GEOMANCER -- a Sorcerer Variant
----------
SAVES ----------
Level Attack Fort Ref Will Special
1 +0 +2 +0 +2 Bonus
Language - Terran
2 +1 +3 +0 +3 Summon
Familiar
3 +1 +3 +1 +3
4 +2 +4 +1 +4
5 +2 +4 +1 +4 Summon
Elemental familiar
6 +3 +5 +1 +5
7 +3 +5 +2 +5
8 +4 +6 +2 +6 Arcane
Specialization: Earth
9 +4 +6 +2 +6
10 +5 +7 +2 +7
11 +5 +7 +3 +7
12 +6/+1 +8 +3 +8
13 +6/+1 +8 +3 +8
14 +7/+2 +9 +3 +9 Bonus
Metamagic Feat
15 +7/+2 +9 +4 +9
16 +8/+3 +10 +4 +10
17 +8/+3 +10 +4 +10
18 +9/+4 +11 +4 +11
19 +9/+4 +11 +5 +11
20 +10/+5 +12 +5 +12 Bonus
Metamagic Feat
Spells Cast per Day
Level 0 1 2 3 4 5 6 7 8 9
1 5 3 - - - - - - - -
2 6 4 - - - - - - - -
3 6 5 - - - - - - - -
4 6 6 3 - - - - - - -
5 6 6 4 - - - - - - -
6 6 6 5 3 - - - - - -
7 6 6 6 4 - - - - - -
8 6 6 6 5 3 - - - - -
9 6 6 6 6 4 - - - - -
10 6 6 6 6 5 3 - - - -
11 6 6 6 6 6 4 - - - -
12 6 6 6 6 6 5 3 - - -
13 6 6 6 6 6 6 4 - - -
14 6 6 6 6 6 6 5 3 - -
15 6 6 6 6 6 6 6 4 - -
16 6 6 6 6 6 6 6 5 3 -
17 6 6 6 6 6 6 6 6 4 -
18 6 6 6 6 6 6 6 6 5 3
19 6 6 6 6 6 6 6 6 6 4
20 6 6 6 6 6 6 6 6 6 6
Spells Known
Level 0 1 2 3 4 5 6 7 8 9
1 4 2 - - - - - - - -
2 5 2 - - - - - - - -
3 5 3 1 - - - - - - -
4 6 3 2 - - - - - - -
5 6 4 2 - - - - - - -
6 7 4 3 1 - - - - - -
7 7 5 3 2 - - - - - -
8 8 5 4 2 1 - - - - -
9 8 5 4 3 2 - - - - -
10 9 5 5 3 2 1 - - - -
11 9 5 5 4 3 2 - - - -
12 9 5 5 4 3 2 1 - - -
13 9 5 5 4 4 4 2 - - -
14 9 5 5 4 4 3 2 1 - -
15 9 5 5 4 4 4 3 2 - -
16 9 5 5 4 4 4 3 2 1 -
17 9 5 5 4 4 4 3 3 2 -
18 9 5 5 4 4 4 3 3 2 1
19 9 5 5 4 4 4 3 3 3 2
20 9 5 5 4 4 4 3 3 3 3
-=GEOMANCER=-
Usually, geomancers will adventure
to both improve their own understanding of Earth Magic, and to accumulate the
wealth needed to advance in their unusual Art.
The motivations Geomancers have vary
widely, but good-aligned Geomancers will be more inclined to seek to protect
the beauty of the Deeps, whereas evil-aligned Geomancers will more often care
only for their own wealth and power, preventing others from plundering rich
veins of minerals or metals only so that they, in turn, can plunder them.
Geomancers utilize an innate connection
with the magical power inherent within the Earth itself, focussing that energy
through crystals or gemstones they have specially prepared, one for each spell
they know. Their Art is a taxing,
tiring one, and in many ways requires a more precise grasp of the forms their
magics take than wizards. As a result,
physical health is more valuable to a Geomancer than intellect or charismatic
presence -- so while, unlike intuitive Sorcerers, a Geomancer can research new
spells ... unlike wizards, a Geomancer's ability to retain understanding of
those spells is limited in a fashion akin to that of Sorcerers and Bards.
