Geomancy
Look anywhere in the world and you’re bound to find magic. The Geomancy tradition contains all the spells that interact with earth, sand, and stone, as well those that draw energy from them. Students of the tradition swear they can hear whispering from the earth and many have been spotted, ear to the ground, mumbling. Maybe the earth has something to say. Or, it could be that Draconus grumbles in his sleep. Or, the earth mages might just all be mad.
Touch Earth And Stone: You can only produce effects from casting these spells if you have physical contact with earth, sand, or stone. Neither gloves nor boots interfere with this contact.
Geomancy Talents
GRASPING HAND (Magical): You can use an action to cause a fist made of earth and stone to form on the ground and strike. Target one creature or object on the ground within 10 yards. Make a Will roll against the target’s Agility. On a success, the target takes 2d6 damage. At level 3, the target takes 3d6 damage. At level 7, the target takes 7d6 damage. On a critical success, the target falls prone.
SHAPE EARTH (Magical): Your damage-dealing Geomancy spells deal an extra 1d6 damage. In addition, you can perform a ritual to reshape dirt, sand, or stone. Target one Size 5 or smaller object or surface of an object that you can see within 10 yards. When you finish, you change the target’s shape into any form you choose. You can create an opening through it, form it into a weapon, create a statue, or do something else. Once you use this aspect of the talent, you lose access to it for 1 hour.
STONE STRIDE (Magical): If are not held, slowed, or weakened and you are in direct contact with a surface made of dirt, sand, or stone, you can use this talent at the start of your turn. Target an empty space of your Size resting on ground made from dirt, sand, or stone within 20 yards. You need not see the space; you can sense all eligible spaces when you use this talent. You teleport to that space. You can use this talent once, twice at level 3, and three times at level 7. You regain expended uses after you rest.
TREMORS (Magical): You can use an action to target the ground in one Size 5 space you can see within 10 yards. The ground in that space shakes. Each creature standing on that ground makes an Agility roll. On a failure, the creature falls prone. You can use this talent once, twice at level 3, and three times at level 7. You regain expended uses after you rest.
Novice Geomancy Spells
Burrowing Claws
Castings: 1
Target: You
Duration: 1 hour
Curled claws sprout from your fingers. You gain the Burrower, Climber, and Strider traits.
Heavy Metal
Castings: 1
Target: One Size 1 or smaller ordinary metal object, metal creature, or suit of medium or heavy armor worn by one creature, any of which is in contact with the ground and within 5 yards
Duration: 1 minute
The target sinks into the ground, burdened by added weight. If you targeted a metal object, it sinks into the earthen surface on which it rests. If a creature could normally pick up or move the target, it must use an action to do so and make a Strength roll with 3 banes. On a success, the creature can move the target but drops it at the end of its turn.
If you target a metal creature or a creature wearing medium or heavy armor, it becomes held until it overcomes the effect with a success on a Strength roll. A creature also makes a Strength roll when it gains this affliction. On a failure, the target creature falls prone and can stand up only if it overcomes the affliction with a successful Strength roll.
Impaling Spike
Castings: 3
Target: One creature or object on the ground within 10 yards
Duration: Instantaneous
A rock spike erupts from the ground under the target and deals 3d6 damage to it, and the target becomes slowed until the end of your next turn.
Mountain Might
Castings: 1
Target: You
Duration: 1 hour
Earth magic flows into you, bolstering your abilities for 1 hour. If you lose contact with an earth or stone surface, the spell ends early. You become slowed for the duration, but you make Strength rolls with 1 boon and impose 1 bane on rolls against your Strength. Your Health increases by 5, and your melee attacks deal an extra 1d6 damage.
Stone Fists
Castings: 3, reaction when you make an unarmed strike
Target: You
Duration: 1 minute
Your hands close into stone fists, which become natural weapons that deal 4d6 damage and have the Bludgeoning trait. Your attacks with these fists deal an extra 2d6 damage to objects. The spell freezes your fingers, preventing their movement. When you end this effect, you can launch the stone fists from your hands at one creature or object within 10 yards. Make a Will roll against the target’s Agility. On a success, the target takes 4d6 damage and falls prone if it is your Size or smaller.
Violent Eruption
Castings: 1
Target: One Size 5 space on the ground within 15 yards
Duration: Instantaneous
The ground in the target space bulges and then bursts. Each creature and object in the space takes 3d6 damage. A creature makes an Agility roll. On a success, the creature takes no damage. On a failure, it also falls prone.
