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Geomancer
A Geomancer
is a Spell Caster who uses the Element of Earth in her Magic she is the follower
of Gaia the Earth Deity. Geomancer highly respect the earth and are how you say
the ecosystem guardians of our earth knowing one day we shall harm it so that
even Gaia shall show no remorse to us and swallow us whole. The Geomancy spells
are using the power of earth and in each spell part of the earth is being
utilize to create formation of the spell. Earth spells can be devastating or
useful and they only terrible thing of Earth spells that they are weak against
water but strong against lightning spell.
In the art
of Geomancy not only do you summon powers of the earth but you can summon some
of the Green Magic, or Forest Magic as it’s called, to aid you since they are
connected to the earth. Druids and Geomancers seem to have a good relation since
both wish to protect the inhabitants of the earth. But there are some Geomancers
who are wrathful to those who harm the Earth. Most of their lives as Geomancers
have been spent in the woods or near the Faye of the Earth. They have spent a
great deal of time to understand what harms the earth and what may be known to
aid people. They also seem to have a strong connection to the earth and can
sense things through the earth by Gaia’s Gift.
Geomancers
in Magic society are seen as the first quarter to the four elements going Earth,
Wind, Water, and Fire this diamond combines all four professions called the
Elemental Diamond Earth being the first building block to Magic and life.
Geomancers also know much knowledge of the earth and how to track those who
disturbed the earth. In their existence a Geomancer is a caretaker of the earth
caring for maybe a woods or a land tending to it so that it may make Gaia
stronger in the days of the Apocalypse. They are also very fond of the earth
spirits such as Gnomes, Dwarves, Golems, and those close to the earth. In the
Council of Magic Geomancers are seen highly as those who understand the earth
magic and planet itself their spells are challenging but can be diverted by
other spells.
|
Name
of Spell
|
Effect
of Spell
|
Exp.
Requirements
|
Spell
Difficulty
|
|
Tremor
|
Knock
Down
|
20
Exp
|
SCD>
6
|
|
Description:
This small version of an Earth Quake causes a seismic tremor under the
chosen target of the Geomancer causing them to make a Reflex Check
Difficulty 14 or be knocked down for d4 rounds. Once the rounds are over
the tremor stops and the target can get back up again. Tremor has a Range
of 15ft in a line from its target and targets in the line of the Tremor
spell are also affected.
|
|
Earth
Snare
|
Trap
Spell
|
20
Exp
|
SCD>
6
|
|
Description:
Of its use Earth Snare sinks a target till their legs are trapped prevent
them to move. They cannot make any movement action and are stationary
however they can still move their upper body. This causes a -4 to Dodge
when evading attacks and eliminates them from moving. This can affect a
target 25ft from the Geomancer who casts this spell.
|
|
Earth
Spiker
|
Attack
Spell
|
20
Exp
|
SCD>
6
|
|
Description:
Geomancers can call fourth a small field of stone spikes to rise up in a
5ft radius (5ft square or Hex). This deals a small 3d4 Damage and can
cause some harm for those unable to Dodge and beat the Caster’s Roll.
|
|
Stone
Wall
|
Barrier
|
30
Exp
|
SCD>
9
|
|
Description:
From the ground 5ft in front of the Geomancer she can raise a Stone Block
as a wall equal to 5ft wide and 10ft high. Though one of these is
sufficient to stop an attack it is not difficult to go around it. There
can be other uses for the wall as well since it can be used as a blockade
or stepping stones to reach rather difficult places. The stone wall is
practically immune to Edge Weapons but weapons such as Hammers, Water
Spells, or Explosive Spells can do damage to it. It only has 30Hp and once
it reaches to Zero Hp it crumbles.
|
|
Slow
Stone
|
Slow
Petrify
|
40
Exp
|
SCD>
12
|
|
Description:
Slow Stone is a Status Effect that can be cast onto a target that is with
in 15ft of the Caster. What seems like a harmless grey hue over the target
is really a slow process of petrafication. With in 7 rounds / 70 minutes a
target will slowly begin to turn into stone. First the left leg in 10
minutes, then the right, followed by the body, the left arm, and then the
right arm, finally the head will petrify but it is just a shell, and
lastly the insides of the person become petrified. Spells or items that
can cure all Status Effect types or prevent Petrafication are useful. It
should be highly avoided to use hammers, clubs, or maces from trying to
break the stone away since once petrified anything chipped off is
permanent. However if the target is partially stoned or full such weapons
or explosive spells can damage the person and kill them if brought back.
