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Geomancer Spell List

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0% found this document useful (0 votes)
19 views4 pages

Geomancer Spell List

1

Uploaded by

magusdeath1
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Geomancer Spell List

0-LEVEL GEOMANCER SPELLS


Create Water: Creates 2 gallons/level of pure water.
Detect Magic: Detects all spells and magic items within 60 ft.
Drench: A sudden downpour soaks a target creature or object.
Elemental Orb: Orb deals 1d3 elemental damage of chosen type.
Guidance: +1 on one attack roll, saving throw, or skill check.
Ignite: Ignites flammable objects.
Know Direction: You discern north.
Mending: Makes minor repairs on an object.
Message: Whisper conversation at distance.
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
Read Magic: Read magical scrolls.
Resistance: Subject gains +1 on saving throws.
Stabilize: Cause a dying creature to stabilize.
Torchlight: Object shines like a torch.
Virtue: Subject gains 1 temporary hp.

1ST-LEVEL GEOMANCER SPELLS


Air Bubble: Provides breathable air for one creature.
Alter Winds: Increase/decrease strength of natural winds.
Burning Disarm: A metal object instantly becomes red hot possibly causing the wielder to drop it or take dam-
age.
Burning Hands: 1d4/level fire damage (max 5d4).
Choco Feather: Quick reaction to slow a creature’s fall.
Endure Elements: Subject is protected from hot and cold environments.
Expeditious Construction: You create a low wall or other simple structure of packed earth or loose stone
measuring 3 feet thick, 3 feet tall, and 10 feet long per 3 caster levels you possess (minimum 10 feet).
Frostbite: Target takes ice damage and is fatigued.
Icicle Dagger: Creates a magical dagger out of ice, dealing additional ice damage.
Jump: Subject gains a +10 enhancement bonus on all Acrobatics checks to jump.
Longstrider: Your speed increases by 10 ft.
Pass without Trace: One subject/level leaves no tracks.
Produce Flame: 1d6 damage + 1/level, touch or thrown.
Rain: 20-ft.-radius spread, inflicts Drenched status.
Stone Fist: Caster transforms his hands into living stone and able to deal lethal unarmed strikes.
Summon Nature’s Ally I: Summons creature to fight.
Swim: Subject gains a swim speed of 30 feet.
Water Blast: A blast of water pushes the target back.
Wind Armor: Subject is surrounded by a field of wind, providing a +2 deflection bonus to AC.
Wind Runner: Caster increases his base land speed by 30 feet.
Wind Shield: Caster creates a field of ever-flowing gust of wind around him to deflect ranged attacks.

2ND-LEVEL GEOMANCER SPELLS


Barkskin: Grants +2 (or higher) enhancement to natural armor.
Binding Earth: Target creature treats areas of earth and stone as difficult terrain.
Burning Arc: Deals 1d6 points of fire damage per level to primary target and arcs to secondary targets.
Elemental Resistance: Subject gains elemental resistance of a chosen type.
Elemental Speech: Enables you to speak to elementals and some creatures.
Elemental Touch: Caster infuses his hands with elemental energy of a chosen type.
Elemental Weapon: Creates a magical floating weapon of a chosen element type.
Endure Elements, Communal: As endure elements, but may divide the duration among creatures touched.
Flaming Sphere: Creates a globe of fire that rolls in the direction the caster desires, dealing 3d6 points of fire
damage.
Float: Subject floats a couple of feet off the ground.
Frigid Touch: Target takes ice damage and is staggered.
Frost Fall: Creates an area of chilling frost, dealing 2d6 points of ice damage to all within a 5-ft.-radius burst.
Glide: Caster can fall slowly like choco feather and able to glide.
Groundswell: Enable target to raise the ground he's standing on five feet, which negates flanking bonuses.
Levitate: Subject is able to move up or down up to 20 feet each round.
Slipstream: Subject rides a low-cresting wave of water to travel along the surface of water or ground.
Soften Earth and Stone: Turns stone to clay, or dirt to sand or mud.
Stone Call: Creates a rain of dirt, gravel, and small pebbles to fill the area, dealing 2d6 points of earth damage.
Summon Nature’s Ally II: Summons creature to fight.
Wall Climb: Subject gains a climb speed of 20 feet.
Water Lung: Targets gain the ability to breathe water but can no longer breathe air.
Whispering Wind: Caster is able to send a message or sound on the wind to a designated spot.
Wind Barrier: Subject gains damage reduction 10/- against projectiles.

