Geomancer
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"The poetry of the earth is never dead." — John Keats


Overview

AKA: Elementalist, Druid
Whereas wizards weave elements of raw destruction into their magic, geomancers take the raw stuff of creation. The land is their tool, the sky is their weapon, and the very planet shudders at their command. Geomancers are hard, physical spellcasters, who know the toughness of stone and the power of a tsunami and the speed of a hurricane. They share much in common with White Mages, only are even more suited for front-row activity, with more health and better armor.

Base Statistics

These are the basic statistics for anybody with Geomancer set as their main job.

HP 20 Weapon Power 1d6 Weapon Type Staves
MP 20 Spell Power 1d10 Armor Type Light
Job Bonus +1 Willpower, +1 Stamina Job Tree Berserker/Hunter

Skills

Characters with Geomancer as their main job can use the following skills.

Explore Vitality: Geomancers blaze trails through the harshest wilderness.
Light Step: You can sense the environment around you, and are aware of hazards before you encounter them. You prevent the challenge from lowering your Victory Points once.
Social Wisdom: Geomancers let their intuition guide them.
Knowledge Wisdom: Geomancers know the lore of the wilderness.
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Geomancy

Geomancers gain the following powers as they gain job levels. In addition to three categories of destructive magic (Earth, Water, and Wind), the geomancer's most iconic ability is their very first, which randomly uses the terrain to their advantage.

1: Terrain: Gaia

Gaia calls on the terrain to help. It is free, but you may fail to call upon the spirits.

Gaia Spell 1 A Roll 1d20 and add your level. On a roll of 5 or less, you do nothing this turn.
On a roll of 6 or above, choose one of the battlefield's terrain elements.
On a roll of 6-20, you use the first ability listed below for the element you chose.
On a roll of 21 or better, you use the second ability listed below for the element you chose.
On a roll of 30 or better, you use the third ability listed below for the element you chose.

2: Earth: Stone

The Stone spell pelts enemies with rocks.

Stone Spell 1 A
10 MP
This deals SPELL POWER Earth damage.

3: Water: Water

Water blasts enemies with a surge of hydraulics.

Water Spell 1 A
10 MP
This deals SPELL POWER Water damage.

4: Wind: Aero

Aero slashes enemies with violent gusts.

Thunder Spell 1 A
10 MP
This deals SPELL POWER Wind damage.

5: Earth: Stonera

Stonera causes boulders to erupt!

Stonera Spell 2 A
20 MP
This deals DOUBLE SPELL POWER Earth damage.

6: Water: Watera

Watera causes geyesers to splash down.

Watera Spell 2 A,
20 MP
This deals DOUBLE SPELL POWER Water damage.

7: Wind: Aerora

Aerora blasts the region with a miniature windstorm.

Thundara Spell 2 A
20 MP
This deals DOUBLE SPELL POWER Wind damage.

8: Earth: Stonega

Stonega causes a massive local earthquake

Stonega Spell 3 A
30 MP
This deals TRIPLE SPELL POWER Earth damage.

9: Water: Waterga

Waterga innundates the enemies with tidal force waves.

Waterga Spell 3 A,
30 MP
This deals TRIPLE SPELL POWER Water damage to one enemy.

10: Wind: Aeroga

Aeroga rips the enemy apart with savage zephyrs.

Aeroga Spell 3 A
30 MP
This deals TRIPLE SPELL POWER Wind damage.

Epic: Planet: Planet Protector

Geomancers use the energy of the earth itself to defend their entire party from harm, for a time.

Planet Protector Spell 4 A
40 MP
All members of your party are invincible until the end of your next turn. This means that they do not take any damage from any source.

Feats

Geomancers can customize their abilities with feats, gaining new abilities and options. Some geomancer feats have a "Terrain" entry. This means that, to use the ability or option the feat grants, the geomancer must be on a battlefield with a terrain element corresponding to the elements listed.