Geomancers are, almost without
exception, Lawful; a few Neutral Geomancers can be found, but no Geomancer may
be of a chaotic alignment (any Geomancer who's alignment changes, for any
reason, loses their spell-casting abilities -- and the ability to advance as a
Geomancer -- until they again change to a non-Chaotic alignment).
Typically, Geomancers revere deities
of Magic, of Earth, Metals, Mining, or similar; the majority of Geomancers seem
to be, at least in the Clearwater region,
Kobold, or Gnomish, and so worship racial deities.
*setting-specific ... to be written
later*
Most Geomancers are Gnomes ,with
Humans and Kobolds forming the bulk of the remainder; other races do have a few
geomancers among them, but it is rarer for races not known for versatility or
for close ties to the Earth, mining, and related issues. Drow geomancers, for example, would not be
very surprising ...
Geomancers get along reasonably well
with many Wizards, with whom they share not only the ability to use magic and
research new spells, but also the experience of a long, arduous
apprenticeship. They can find
themselves frustrated with the "flightiness" of less-disciplined
classes, such as Bards, Rogues, and the like, while they find the steadiness of
nerve, the permanence of attitude, of more disciplined classes (paladin, monk,
etc) to be much more pleasing. Expert-Geomancers are far less rare than one
might expect, as the need/desire to constantly maintain a high degree of
physical work, such as spelunkers (cave explorers), or Miners, for the training
regimen if nothing else.
Constitution determines how well the
Geomancer can withstand the rigors of their Art -- thus, it affects how many
spells they can cast per day, what level of spells they can know and cast, and
how difficult it is for the targets of their spells to resist the effects. To cast a spell, the Geomancer must have a
Constitution score of 10 + the spells level.
Bonus spells are awarded to the Geomancer based on Constitution score,
and the DC of spell saves to resist the Geomancer's spells is 10 + the Geomancer's
Constitution modifier + the spell's level. Additionally, a high Dexterity
grants improved AC, and a higher Intelligence grants improved Skill Points at
each level.
Any non-Chaotic
d6
Alchemy (int), Concentration (con),
Craft (int), Knowledge/[all class skills] (int), Profession (wis), Scry (int),
Spellcraft (int).
Skill points at
1st level: (2 + Intelligence Modifier) x 4
Skill Points per
additional level: 2 + Intelligence Modifier
Weapon and Armor Proficiency
Geomancers are proficient in all
Simple weapons, but neither shields, nor any form of armor. Armor of any type interferes with their
spell-casting abilities, in the form of an Arcane Spell Failure chance,
whenever those spells have a somatic component.
A Geomancer casts Arcane spells, in
a manner similar to Sorcerers -- the Geomancer does not have any need to
prepare spells beforehand; their selection of known spells is markedly
curtailed, however. At each level, the Geomancer gains one or more new, known
spells; the Geomancer may elect to choose a spell from the Geomancer spell
list, or hold that slot open, to fill with the results of their own research,
as they choose. To learn a new spell, either automatically or by research,
requires the use of a Gem or other precious stone, valued at 100gp times the
level of the spell (50gp for 0-level spells); the gem is specially prepared to
hold the patterns of the spell, and allow the Geomancer to draw Earth-Magic
energy through the stone, thus completing the casting of the Geomancer's spell;
in essence, the specially-prepared gem becomes and additional Focus component
for that spell; if the Geomancer loses the gem, he or she is unable to cast
that spell until it is recovered or replaced.. Similar to the manner of
Sorcerers and Bards, a Geomancer may use a higher-level spell "slot"
than that required, in order to cast a lower-level spell. Also in the manner of
Sorcerers and Bards, casting a spell affected by any Metamagic Feat requires a
Full-Round action for single-action spells, and longer for other spells.
