Geomancer

You felt the energy thrumming through the ground, a vast and terrible wellspring that you can tap to fuel your magic. Exploring this energy marked your first step onto the road to becoming a geomancer, and as you plumb the depths of the world, you gain ever greater control over its magic. You can call forth columns of stone, hurl boulders at your enemies, and root yourself in place so that nothing can move you. The magic affects you, though, and your body assumes the appearance of stone. Your hair falls out, your eyes become like glittering mica chips, and your skin feels hard and smooth.

Level 7 Geomancer

Attributes: Increase three attributes by 1 each.
Natural Defense: 15. Health: +6
Languages: Any one
Traditions: Geomancy, Spells: One master
Strength from Stone (Magical): You can use an action to use this talent or you can use this talent when you cast a Geomancy spell. For 1 minute, you take half damage from ordinary sources, and your supply of Bonus Damage increases by +1d6. You can use this talent a number of times equal to your level. You regain expended uses after you rest.

Level 8 Geomancer

Health: +6
Spells: One master
Earth Wave (Magical): If you have physical contact with earth, sand, or stone, you can use an action to send a wave of dirt, sand, and tumbling rocks at your foes. Target one Size 2 space on the ground within 10 yards. The earth wave rolls through the ground between you and the target. Each creature on the ground in the wave’s path makes an Agility roll. On a failure, the creature falls prone. When the wave reaches the space, it deals 4d6 damage to each creature and object in it. Also, each creature makes a Strength roll. On a failure, the creature falls prone and becomes vulnerable (luck ends). Once you use this talent, you lose access to it for 1 minute.

Level 10 Geomancer

Health: +6
Spells: One master
Power of Elemental Earth (Magical): If you are not injured, stunned, or unconscious, you have the following benefits.