Geomancer Powers:
Your powers are called orisons. You call upon the powers of the planet to undo your foes. If no earth or plants are present you may still be unable to use some orisons. Some of your powers can make any terrain earthen or planty allowing you to use powers.
Land’s Opportunity Geomancer Attack
With your geomancer’s staff you find openings in your enemies’ defenses when they are distracted by terrain. A successful attack penalizes enemies further.
At-Will - Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.
Increase to 2[W] at level 21.
Terran Geomancer: Add +2 to damage if the target is in restrictive earth-based terrain or slowed by an earth effect. Increase this bonus to +4 at 11th level and +6 at 21st level. The target makes no saving throw against being slowed on its next turn.
Vegan Geomancer: You gain a +2 class bonus to all defenses against attacks from the target if it is immobilized by a plant power or is on plant-based restrictive terrain. This bonus increases to +4 at 11th level and +6 at 21st and lasts until the end of your next turn. In addition, the target makes no saving throw against being immobilized on its next turn.
Special: This power counts as a melee basic attack for the geomancer, and can be used whenever melee basic attacks are allowed, such as to make an opportunity attack. This power can only be used by a geomancer wielding its geomancer’s staff.
Level 1 at will Orisons
Earth Trap Geomancer Attack 1
You punch the ground, leaving a small mark. When an enemy approaches, the earth swallows his feet, trapping him.
At-Will - Divine, Earth
Standard Action Range 1
Target: One earthen square you are in or adjacent to unoccupied by enemies
Effect: Until the end of your next turn, the make an attack against the first enemy to enter the square as an immediate interrupt.
Attack: Wisdom vs. reflex
Hit: The target is immobilized until the end of your next turn and slowed (save ends).
Terran Geomancer: The target suffers damage equal to your strength modifier
Sustain minor: The effect remains on the square until discharged by an enemy
Special: If you wield your geomancers staff, you may sustain up to three Earth Traps as a minor action
Thorn blast Geomancer Attack 1
You shower an area with thorny vegetation from your staff, damaging enemies and seeding the area with tiny plants.
At-Will - Divine, Implement, Plant
Standard Action Area burst 1 within 5 squares
Target: Each creature in burst.
Attack: Wisdom vs. Reflex
Hit: 1d4 + Constitution modifier damage
Increase to 2d4 at 21st level
Effect: The area of the burst becomes planty terrain until the end of the combat, or permanently if used on earthen terrain. You may shift one square onto planty terrain.
Vegan Geomancer: One target hit is immobilized until the end of your next turn.
Limb Strike Geomancer Attack 1
You strike with uncanny power when surrounded by the vitality of plant life.
At-Will - Divine, Weapon, Plant
Standard Action Melee Weapon
Target: One Creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, add constitution modifier if you or your opponent are on planty terrain.
Increase to 2[W] at 21st level
Entrapment Geomancer Attack 1
You press your staff into the ground, and mud forms around the feet of nearby opponents.
At-Will - Divine, Implement, Earth
Standard Action Close burst 5
Target: Up to three creatures within burst who are standing in earthen terrain
Attack: Wisdom vs. Reflex
Hit: The target’s square becomes difficult terrain, and the target is slowed (save ends)
World’s Wrath Geomancer Attack 1
With a point of your staff, the planet punishes those who clothe themselves in unnatural armor, bombarding them with rocks or thorns.
At-Will - Divine, Implement, Earth, Plant
Standard Action Range 5
Target: One creature wearing metal armor
Attack: Wisdom vs. AC and ignores armor
Hit: 1d8 + Wisdom modifier damage.
Increase to 2d8 at 21st level
Vegan: Vines grow from the target’s armor reducing defenses by 2 (save ends)
Terran: Add your strength modifier to damage.
Level 1 Encounter Orisons
Cloud of rocks Geomancer Attack 1
You shower all enemies in an area with heavy rocks, leaving the ground littered and difficult to cross.
Encounter - Divine, Implement
Standard Action Area wall 4 within 10
Target: Each Creature in the wall
Attack: Wisdom vs. Reflex
Hit: 2d6 + Strength modifier damage
Effect: The area affected becomes earthen difficult terrain. The wall’s height is 1 square.
Special: If you wield a geomancer’s staff, you can exclude any number of squares from the spell’s area.
Caustic Orb
A Blob of acidic muck splashes against your enemy, slowing him and dissolving his flesh.