Rubble covers the ground in the target space with challenging terrain that lasts until cleared away.
Expert Geomancy Spells
Bare The Teeth
Castings: 1
Target: One Size 5 space on the ground or ceiling within 15 yards
Duration: Instant
You beard the surface with long, jagged spikes. Each creature and object on the target surface or within 2 yards of it takes 4d6 damage. A creature makes an Agility roll. On a failure, it takes an extra 2d6 damage and becomes held until it overcomes the affliction with a successful Strength roll. While held in this way, the creature cannot be moved by ordinary means. Any magical movement automatically ends the affliction.
Geomantic Pentacle
Castings: 1
Target: One iron medallion worth 1sp that you hold
Duration: 1 minute
Magic imbues the target medallion with earth power. When you cast this spell, and once each round when you attack, you can choose any target on a surface of earth, sand, or stone within 15 yards. The medallion causes a hand or weapon matching the one you wield to rise from the ground and strike the target. You use Will to make the roll and you roll with 1 boon. On a success, the attack deals 6d6 damage. On a critical success, the target also becomes held (luck ends).
Magnetize Metal
Castings: 1
Target: One Size 3 or smaller ordinary metal object within 30 yards
Duration: 1 hour
The target exerts a strong magnetic force. Apply the following effects when you cast the spell and again at the start of each of your turns.
- Each unsecured metal object within 15 yards of the target slides 5 yards toward the target.
- Each creature within 15 yards of the target that’s holding a metal object makes a Strength roll with 1 bane. On a failure, the object is wrenched from its hand and flies toward the target until it can move no closer. All creatures within 5 yards of the target make luck rolls. On a failure, the creature is struck by the flying object and takes 1d6 damage.
- Each creature within 15 yards of the target that’s wearing medium armor makes a Strength roll with 1 bane, or 2 banes for heavy armor. On a failure, the force drags the creature 5 yards closer to the target. If the creature is prevented from moving the full 5 yards in this way but contacts the target, the impact deals 2d6 damage to the creature.
- Any metal creature or creature wearing medium or heavy armor within 5 yards of the target becomes held until the creature over-comes the affliction with a successful Strength roll with 1 bane.
- A creature within 15 yards of the target makes rolls to attack using metal weapons or ammunition with 1 bane.
- A metal creature or a creature wearing medium or heavy armor treats the ground within 15 yards of the target as challenging terrain. If such a creature falls prone, it slides 5 yards toward the target.
- Ranged attacks using thrown metal weapons and projectiles against targets within 3 yards of the spell’s target deal an extra 1d6 damage.
Move Earth
Castings: 3
Target: One Size 5 or smaller space or one ordinary object made from earth, sand, or stone within 20 yards
Duration: Instant
The target moves like water to an empty space of your choice within 20 yards and assumes whatever shape you choose. You can use this effect to excavate a hole, seal an opening, create stairs, or a bridge to span over a crevasse.
Sudden Shockwave
Castings: 1
Target: Up to three contiguous Size 5 spaces on the ground, at least one of which is within reach
Duration: Instant
The ground in each target space ripples like water in a pond, becoming challenging terrain until cleared away. The shockwave deals 8d6 damage to each object on the affected surfaces. Each creature on an affected surface takes 4d6 damage and makes an Agility roll. On a failure, the creature takes an extra 4d6 damage and falls prone.
Walls of Stone
Castings: 1
Target: Up to ten Size 5 spaces within 50 yards
Duration: Instant
You form a wall from stone on one side of each target space. The wall can have any height, width, and depth, up to the Size of its spaces. You make all decisions about the wall’s appearance, adorning it with images, carvings, columns, and openings as you choose. The wall remains indefinitely, though each cube of stone, 2 yards on each side, has Health 40 and crumbles when destroyed.
Master Geomancy Spells
Become A Living Statue
Castings: 1
Target: You
Duration: 1 hour
You become a living statue. You gain the following benefits and draw – backs for the duration.
- Increase your Health score by 100.
- You make Strength rolls with 1 boon and you impose 1 bane on rolls against your Strength.
- Your unarmed strikes and natural weapons deal an extra 3d6 damage.
- You take half damage from ordinary sources.