3RD-LEVEL GEOMANCER SPELLS


Aqueous Orb: Creates rolling sphere of water.
Battering Blast: Target takes wind damage and subjects the target to a Bull Rush.
Burrow: Target gains a burrow speed of 15.
Call Lightning: Calls down lightning bolts (3d6 per bolt) from sky.
Choco Feather, Mass: As choco feather, but multiple creatures.
Cloak of Winds: Surrounds a creature with a shroud of wind to deflect ranged attacks.
Dispel: Cancels one magical spell or effect.
Downpour: 40-ft.-radius spread, inflicts Drenched status.
Elemental Resistance, Communal: As elemental resistance, but may divide the duration among creatures
touched.
Elemental Aura: Creates an aura of a chosen element around the caster.
Fly: Subject gains a flying speed of 20 feet.
Hurricane Blast: Creates a severe blast of wind.
Hydraulic Torrent: Creates torrent of water that bull rushes any creature in its path.
Ice Spears: Cause icy spears to strike foes for 2d6 piercing and 2d6 cold damage; can knock foes down.
Longstrider, Greater: As longstrider, plus the speeds of other movement modes increase.
Meld into Stone: You and your gear merge with stone.
Quench: Extinguishes fires.
Shifting Sand: Creates difficult terrain and erases tracks; can carry creatures or objects along.
Sleet Storm: Creates a storm of driving sleet to block all sight and makes walking in the area difficult.
Stone Shape: Caster is able to form an existing piece of stone into any shape.
Summon Nature’s Ally III: Summons creature to fight.
Wall Climb, Communal: As wall climb, but may divide the duration among creatures touched.
Water Breathing: Subjects gain the ability to breathe underwater.
Water Walk: Subjects gain the ability to walk upon water.
Wind Barrier, Communal: As wind barrier, but may divide the duration among creatures touched.
Wind Wall: Creates an invisible vertical curtain of wind to deflect projectiles.

4TH-LEVEL GEOMANCER SPELLS


Air Walk: Subject treads on air as if solid (climb or descend at 45-degree angle).
Ball Lightning: Globes of lightning that deal 3d6 points of lightning damage each.
Comet: One exploding sphere that deals 10d6 damage (half fire/earth).
Control Water: Raises or lowers bodies of water.
Create Holds: You create a path of handholds on earthen, plaster, stone, or wooden walls.
Dimension Door: Teleports you a short distance.
Earth Glide: Gain the ability to pass through stone, dirt and earth.
Elemental Body I: Turns you into a Minor elemental.
Floatga: As float, but multiple creatures.
Freedom of Movement: Subject moves normally despite impediments to movement.
Geyser: Creates a geyser of boiling water.
Ice Storm: Creates hailstones that pound down on creatures, dealing 3d6 bludgeoning and 2d6 ice damage.
Life Bubble: Protects from environmental effects.
Protection from Elements: Subject gains temporary immunity to a chosen element.
Ride the Waves: Target can breathe water and swim.
River of Wind: Creates a powerful tempest in a 120-ft.-line.
Spike Stones: Creatures in area take 1d8 damage, may also be slowed.
Summon Nature’s Ally IV: Summons creature to fight.
Volcanic Storm: Creates hot volcanic rocks that pound down on creatures, dealing 3d6 bludgeoning and 2d6
fire damage.
Water Walk, Communal: As water walk, but may divide the duration among creatures touched.

5TH-LEVEL GEOMANCER SPELLS


Air Walk, Communal: As air walk, but you may divide the duration among creatures touched.
Call Lightning Storm: As call lightning, but 5d6 damage per bolt.
Control Winds: Changes wind direction and speed.
Elemental Body II: Turns you into a Medium elemental.
Fickle Winds: Wind walls selectively block attacks.
Fire Snake: Creates a line of flames that the caster can shape as he desires, dealing 1d6 fire damage per level.
Flight: Caster gains a flying speed of 40 feet.
Icy Prison: Target becomes trapped in solid ice.
Lightning Arc: Deals 1d6 points of lightning damage per level between two targets.
Passwall: Caster is able to pass through plaster and stone walls.
Protection from Elements, Communal: As protection from elements, but may divide the duration among crea-
tures touched.
Stoneskin: Subject gains damage reduction 10/adamantine.
Summon Nature’s Ally V: Summons creature to fight.
Transmute Mud to Rock: Transforms two 10-ft. cubes per level.
Transmute Rock to Mud: Transforms two 10-ft. cubes per level.
Wall of Fire: Creates an immobile, blazing curtain of fire.
Wall of Ice: Ice plane creates wall or hemisphere creates dome.

