used, and you get 1 die of damage per every 1 geomancer levels instead of every 2 levels. This damage maxes out at 15 dice at level 15.

Crystal level:                     1        2        3          4           5

Evolved Lancing Fire:    1d6    1d6    1d8     1d8      1d10

Chaos Water: A 5x5x5 section of begins to boil almost instantly. Any creatures caught in the boiling water take 1d8 damage per 2 geomancer levels. This spell will cause a great deal of steam in the blocks above the water, possibly dousing flames or ruining textiles. The water boils for a number of turns and in a number of congruent blocks = crystal level. 

Lvl10 Evolved: Same as Chaos Water, but the water is boiled so quickly that it is boiled off almost instantly, causing 1d10 damage per 2 geomancer levels. The blocks directly next to the effected blocks are hit with steam immediately, dealing 1d6 damage per 2 geomancer levels.

Confounding Winds: A constant, stiff breeze emanates from the geomancer that clutches a wind crystal. It helps the geomancer move out of the way with unnatural speed to avoid attacks. This gives the geomancer a AC bonus equal to the crystal level until the effect ends, in a number of turns = to geomancer level + 1. 

Lvl10 Evolved: The geomancer is able to fly for short distances (as wind walk), and has this power for a number of turns equal to the geomancer’s level.

Golem Armor (C): Starting at 6th level, a geomancer has the ability to use elemental crystals to absorb an element into his or her being, fusing with it and becoming half of an elemental. Each form has different bonuses. You may only enter Golem Armor if you are within or standing on the elemental you wish to merge with (that’s right, you must be standing within fire to transform into a fire elemental). Transforming is a full-round action. You may remain in your Golem Armor form for a number of minutes equal to your half your character level per day (for example, a level 6 geomancer would have 3 minutes or 18 rounds of transformation time per day). Transforming is a full-round action, and consumes the crystal of the appropriate type and level.

Golem Armor Gift (C): Upon reaching the 11th level, a geomancer may have a willing creature make use of a crystal to transform, just as he does. The geomancer’s benefactor may stay in the Golem Armor form until the caster or the recipient wills it away. Any time the recipient spends in the Golem Armor counts against the geomancer’s daily limit. Only one character may use Golem Armor at a time.

Golem Armor Covenant (C): Upon reaching the 15th level, the geomancer may have as many recipients of the Golem Armor Gift as he pleases, including himself. Each active Golem Armor counts against the daily limit per day (4 active golems consume 4 turns worth of daily use). Each Golem Armor recipient uses up their own crystal.

Golem Armor Longevity (C): Upon reaching the 16th level, the geomancer doubles the total time that he and his covenant may stay in golem armor. You may now remain in your Golem Armor form for a number of minutes equal to your character level per day (for example, a level 16 geomancer would have 16 minutes or 96 rounds of transformation time per day).

Golem Armor Mastery (C): Upon reaching the 20th level, the geomancer may use any type of crystal to take any elemental form he wishes. The created golem armor acts as 1 level higher than the crystal type used to create it.

Earth Golem Armor: Slippery-sharp daggers of earth erupt from the ground you stand on and bore into your flesh, and raw stone crawls up your body and into your head to fuse with your skull. Your arms and back are covered into a sharp shell of stone, and the rest of your body is studded with plates of rock wherever you don’t bend. You transform into a great gemstone golem, with the ability to merge with walls to effectively ‘walk up’ them and to use great strength and weight to crush foes. You weigh five times more than normal in this form.