- You are immune to the effects of deprivation, exposure, and suffocation. In addition, you are immune to damage from cold.
- You have the Strider movement trait.
- You can move through obstacles made of earth, sand, and stone that are up to 2 yards thick, but you cannot end your move inside such an obstacle. If you stop moving inside an obstacle, you are pushed back to the empty space nearest to where you entered it.
- You cannot swim. If you enter a liquid, you sink to the bottom.
- If you fall prone, you cannot stand up until you overcome the affliction with a successful Strength roll.
Earthquake
Castings: 1
Target: The ground within 5 miles of you
Duration: Instant
The ground shakes and heaves. The quake damages creatures, other than you, and objects on the ground. Creatures and objects within 15 yards take 12d6 damage; those more than 15 yards but within 30 take 8d6 damage; everything more than 30 yards from you within the spell’s range takes 2d6 damage. A creature that takes the damage makes an Agility roll with 2 banes. On a success, the creature takes half the damage. On a failure, the creature falls prone.
Any structure destroyed by this damage collapses, and each creature inside it takes 4d6 damage and becomes buried under the rubble (see Chapter 2).
The earthquake might have additional effects as the Sage decides depending on where you cast this spell. In a body of water, it might produce a tidal wave that floods nearby shores. The quake could cause dams to break, bridges to fall, and more.
An aftershock repeats the spell’s effect in the same area after 1d6 hours, dealing 6d6, 4d6, and 1d6 damage respectively.
Earthwave
Castings: 1
Target: One space on the ground, 5 yards wide, 30 yards long that you can reach
Duration: Instant
A wave rolls through the ground in the space. Each object in the target space and on the ground takes 10d6 damage or 20d6 damage if it’s secured. An unsecured object moves 1d6 yards away from you. Each creature in the target space and on the ground takes 5d6 damage and makes an Agility roll with 1 bane. On a failure, the creature takes an extra 5d6 damage, is pushed 1d6 yards, and falls prone.
Release Avalance
Castings: 1
Target: One Size 10 space within 30 yards
Duration: Instant
Dirt, rocks, and boulders come tumbling into the target space from out of nowhere. The rushing debris kills all creatures in the space with Health scores of 30 or less and destroys all objects in the space with Health scores of 30 or less. All other creatures and objects take 10d6 damage. A creature that takes this damage also makes an Agility roll with 1 bane. On a failure, the creature falls prone and becomes buried in 1d6 feet of debris (see Chapter 2 for details on being buried). The debris covers the surface to a height of 6 feet and remains until cleared away.
Rock Dragons
Castings: 1
Target: Up to three Size 1 spaces within 15 yards
Duration: 1 minute
From the ground in each space forms a tentacle of rock that harasses your foes. When you cast the spell, and again at the start of each of your turns until the spell ends, choose three creatures or objects within 5 yards of each affected space. For each separately, make a Will roll against the target’s Agility. On a success, the target takes 6d6 damage and becomes held until the spell ends or it overcomes the affliction with a successful Strength roll. At the end of the round, each creature held in this way takes 3d6 damage. For each target held by the spell, reduce by one the number of creatures and objects you choose during your next turn.
Summon Earth Elemental
Castings: 1
Target: One empty Size 2 space on the ground within 5 yards
Duration: 1 hour
A deep rumbling and groaning sounds from the earth as, pushing up from the ground in the space, is a brutish humanoid figure made of earth and stone, spilling dust everywhere. The earth elemental becomes your controlled companion. The effect ends early if it becomes incapacitated.
EARTH ELEMENTAL |
DEFENSE: 8, HEALTH: 60
ATTRIBUTES: Strength 15 (+5), Agility 8 (-2), Intellect 8 (-2), Will 15 (+5)
SIZE: 2, SPEED: 4 (Strider)
IMMUNE: asleep, blinded, deafened, held, frightened, impaired, on fire, poisoned, prone, weakened, damage from cold.
PASS THROUGH EARTH AND STONE: The earth elemental can move through objects made from earth, sand, and stone, and if it ends its movement in such objects, it gains partial cover or total cover if fully inside it.
STONE FIST: The earth elemental targets one creature or object within reach and makes a Strength roll with 1 boon against the target’s Defense. On a success, the target takes 4d6 damage. On a critical success, the target and each creature within 1 yard of it makes a Strength roll. On a failure, it falls prone.