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Class record

Geomancer

Controller

Tier
2
Difficulty
3 / 5
Main role
Controller
Secondary role

Rules reference

Class mechanics

Entry requirements and the complete level-by-level advancement path.

Entry

Requirements

Any class mastered or Earth mastered.

Advancement

Progression

  1. UnlockKey ability
  2. Level 2Ability 1
  3. Level 3Skills
    You gain +5 skill points in Medicine, Magic, Religion, History, Artifice or Common Knowledge. You can exchange any skill point for 2 expertise points, but must spend them in these skills.
  4. Level 4Ability 2
  5. Level 5Heart
    You gain +1 to Reason.
  6. Level 6Ability 3
  7. Level 7Soul
    You gain +1 to Focus or Toughness.
  8. Level 8Ultimate ability

Identity & lore

Class overview

A magic user that focuses on manipulating the earth around them.

Tactical guidance

Playing Geomancer

A Geomancer is a controller that uses shapes the battlefield to their benefit. Fissure is their main control spell that creates a large hole in the ground that enemies will have to get out of. This can be powerful when combined with other tools such as a Flame Oil Flask. People at the edges may step out of the fissure by spending an RP, but then you have the option of hitting them with a Seismic Shove. 

Seismic Shove is a unique forced movement ability in that it lets you push an enemy in any direction, instead of only backwards. If you hit an enemy with it, you can toss them into the Fissure they just avoided.

Mud Wall is another area control spell that you can use. You can spend AP on it to either build cover for yourself and your allies, or create a small patch of difficult terrain for the enemies. When used a reaction, you can use the cover creating part of it to turn a potential hit into a miss or use it to make an enemy be unable to reach your allies. You can also use it in combination with the Fissure ability to create a sudden wall for when an enemy attempts to jump out of the hole.

Secret Art: Earthquake is a wide hitting spell that does low damage, but knocks enemies prone. Its main strength is the extremely long range on it and the bonus damage it does against magically created objects. The last part may not come up often, but it will be devastating when it does. Be aware that it will also destroy your own mud walls.

Finally, Tremorsense is a simple spell that lets you temporarily become aware of creatures. Useful for spotting out potential assassins, but it can also let you do things like position a fissure through a wall.

Geomancer

Class features

Abilities unlocked

Complete rules for every ability granted by Geomancer.

Key ability

Tremorsense

Class feature

Benefit 1

You gain Earth Mastery.

Benefit 2

You may use Tremorsense

Ability

Mud Wall

2 AP
Range
40ft
Keywords
Spell,Earth

You create a wall 4ft high, 1ft thick and up to 20ft long that serves as low cover. Anybody attempting to get over the wall treats it as difficult terrain. Walls must be placed on solid ground and cannot be stacked on top of eachother.

Each 5ft of wall has 60 HP and dissolves if it reaches 0. It otherwise lasts until the end of the encounter.

You may spend 1 RP instead of 2 AP on this ability instead.

Ability

Fissure

2 AP2 MP
Range
30ft
Keywords
Spell,Earth

You slam the ground and create a 15ft wide fissure up to the target point. Those at the edges of the spell’s range may spend 1 RP to Sidestep 5ft out of the effect. All caught in the effect fall down 20ft into the fissure and take falling damage as normal.

The spell requires natural ground to be below the touching surface to function. It may work on the bottom floor of a house, but will fail if used higher up or in some dungeons.

Requirements

Special

1 AP1 MP
Range
80ft
Keywords
Spell,Earth

You make a Light attack that deals Earth damage against the target. On damage, you may push the target 5ft in any direction.

4 AP3 MP
Range
160ft
Keywords
Spell,Earth,Secret Art,Scatter

You make a Light attack that deals Earth damage against all enemies in range that are touching the ground. On damage, they fall prone.

You also make a Light attack that deals Earth damage against all magically created walls and similar inanimate objects created by magic. You deal 10x damage against those targets.

Requirements

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