  • Transformation Prerequisite: You must be standing on raw or lightly worked earth. A pile of gravel will work, a well-kept cobblestone street generally will not. Very loose stone, such as mud, riverbanks, wet sand, and other loose materials are generally not appropriate for this golem.
  • You take half damage from acid and fire; however, you have a weakness to sonic damage
  • You are immune to blindness, critical hits, ability score damage, deafness, disease, and stunning while in this form
  • No matter what size your race is, your size with this armor on is medium.
  • Earth Walk: You can merge with any earthen surface that can support your new weight. This can be used to very quickly climb or even walk up vertical surfaces. Treat vertical surfaces as if they were flat ground, though you may only walk, not run, up the wall. You may move at half speed on the ceiling. If you are ever knocked prone, standing up is a free action on your turn.
  • Heavy Slam: You may leap or drop from a raised place at least 15ft onto an enemy below you. The enemy must be directly below or within 5ft of the square you occupy in order to attempt this attack; attempt it at your base attack bonus. It deals 1d8 damage for every geomancer level, plus it opens wounds on the enemy that activate Sharp Body. If you miss this attack, you lie prone until your next turn in an adjacent space to your intended target.
  • Sharp Body: Your body is covered in daggers; natural weapons and unarmed strikes against you will deal the attacker 1d6 damage that will bleed until attended to.
  • Stat bonuses:
  • Req. Character Level:        6                     8                     10                  12                    14
  • Crystal level:                     1                      2                      3                     4                    5
  • Bonus Stats:                  +2 STR          +4 STR             +4 STR           +6 STR           +6 STR
  •                                       +2 CON         +2 CON            +4 CON           +4 CON          +6 CON
  •                                        DR 10/+1       DR 10/+3           DR 10/+4         DR 15/+4        DR 15/-

Fire Golem Armor: Your skin boils away and leaves a blackened skeleton, studded with metallic black embers that protect a furiously burning violet heart. Your joints buckle and you haunch over, even as your eyes turn into ashen pits. Your voice is like a measured scream, your world is fire. You transform into a frightening flaming skeleton, who can glide through fire like an elk traverses a forest.