Like Wizards, Geomancers may
specialize ... rather than gaining an extra _castable_ spell per day, however,
they gain an extra _known_ spell at each spell level. The selection of prohibited schools is identical to Wizards'
choices.
A Geomancer may summon a Familiar,
beginning at second level, the same as a Sorcerer or Wizard; Geomancers tend to
favor burrowing, cave-dwelling, and similar animals; avian familiars are _very_
uncommon for Geomancers, but not forbidden (it may be rare, but it _can_ be
done).
Geomancers who gain the ability to
make Scrolls, brew Potions, and so on, incur additional material costs -- 10gp,
times the level of the spell (5gp for 0-level spells), for various powders,
sands, etc derived from precious metals, stones, and the like, which are used
in the inks of scrolls, the brewing of potions, and so on. On the other hand, the XP costs of crafting
these expendable magic items is reduced by half the extra GP required to craft
the item (to a minimum of 1 XP for any item which requires the expenditure of
XP to create). Other magic items are unaffected in price, either for GP or XP.
Sorcerers, Wizards, and Geomancers
all cast similar spells; Geomancer scrolls may be used by Sorcerers or Wizards,
provided the spell is on their own spell list, without problem; the same goes
for Geomancers. Otherwise, there is a
slight chance (2 times the spell's level, as a percent chance ... i.e. a 3d
level spell means a 6% chance) of a misfire in all other cases; the effects of
such misfires are left to the GM's imagination and penchant for
creative
cruelty. 8)
GEOMANCER SPELL
LIST
The following
spells are ADDED to, CHANGED, or REMOVED from the Sorceror/Wizard list;
otherwise, use the Sor/Wiz list:
Level 0
Transmutation
add Magic
Stone
add Spider
Climb
Level 1
Abjuration
change Protection from Chaos/Evil/Good
[Protection from Law is not
allowed]
Conjuration
remove Obscuring Mist
change Summon Monster I
[Air-elemental types are
disallowed as choices]
add Glitterdust
Transmutation
remove Expeditious Retreat
remove Feather Fall
remove Spider Climb
add Endurance
Level 2
Abjuration
remove Protection from Arrows
Conjuration
remove Fog Cloud
remove Glitterdust
change Summon Monster II
[no Air types, still]
Illusion
remove Blur
Transmutation
remove Cat's Grace
remove Endurance
remove Levitation
remove Whispering Wind
add Feather
Fall
add Slow
add Soften
Earth and Stone
Level 3
Abjuration
change Magic Circle against Chaos/Evil/Good
[again, no Magic Circle
Versus Law]
add Stoneskin
Conjuration
remove Sleet Storm
remove Stinking Cloud
change Summon Monster III
[yet again, no Air
types]
Evocation
remove Gust of Wind
remove Wind Wall
Transmutation
remove Fly
remove Gaseous Form
remove Slow
add Stone
Shape
Level 4
Abjuration
remove Stoneskin
Conjuration
remove Solid Fog
change Summon Monster IV
[no Air types]
add Wall
of Stone
Enchantment
add Meld
into Stone
Transmutation
add Spike
Stones
Level 5
Conjuration
remove Cloudkill
change Summon Monster V
[still no Air types]
remove Wall of Stone
Enchantment
remove Mind Fog
add Rusting
Grasp
Transmutation
remove Stone Shape
add Stone
Tell
Level 6
Conjuration
remove Acid Fog
change Summon Monster VI
[no Air types]
Transmutation
remove Control Weather
Level 7
Conjuration
change Summon Monster VII
[STILL no Air types]
Evocation
add Earthquake
Level 8
Conjuration
remove Incendiary Cloud
change Summon Monster VII
[yeah, you guessed it --
no Air types]
Level 9
Conjuration
change Summon Monster IX
[yet STILL, no Air
types!!]
add Elemental
Swarm
[Earth Only]