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The second of the Mage classes: Geomancer!


Geomancer

Description

Geomancer are EARTH mages, and can be found primarily on the mountains of Natathan, drawing EARTH from the terrain and causing it to become WILD. When you choose Elemental Attunement: Earth, you gain the following features to add to, or replace Mage Clade features:

Creature Type

Your Elemental Attunement is now to EARTH. You are considered an Elemental (Earth) Creature in addition to being HUMANOID. This means that you now take x2 Damage from Elemental (Air) Magic-Keyword Powers. You take x0.5 Damage from Element (Fire)-Keyword attacks.

Terrain Affinity

Earth is the element of stability, strength, and solidity. EARTH attacks are powerful, but tend to strike in a LINE. When you draw EARTH from the terrain, you make the terrain more WILD.

Mountains are WILD terrain. When you summon an elemental from a mountain, it will be AIR-typed. EARTH Mages are most powerful when on a MOUNTAIN. You deal x2 Damage when standing on MOUNTAINS.

Damage

Whenever you see that a spell is altered by the Elemental Attunement Mage Power, you will make the following changes to the spell:

Add Element (Earth) to the Damage-Keywords.
Add All to the Effect-Keywords.
Add Earth to Damage Type.
Use 1d12 as the Weapon Die. Creatures with the Flying-Keyword are almost always immune.
This spell now deals x2 Damage to Elemental (Air)-Keyword Creatures.

Powers

Make the following alterations to your powers:

[Element] Bolt becomes Earth Bolt, and gains the effects listed under Damage.

Gift of [Element] becomes Gift of Earth, and does the following effect:

Earth can move soft earth, create up to three squares of earth to walk across, assuming there is no rushing water or heavy wind to push it aside, repair broken rock, and add weight to an empty container that it might be heavy enough to weigh a button down.

[Element] Recovery becomes Earthen Recovery, and gains the following effect:

Increase your target's Armour and M.Armour by your WILL for (3) Actions.

Geomancer Powers

Earth I
You smite your foes with the power of earth.
Active * Class, Magic, Ranged, Elemental (Earth), All
Cost: 4 EP
Speed: 10
Effect: Deal 4d12+WILL Earth damage to all targets.

Earthen Restore
You summon the healing earth to aid your allies.
Active * Class, Magic, Ranged, Healing, All
Cost: 4 EP
Speed: 5
Effect: This spell heals for 2d10+WILL HP.

Sandstorm
Not being able to see is just... da rude...
Active * Class, Magic, Blind
Cost: 5/10 EP
Speed: 10
Effect: For 5 EP, cast Blind (3) 33% chance, or for 10 EP, cast Blind (3) 95% chance.

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