Tier · III · Master Path · Power

Geomancer — a hidden tradition —

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…

Belongs to I · Novice II · Expert III · Master

Level Progression

Reference during build

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.

  • Disquiet Earth: You can use this talent by expending 3 yards of movement. The ground inside a Size 5 space centered on you shakes. Each creature on the ground in the space makes an Agility roll. On a failure, it falls prone.
  • Pass through Earth and Stone: You gain the Strider trait. If you have this trait already, increase your Health by 6. In addition, you can move through objects made from ordinary earth, sand, or stone by spending an additional yard of movement for each yard you move. If you stop moving while inside an object, you flow backwards to the nearest empty space that can hold you.
  • Stone Hide: You impose 1 bane on rolls to attack you. When you take damage from an ordinary source, roll a d6 and reduce the damage by the amount you rolled.