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Rank I

Terrain: Nature Mage

Prerequisite: Geomancer Level 1
With Nature Mage, a geomancer does not need to worry about failing her Gaia roll.

Nature Mage [Option] When you use your Gaia ability, you can spend 5 mp. If you do, you gain a +5 bonus to the roll.

Terrain: Climate Change

Prerequisite: Geomancer Level 1
Some geomancers carry their elements around with them.

Climate Change [Option] When you use your Gaia ability, you can choose any terrain element, even if it is not the current one. You take a -5 penalty on the Gaia roll when you do this. Once you successfully use a Gaia ability from a given element, the battlefield is considered to have that element until the end of combat.

Terrain: Animals

Prerequisite: Geomancer Level 1
Geomancers with this ability can call on wild creatures to aid them.

Animals [Option] When you use your Gaia ability, you can choose "Animals" as an element. If you do, the 1d20+Level roll you make doesn't reference the usual Geomancy list. Instead, it references the Animals list.

Elementalism: Boulder Crush

Prerequisite: Geomancer Level 1
Terrain: Earth
A geomancer can use Boulder Crush to shatter an enemy's legs or pin them beneath the stones.

Boulder Crush [Ability] Spell 1 A
15 MP
Deal SPELL POWER earth damage to an enemy and roll 1d20.
On a roll of 10 or better, the enemy is immobilized.

Elementalism: Tremor

Prerequisite: Geomancer Level 1
Terrain: Earth
A geomancer uses Tremor to jar an enemy so hard, they remain disoriented for long after.

Tremor [Ability] Spell 1 A
15 MP
Deal SPELL POWER earth damage to an enemy and roll 1d20.
On a roll of 10 or better, the enemy is confused.

Elementalism: Sliprain

Prerequisite: Geomancer Level 1
Terrain: Water
A geomancer uses Sliprain to impede an enemy, weighing them down with moisture.

Sliprain [Ability] Spell 1 A
15 MP
Deal SPELL POWER water damage to an enemy and roll 1d20.
On a roll of 10 or better, the enemy is slowed.

Elementalism: Wind Blast

Prerequisite: Geomancer Level 1
Terrain: Wind
A geomancer uses Wind Blast to inhibit an enemy, trapping them with brutal gusts

Wind Blast [Ability] Spell 1 A
15 MP
Deal SPELL POWER wind damage to an enemy and roll 1d20.
On a roll of 10 or better, the enemy is slowed.

Elementalism: Shining Air

Prerequisite: Geomancer Level 1
Terrain: Wind
A geomancer makes the wind glisten blindingly as it scours the enemy.

Wind Blast [Ability] Spell 1 A
15 MP
Deal SPELL POWER wind damage to an enemy and roll 1d20.
On a roll of 10 or better, the enemy is blinded.

Rank II

Planet: Helix

Prerequisite: Geomancer Level 5
Helix allows a geomancer to use any element, and it becomes deadly effective with the right environment…

Helix [Ability] Spell 2 A
20 MP
Choose an element. This deals 1d6 damage of that element to the enemy each round until the end of combat. If the current battlefield terrain contains that element, this damage raises to 1d12.

Earth: Stoneja

Prerequisite: Geomancer Level 5
A geomancer with this ability can toss stones over a large area.

Stoneja [Ability] Spell 2 A
20 MP
This deals SPELL POWER Earth damage to all enemies.

Water: Waterja

Prerequisite: Geomancer Level 6
A geomancer with this ability can call upon a mini-flood.

Waterja [Ability] Spell 2 A
20 MP
This deals SPELL POWER Water damage to all enemies.

Wind: Aeroja

Prerequisite: Geomancer Level 7
A geomancer with this ability can call upon a mini-hurricane

Waterja [Ability] Spell 2 A
20 MP
This deals SPELL POWER Wind damage to all enemies.