  • Transformation Prerequisite: You must be standing in a fire (a bonfire sized or at least large enough to be engulfed) or on lava in order to make this transformation. You may announce that you want to transform while entering the fire to attempt and avoid damage; roll a Fortitude Save (DC 10 + fire intensity) to avoid damage, otherwise you take fire damage as normal the turn preceding the transformation. Fire intensity is 4 for a bonfire, 8 for a roaring forest fire, or the spellcaster’s DC in the case of magical fire. Burst fire effects (such as fireball) do not linger long enough to allow a transformation, unless you ready a fire crystal in preparation for such an attack (as a readied action).
  • You are immune to natural and most magical fire; however, you have a weakness to cold damage.
  • You are immune to blindness, critical hits, ability score damage, deafness, disease, and stunning while in this form.
  • You may still use any weapons that will not burn; your bodies’ heat will incinerate any wooden items you choose to hold onto within a turn of using them.
  • Fire Stride: You may step into and out of flames the same way that the spell Tree Stride (step from one tree to another far away) works, but with fire instead of trees. This fire must be at least large enough for you to step into (a torch is too small, a bonfire is about right)
  • Heat: Your heart builds up heat as you take this form. You start with enough heat to cast Engulf or Soulfire Burst; roll the appropiate die to see how many turns must pass for you to get back your Heat status.
  • Engulf: Upon a successful grapple attack, you may choose to intensify your flames and deal damage according to crystal level. These flames are so intense that the target is flown backwards from the blast of heat, so they are pushed back one 5-ft space if possible, unless they are 2 size categories higher than you. It takes 1d3 turns to recover enough heat to perform this attack again.
  • Soulfire Burst: You may make a breath attack in a cone 30ft in front of you. This attack is a furious cone of fire does 1d6 fire damage per caster level (maxing out at 15d6). It takes 1d6+1 turns to recover enough heat to perform this attack again.
    • Stat bonuses:
    • Req. Character Level:        6                     8                     10                  12                    14
    • Crystal level:                     1                      2                      3                     4                    5
    • Bonus Stats:                  +2 DEX          +4 DEX            +4 DEX          +6 DEX          +6 DEX
    •                                        +2 STR         +2 STR              +4 STR           +4 STR           +6 STR
    • Engulf Damage              3d6+INT        5d6+INT        8d6+INT         11d6+INT        15d6+INT
  • Water Golem Armor: Your lungs fill and burst, and your eyes swell and merge with your brain. As you sense your surroundings, you realize that you are a dense, ‘muscular’ knot of water that has immense control over your shape and boundaries. Your eyes and mind sit in the center of a transparent liquid center mass, the color of whatever water you transform within. Your arms taper into colder and colder arms until terminating into frightening knobs of fuming-cold ice. Your legs are now like a slug’s foot, and you use it to glide over land or to swim underwater.
  • Transformation Prerequisite: You must submerged at least up to your waist in water. This water need not be natural in origin, and you require approximately a bathtub’s worth of water to transform. The water may be dirty or cloudy, but clearly fouled and despoiled water may result in the spell failing (more than 20% pollution to water ratio).
  • You are immune to cold damage and drowning; however, you have a weakness to electricity damage.
  • You are immune to blindness, critical hits, ability score damage, deafness, disease, and stunning while in this form
  • You can glide around in the water at a speed of 60ft. Your move speed on land is 25ft.
  • Aura of Death: You may exert an aura of intense, fuming cold in your arms. This causes all creatures (even allies) within 5ft of you to take cold damage on you turn, based off of crystal level. This effect also applies this damage to any melee hits you make with your arms, or for weapons held in your arms that you have held for at least 1 turn.
  • Liquid Form: Your body can squeeze into any gap small enough for your eyes to squeeze through (you arms can unfreeze and refreeze as needed). In addition, you may attack opponents from up to 10ft away due to your ability to transfer your body mass into your limbs.
  • Shattering Scream: When underwater, you may use a ‘breath’ attack in a cone 40ft in front of you. This attack freezes a swirling cone of supercooled water that tears apart the flesh of creatures caught in it’s path. This attack deals 1d8 damage per geomancer level (Reflex half), up to 15d8 at level 15. You may use this attack every 4 turns. Left in the wake of your attack will be many spear-sized shards of ice that will begin floating to the surface; these make an obstacle for creatures moving through it, dealing 1d8 damage per turn.
  • Your body absorbs shocks more easily, giving you damage reduction per crystal used.
  • If forced out of Gaia Armor while underwater, you may treat it as if you have a full lung-full of air. (you may hold your breath for a number of turns equal to your Con score.)
    • Stat bonuses:
    • Req. Character Level:        6                     8                     10                  12                    14
    • Crystal level:                     1                      2                      3                     4                    5
    • Bonus Stats:                  +2 DEX          +4 DEX             +4 DEX          +6 DEX           +6 DEX
    • Bonus Cold damage:      +2 dmg          +4 dmg           +6 dmg          +8 dmg          +10 dmg
    • Damage resist:               DR 5/+1       DR 5/+3           DR 10/+4         DR 10/-        DR 15/-

 