Encounter - Divine, Implement, Earth, Acid
Standard Action Range 15
Primary Target: One Creature or object
Attack: Wisdom vs Reflex
Hit: 1d8 + Wisdom modifier acid damage, target takes ongoing damage 3 and is slowed (save ends both). Make a secondary attack.
Secondary attack: Each enemy adjacent to the primary target.
Secondary attack: Wisdom vs. Reflex
Hit: 1d6 + Wisdom modifier acid damage and target takes ongoing acid damage 3 (save ends).
Terran Geomancer: The ongoing damage from both attacks is equal to 1 plus your constitution modifier (minimum 3).
Ivy Growth
A hindering growth of ivy sprouts from the ground, slowing enemies and producing a painful rash.
Encounter - Divine, Implement, Plant, Poison
Standard Action Area burst 2 within 10 squares
Target: Each creature in the burst
Attack: Wisdom vs. Fort
Hit: Target suffers a -2 penalty to all attacks (save ends)
Vegan Geomancer: The penalty to attacks is instead equal to your constitution modifier (minimum 2).
Effect: All planty squares within the area become hindering terrain. You may shift a number of squares equal to your constitution modifier (minimum 1) but must end in planty terrain.
Special: If you wield a geomancer’s staff, you can exclude any number of squares from the spell’s area.
Nature’s strike
An enemy near a tree is attacked by its powerful branches, and held immobile.
Encounter - Divine, Implement
Standard Action Close Burst 10
Target: One creature in the burst who is adjacent to a tree.
Attack: Wisdom + 2 vs. AC
Hit: 2d8 + Wisdom modifier damage. Target is immobilized and takes ongoing damage equal to your constitution modifier (save ends both).
Deny Armament
You strike a metal weapon with your staff and it falls to the ground, incased in solid mud or heavy foliage.
Encounter - Divine, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 1[W] + Wisdom. If you are using your geomancer’s staff, the target’s metal weapon or heavy shield falls to the ground covered in mud or vines (choose one). If your enemy no longer wields any weapon or shield, you may make an opportunity attack against him. The affected armament can be carried and used as an improvised weapon until it is broken free. Freeing the weapon requires a strength check of 12 or higher (standard action).
Level 1 Daily Orisons
Wall of Thorns
A wall of spiky vines erupts around your enemies, immobilizing and crushing them.
Daily - Divine, Implement
Standard Action Area Wall 4 within 10 squares
Target: Each creature within the wall
Attack: Wisdom vs. Reflex
Hit: Target is immobilized and takes ongoing damage 5 (save ends).
Effect: This wall can only be created on planty terrain. The wall is 1 square high and acts as blocking terrain. The wall may be destroyed by attacks. It has a score of 5 for all defenses, hit points equal to your constitution, and vulnerability 5 to fire. Treat each square as a creature. Any attacks against a square deal half damage to anyone trapped inside. Those trapped in the wall may attack it without damaging themselves. The wall disappears at the end of your next turn. You may shift a number of squares equal to your constitution modifier (minimum 1) as long as you end on planty terrain.
Sustain minor: If you have your geomancer’s staff the wall persists.
Swampy Land
You transform the area around you into swampland, hindering enemies and some allies.
Daily - Divine, Implement
Standard Action Close Burst 4
Target: All enemies in the burst
Attack: Wisdom vs Reflex
Hit: Target is slowed (save ends)
Effect: All earthen terrain in the area becomes shallow mud (hindering terrain) until the end of your next turn.
Sustain minor: If you are wielding your geomancer’s staff the effect persists.
Special: If you wield a geomancer’s staff, you can exclude any number of squares from the spell’s area.
Mighty Staff
When you spot a vulnerable opponent, you make an attack that takes advantage of the terrain and opens their defenses to a quick follow up attack.
Daily - Divine, Weapon, Earth, Plant
Standard Action Melee Weapon
Target: One creature on restrictive earthen or planty terrain.
Attack: Wisdom vs AC
Hit: 2[W] + Wisdom modifier damage. If the target is on planty terrain it becomes immobilized, if it is on earthen terrain it becomes slowed.
Special: You may use this power as an opportunity attack. If you do, you may still use the opportunity attack that results from a slowing or immobilizing the target. You must be wielding your geomancer’s staff to use this power.
Condemn the Unnatural
You command the power of the earth to deny your opponents defenses from metal armor.