6TH-LEVEL GEOMANCER SPELLS


Binding Earth, Mass: Target creatures treats areas of earth and stone as difficult terrain.
Blazing Winds: Inflicts 4d6 points of fire damage + 1 per level and knocks them prone.
Cometra: As comet, but with 2 exploding spheres instead.
Dispel, Greater: As dispel, but with multiple targets.
Elemental Assessor: Elemental ray does 2d6 earth, fire, ice, and lightning damage, with one type persisting for
1d4 rounds.
Elemental Body III: Turns you into a Large elemental.
Freezing Sphere: Creates a globe of ice that explodes in a 40-ft.-radius burst, dealing 1d6 points of ice damage
per level.
Icy Blast: Creates a line of ice slivers in a 30-ft.-line, dealing 1d6 points of ice damage per level.
Move Earth: Moves all kinds of dirt.
Path of the Winds: Winds sweep area clear of anything of Small or smaller size, and after act as wind wall.
Stoneskin, Communal: As stoneskin, but may divide the duration among creatures touched.
Summon Nature’s Ally VI: Summons creature to fight.
Wall of Stone: Creates a wall of rocks that merges into adjoining rock surfaces.
Wind Walk: You and your allies turn vaporous and travel fast.

7TH-LEVEL GEOMANCER SPELLS


Control Weather: Changes weather in local area.
Elemental Body IV: Turns you into a Huge elemental.
Fire Storm: Deals 1d6/level fire damage.
Fluid Form: Caster’s body transforms into a liquid state.
Fly, Mass: As fly, except all creatures within 30 feet.
Ice Body: Caster’s body transforms into living ice.
Polar Ray: Ranged touch attack that deals 1d6 points of ice damage per level and 1d6 Dexterity.
Plane Shift: As many as eight subjects travel to another plane.
Scouring Winds: Creates a windstorm of stinging sand, dealing 3d6 points of wind damage each round.
Summon Nature’s Ally VII: Summons creature to fight.
Vortex: Creates a powerful and immobile whirlpool in any body of liquid large enough.
Word of Recall: Teleports you back to designated place.

8TH-LEVEL GEOMANCER SPELLS


Earth Rupture: Intense tremor shakes 80-ft.-radius.
Fiery Body: Caster’s body transforms into living flame.
Icy Prison, Mass: As icy prison, but all within 30 feet.
Iron Body: Your body becomes living iron.
Lightning Form: Caster’s body transforms into lightning.
Seamantle: Caster is sheathed in a churning column of elemental water.
Stormbolts: Lightning spills forth from the caster’s body in all directions in a 30-ft.-radius, dealing 1d6 points
of lightning damage per level and stuns creatures for 1 round.
Summon Nature’s Ally VIII: Summons creature to fight.
Wall of Lava: Creates a vertical wall of lava similar to wall of fire.
Whirlwind: Cyclone deals damage and can pick up creatures.

9TH-LEVEL GEOMANCER SPELLS


Clashing Rocks: Creatures Colossal-sized rocks to crush a single creature for 20d6 points of damage (half
earth/bludgeoning).
Elemental Swarm: Summons multiple elementals.
Iceburg: Creates a truly massive glacier that can be used for many purposes.
Meteor: Four exploding spheres each deal 10d6 damage (half fire/earth).
Storm of Vengeance: Storm rains acid, lightning, and hail.
Summon Nature’s Ally IX: Summons creature to fight.
Tsunami: Creates a massive wave of water to crash over creatures and objects.
Winds of Vengeance: Caster is surrounded by a buffeting shroud of supernatural, tornado-force winds, granting
him a fly speed of 60 feet with perfect maneuverability.
World Wave: Caster is able to cause any sort of natural terrain to surge beneath his feet and safely propel him
with devastating force over great distances.

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