  • Wind Golem Armor: Gossamer strands flow from your eyes and you reflect the light within. You are encased in a flowing robe of intense orange-yellow mist, and your limbs lengthen and grow skinny until they are sinewy and spider-like, making you stretch to over 10 feet tall. You float off of the ground and your voice melts into a chorus of divine songbirds and young women and choirs of woodland creatures and the sound of the wind roaring all at once.
  • Transformation Prerequisite: You must be standing in some sort of breeze in order to make the transformation; you can not transform indoors generally, unless a magical or mundane source is moving air. Alternately (and dangerously), a character may leap off of the edge of a cliff and fall at full speed (no gliding, feather falling, etc) for a turn to activate this transformation; this equals 6 seconds of falling time, or about 500ft down in freefall; it will take 12-13 rounds to fly back to the starting point using this method, so only use in appropriate circumstances.
  • You take half electricity damage and acid damage; however, you have a weakness to sonic damage
  • You are immune to blindness, critical hits, ability score damage, deafness, disease, and stunning while in this form
  • You have a fly speed of 40ft, with ‘very good’ handling.
  • Your form is indistinct, giving you a permanent spell-like effect that acts as a Blur spell (attacks miss 20% of the time). You may deactivate this ability as a free action.
  • No matter what size your race is, you grow to large size, and can make attacks at a 10ft range with whatever weapon you are using. This makes ranged attacks impossible if you were using a standard-sized longbow, for example.
  • Aura of Anguish: You may send raging blasts of your own sandlike being at opponents, dealing damage based on the crystal level. This attack is in addition to any other attacks that you get to make in a turn, whether it be a standard action or a full-round attack. You may even make this attack if you simply pass by an enemy while moving, so long as you only roll a single Aura of Removal attack per turn. Take this attack at your full attack bonus. It has the full 10ft range of your regular attack.
  • Glory: You may concentrate the energy from your swirling form to generate a bright, catastrophic explosion emanating from you. Your enemies within 25ft of you take a Fortitude save or are knocked prone, and all enemies in this area are also blinded for 1 turn (no save). All creatures and allies within 10ft take 1d8 electricity damage per geomancer level. Using this skill will strip you of your Golem Armor form after it takes effect, and your character is Fatigued (A fatigued character can neither run nor charge and takes a –2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued.) This does not stop you from using a new crystal to assume this form again afterwards.
      • Stat bonuses:
      • Req. Character Level:        7                     9                     11                     13                    15
      • Crystal level:                     1                      2                      3                     4                    5
      • Bonus Stats:                 +2 DEX          +4 DEX             +6 DEX          +6 DEX           +8 DEX
      •                                        +2 CON         +2 CON            +4 CON           +4 CON          +6 CON
      • Auraof AnguishDmg   2d6+INT        3d6+INT        4d6+INT         5d6+INT        6d6+INT

Geomancer Spell List

  • The Geomancer spell list is a tuned-up, about 20% lighter version of the druid spell list. Several spells have been altered slightly as denoted with a *. Notably, most of the summoning and exclusively animal-type spells are out, elemental manipulation and terraforming are in.
  • 0th-Level Geomancer Spells (Orisons)

  • Create Water: Creates 2 gallons/level of pure water.
  • Detect Magic: Detects spells and magic items within 60 ft.
  • Detect Poison: Detects poison in one creature or object.
  • Flare: Dazzles one creature (–1 penalty on attack rolls).
  • Guidance: +1 on one attack roll, saving throw, or skill check.
  • Know Direction: You discern north.
  • Light: Object shines like a torch.
  • Mending: Makes minor repairs on an object.
  • Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
  • Read Magic: Read scrolls and spellbooks.
  • Resistance: Subject gains +1 bonus on saving throws.
  • Stabilize: Cause a dying creature to stabilize.
  • Virtue: Subject gains 1 temporary hp.
  • 1st-Level Geomancer Spells

  • Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).
  • Detect Animals or Plants: Detects kinds of animals or plants.
  • Detect Snares and Pits: Reveals natural or primitive traps.
  • Endure Elements: Exist comfortably in hot or cold regions.
  • Entangle: Plants entangle everyone in 40-ft. radius.
  • Faerie Fire: Outlines subjects with light, canceling blur, concealment, and the like.
  • Goodberry: 2d4 berries each cure 1 hp (max 8 hp/24 hours).
  • Jump: Subject gets bonus on Acrobatics checks.
  • Longstrider: Your speed increases by 10 ft.
  • Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.
  • Magic Stone: Three stones gain +1 on attack rolls, deal 1d6+1 damage.
  • Obscuring Mist: Fog surrounds you.
  • Pass without Trace: One subject/level leaves no tracks.
  • Produce Flame: 1d6 damage + 1/level, touch or thrown.
  • Godrod Staff: Cudgel or quarterstaff becomes +1 weapon (2d6 damage) for 1 min./level.
  • 2nd-Level Geomancer Spells