Daily - Divine, Implement
Standard Action Area burst 4 within 10 squares
Target: Each enemy within the burst wearing metal armor
Attack: Wisdom vs. Will
Hit: Target loses any armor bonus to AC until the end of your next turn.
Sustain minor: If you are wielding your geomancer’s staff, the effect persists.
Level 2 Utility Orisons
Bramble Stride
When terrain is hampering, you can dash around your enemies with minimal trouble.
Encounter - Divine
Move Action Personal
Effect: Shift up to your speed, ignoring earth or plant based restricting terrain. If you end your movement on such terrain you gain cover until the end of your next turn.
Rock Armor
Your armor or clothes harden and become as powerful as solid stone without restricting movement.
Daily - Divine
Minor Action Personal
Effect: If you are wearing non-metal armor, its armor bonus is increased by 2 until the end of the encounter. Additionally you gain Resist against lightning and metal weapons equal to 1 + your strength modifier (minimum 3).
Thorn Armor
Your armor is enhanced by large thorns that deflect blows and harm attackers.
Daily - Divine
Minor Action Personal
Effect: If you are wearing non-metal armor, its armor bonus is increased by 2 until the end of the encounter. Additionally whenever you are hit with a melee attack by an enemy, the armor makes a melee counter attack (maximum once per enemy’s turn).
Attack: Wisdom vs. AC
Hit: 1d6 + constitution modifier damage.
Track
In natural settings, you can detect disturbances in the ground and track your foes.
At-Will - Divine
Standard Action Personal
Effect: When tracking creatures in a wilderness setting, you may use your nature skill instead of perception. So long as most of the ground is earthen or planty, you always treat the tracks as though they were on soft ground (DC 15). You gain +5 to track anyone wearing metal armor or footwear.
Level 3 Encounter Orisons
Caustic Goo
With a word, you slam your staff into the ground and transform an adjacent area of terrain into acidic muck.
Encounter - Divine, Implement, Earth, Acid
Standard Action Blast 4
Target: Each creature in the blast
Attack: Wisdom vs. Reflex
Hit: 1d6 + wisdom modifier acid damage, and target is slowed (save ends).
Effect: Each square in the area becomes earthen difficult terrain. Any creature that begins its turn in the area takes 1d6 acid damage.
Sustain minor: If you are wielding your geomancer’s staff, the effect persists.
Special: If you wield a geomancer’s staff, you can exclude any number of squares from the spell’s area.
Stone Punch
You slam your weapon into the ground, and a pillar of stone in the same shape erupts in front of an enemy, striking it violently.
Encounter - Divine, Weapon, Earth
Standard Action Range 8
Target: One creature
Attack: Wisdom vs AC
Hit: 3[W] + strength modifier damage.
Earthen Geomancer: If wield your geomancer’s staff, the target is dazed until the end of your next turn.
Miss: Half damage and target is not dazed.
Terran: If you daze an adjacent target with this power, you may make an opportunity attack against it. Remember that using a ranged power provokes opportunity attacks.
Constricting Thorns
Spiky vines entangle the enemy, restricting its movements and dealing damage. They take many rounds to remove.
Encounter - Divine, Implement, Plant
Standard Action Range 8
Target: One creature
Attack: Wisdom vs. Reflex
Hit: The target becomes entangled by thorny vines. They give a -3 penalty to all attacks and defenses and deal ongoing damage 6. Each turn the victim may make a saving throw, and each success reduces the penalty and ongoing damage by 1. Once the penalty has been reduced to 0, the effect ends. As a standard action the victim may attempt to break free by making an extra saving throw. The saving throw gains a +3 bonus if they use a light blade to assist themselves.
Miss: As above, but only a -1 penalty to attacks and ongoing damage 4 (save ends)
Vegan: Shift a number of squares equal to your constitution modifier (minimum 1) after the attack. You must end the move on planty terrain or adjacent to the target.
Poisonous Growth
You fire a bolt of green energy from your fingertips, where it lands, strange flowers burst from the ground and release toxic fumes.
Encounter - Divine, Plant
Standard Action Area burst 2 within 10 squares
Target: All creatures in the area
Attack: Wisdom vs. Fortitude
Hit: Target takes 1d6 + constitution modifier poison damage, ongoing poison damage 5 (save ends), and is dazed until the end of your next turn.
Miss: Target is dazed until the end of your next turn.
Effect: Each square in the area that is earthen becomes planty. You may shift 1 square into planty terrain.
Special: If you wield a geomancer’s staff, you can exclude any number of squares from the spell’s area.