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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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