|
|
Stone
Body
|
Stone
Armor
|
40
Exp
|
SCD>
12
|
|
Description:
Geomancy is able to create a strong spell that causes the skin of the
Geomancer to be as tough as rock. This offers a 30% Natural armor for the
remainder of the day but there is a down side. The person the spell
affects is slowed down in a -2 to Movement due to increase weight as well
as unable to swim and will sink like a rock in water. However there is a
bright side to these penalties aside from the Armor the stone skin absorbs
5 Dmg regardless and adds a +2 to Melee and Unarmed Damage due to the
weight and strength of the person.
|
|
Geo
Spiker
|
Area
Effect
|
40
Exp
|
SCD>
12
|
|
Description:
The Geomancer can cast an even stronger Earth Spiker called Geo Spiker and
it works by causing 15ft x15ft (9Squares or Hexes) to fill up with
tremendously sharp spikes that are almost 10ft in length that shoots out
diagonally. This can be a dangerous spell especially if friends are caught
in the Area Effect. The spell forces targets in the zone of the spell to
make a Reflex Save Difficulty 16 each square they are caught in the Area
Effect till they are able to clear out of the Zone. Once hit however they
suffer 3d10 Damage and Immediately have the Bleeding Effect due to being
impaled. This must be healed quickly or else the person may die. On a
Critical Fail on a Target’s Reflex Check they must make a Power Check
Difficulty 18 or the Damage is immediately done to their D.Hp having been
struck in a vital organ and could cause instant death.
|
|
Stone
Fusion
|
Imbue
Earth
|
40
Exp
|
SCD>
12
|
|
Description:
Imbuing Earth to a Weapon gives it the Earth Property as well targets hit
by Stone Fusion must make a E.Resist Save Difficulty 14 or be Slow Stone.
Stone Fusion is considered one of the most Effective use of the Elemental
Imbue Weapon Spells.
|
|
Earth
Quake
|
High
Tremor Spell
|
50
Exp
|
SCD>
15
|
|
Description:
Surrounding the Geomancer in a 25ft radius a heavy tremor is caused once
the incantation is complete and the ground touched by the Geomancer. Every
Target in the 25ft field must make a Reflex Check Difficulty 14 or be
knocked down for 1 round and in addition any standing or stands up during
this attack suffer -4 to all rolls especially movement since the ground is
unstable. This area effect lasts for 4 rounds and if anyone has an
Acrobatic Skill of 10 they may state they possess a 10 in acrobatics to
automatically succeed the Reflex Check roll.
|
|
Crystal
Lance
|
Attack
Spell
|
30
Exp
|
SCD>
9
|
|
Description:
One of the many Lance Spells such as Ice Lance and Fire Lance this fires
of a large Crystal from the earth to its enemies and explodes into small
shards cut into the targets flesh dealing 2d10 Earth Damage. Also the
shards are reflective therefore light can bounce off of them much like
mirrors.
|
|
Force
Spiker
|
Weapon
Spell
|
40
Exp
|
SCD>
12
|
|
Description:
The Earth binds to your arms creating spiked cover stone gauntlets that
offer both as a weapon and shield they deal 3d4 Earth Damage and can be
used to block attacks taking no damage. The Spell however only lasts for
3d4 rounds so using them in good time counts.
|
|
Geo
Slayer
|
Ultimate
Earth Spell
|
100
Exp
|
SCD>
30
|
|
Description:
Many Geomancers attempt to avoid using this spell but it is some times
unavoidable when the stakes need it. Anything with in 40ft around the
Geomancer’s 10ft x 10ft safe zone must make a Reflex Check and then make
a Dice roll based on their Movement as if running. If they beat the
Geomancer’s Cast Roll with a Reflex Check they can make a dice roll base
on double their movement. This roll determines if the target was able to
run out of the 40ft Radius effect or not. Those that fail immediately take
3d10 damage plus a 40ft Falling Damage since the earth suddenly crumbles
down into a crater. This Area Effect can harm friends as well as enemies
those around the Geomancer in the 10ft x 10ft zone are safe from the
effect of the spell.
|
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