Geomancy — a school of magic —
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.
Geomancy Spells listed by level
— Reference during playTouch 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
Heavy Metal
Impaling Spike
Mountain Might
Stone Fists
Violent Eruption
Expert Geomancy Spells
Bare The Teeth
Geomantic Pentacle
Magnetize Metal
- 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
Sudden Shockwave
Walls of Stone
Master Geomancy Spells
Become A Living Statue
- 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
Earthwave
Release Avalance
Rock Dragons
Summon Earth Elemental
| 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.