Elementalism: Earth's Embrace

Prerequisite: Geomancer Level 5
Terrain: Earth
A geomancer uses Earth's Embrace to grab an enemy's arms.

Earth's Embrace [Ability] Spell 2 A
25 MP
Deal DOUBLE SPELL POWER earth damage to an enemy and roll 1d20.
On a roll of 10 or better, the enemy is disabled.

Elementalism: Fire Whip

Prerequisite: Geomancer Level 5
Terrain: Fire
A geomancer uses Fire Whip to contain an enemy.

Fire Whip [Ability] Spell 2 A
25 MP
Deal DOUBLE SPELL POWER fire damage to an enemy and roll 1d20.
On a roll of 10 or better, the enemy is disabled.

Elementalism: Avalanche

Prerequisite: Geomancer Level 5
Terrain: Ice
A geomancer uses Avalanche to knock all enemies out of commission (for a moment, at least).

Avalanche [Ability] Spell 2 A
25 MP
Deal SPELL POWER fire damage to all enemies and roll 1d20 for each enemy.
On a roll of 10 or better, the enemy is put to sleep.

Elementalism: Snowfall

Prerequisite: Geomancer Level 5
Terrain: Ice
A geomancer uses Snowfall to muffle an enemy spellcaster.

Snowfall [Ability] Spell 2 A
25 MP
Deal DOUBLE SPELL POWER ice damage to an enemy and roll 1d20.
On a roll of 10 or better, the enemy is sealed.

Elementalism: Quicksand

Prerequisite: Geomancer Level 5
Terrain: Shadow
A geomancer with Quicksand drowns his enemies slowly.

Quicksand [Ability] Spell 2 A
20 MP
Inflicts Doom.

Rank III

Elementalism: Torrent

Prerequisite: Geomancer Level 8
Terrain: Water
A geomancer uses Torrent saturates an enemy and turns them into a creature.

Torrent [Ability] Spell 3 A
35 MP
Deal TRIPLE SPELL POWER water damage to an enemy and roll 1d20.
On a roll of 10 or better, the enemy is turned into a frog.

Elementalism: Contortion

Prerequisite: Geomancer Epic Level
Terrain: Earth
A geomancer can use Contortion to encase an enemy in a tomb of stone.

Contrortion [Ability] Spell 3 A
35 MP
Deal TRIPLE SPELL POWER earth damage to an enemy and roll 1d20.
On a roll of 10 or better, the enemy is petrified.

Elementalism: Magma Surge

Prerequisite: Geomancer Epic Level
Terrain: Fire
A geomancer uses Magma Surge when he'd like to be sure an enemy dies.

Magma Surge [Ability] Spell 3 A
35 MP
Deal TRIPLE SPELL POWER fire damage to an enemy and roll 1d20.
On a roll of 10 or better, the enemy is killed instantly.

Epic

Earth: Quake

Prerequisite: Geomancer Epic Level
A Geomancer with this feat has mastered the element of earth.

Quake [Ability] Spell 4 A
40 MP
Deal TRIPLE SPELL POWER Earth damage to all enemies.

Water: Flood

Prerequisite: Geomancer Epic Level
A Geomancer with this feat has mastered the element of water.

Flood [Ability] Spell 4 A
40 MP
Deal TRIPLE SPELL POWER Water damage to all enemies.

Wind: Tornado

Prerequisite: Geomancer Epic Level
A Geomancer with this feat has mastered the element of wind.

Tornado [Ability] Spell 4 A
40 MP
Deal TRIPLE SPELL POWER Wind damage to all enemies.

Elementalism: Bottomless Bog

Prerequisite: Geomancer Epic Level
Terrain: Shadow
A Geomancer with Bottomless Bog at their disposal can take out entire armies with a simple gesture.

Bottomless Bog [Ability] Spell 4 A
45 MP
For each enemy, roll 1d20. If the roll is 10 or better, the enemy is killed.
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