  • Pebbleskin: Grants +2 (or higher) enhancement to natural armor.
  • Great Endurance: Subject gains +4 to Con for 1 min./level.
  • Great Strength: Subject gains +4 to Str for 1 min./level.
  • Great Grace: Subject gains +4 to Dex for 1 min./level.
  • Chill Metal: Cold metal damages those who touch it.
  • Delay Poison: Stops poison from harming subject for 1 hour/level.
  • Fire TrapM: Opened object deals 1d4 + 1/level damage.
  • Flame Blade: Touch attack deals 1d8 + 1/two levels damage.
  • Flaming Sphere: Rolling ball of fire deals 3d6 fire damage.
  • Fog Cloud: Fog obscures vision.
  • Gust of Wind: Blows away or knocks down smaller creatures.
  • Heat Metal: Makes metal so hot it damages those who touch it.
  • Hold Animal: Paralyzes one animal for 1 round/level.
  • Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
  • Resist Energy: Ignores 10 or more points of damage per attack from specified energy type.
  • Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
  • Soften Earth and Stone: Turns stone to clay, or dirt to sand or mud.
  • Spider Climb: Grants ability to walk on walls and ceilings.
  • *Summon Swarm: Summons swarm of bats, rats, or spiders.* Instead, you summon a swarm of elemental denizens from another realm that tear from one portal to another; otherwise the spell is functionally the same
  • Earth Shape: You look exactly like a tree for 1 hour/level.* You may now use this spell to take the form of any terrestrial formation that is roughly the size of the character.
  • Warp Wood: Bends wood.
  • Wood Shape: Reshapes wooden objects to suit you.
  • 3rd-Level Geomancer Spells

  • Call Lightning: Calls down lightning bolts (3d6 per bolt) from sky.
  • Contagion: Infects subject with chosen disease.
  • Cure Moderate Wounds: Cures 2d8 damage + 1/level (max +10).
  • Daylight: 60-ft. radius of bright light.
  • Diminish Plants: Reduces size or blights the growth of normal plants.
  • Dominate Animal: One animal obeys your silent mental commands and orders.
  • Meld into Stone: You and your gear merge with stone.
  • Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
  • Plant Growth: Grows vegetation, improves crops.
  • Poison: Touch deals 1d3 Con damage 1/round for 6 rounds.
  • Protection from Energy: Absorbs 12 points/level of damage from one kind of energy.
  • Quench: Extinguishes fires.
  • Remove Disease: Cures all diseases affecting subject.
  • Sleet Storm: Hampers vision and movement.
  • Snare: Creates a magic booby trap.
  • Speak with Plants: You can talk to plants and plant creatures.
  • Spike Growth: Creatures in area take 1d4 damage, may be slowed.
  • Stone Shape: Sculpts stone into any shape.
  • Water Breathing: Subjects can breathe underwater.
  • Wind Wall: Deflects arrows, smaller creatures, and gases.
  • 4th-Level Geomancer Spells

  • Air Walk: Subject treads on air as if solid (climb or descend at 45-degree angle).
  • Antiplant Shell: Keeps animated plants at bay.
  • Blight: Withers one plant or deals 1d6/level damage to plant creature.
  • Command Plants: Sways the actions of plant creatures.
  • Control Water: Raises or lowers bodies of water.
  • Cure Serious Wounds: Cures 3d8 damage + 1/level (max +15).
  • Dispel Magic: Cancels one magical spell or effect.
  • Flame Strike: Smites foes with divine fire (1d6/level damage).
  • Freedom of Movement: Subject moves normally despite impediments to movement.
  • Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin.
  • Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
  • Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
  • Rusting Grasp: Your touch corrodes iron and alloys.
  • ScryingF: Spies on subject from a distance.
  • Spike Stones: Creatures in area take 1d8 damage, may also be slowed.