WIZARD - ELEMENTALIST Geomancer Kit Description: Geomancers constitute that branch of elemental specialists devoted to the powers of earth, stone, and metal. Geomancers promote the simple truth that earth forms the solid underpinning that gives form and shape to the entire world. Without earth and its solid permanence, all would be formless and chaotic void. Geomancers do see the benefits of other forms of elemental study; while they see the element of earth as the most powerful and useful of all elements, they have a keen interest in all knowledge and are usually more than happy to discuss the nature of their own specialty in exchange for information about other areas. They enjoy collecting information for its own sake, even if they do not actually care to study its magical applications, and they do not generally disparage those who study other elements or other areas of magic (or even no magic at all). They do, however, try to impart the wisdom of their position to those with whom they discuss such things. Geomancers tend to be cautious and occasionally secretive, hoarding new theories or discoveries until they find someone else with information to share or trade and being prone to long and involved debates on even simple or minute issues. They take the long view of things, representing the geological time scale with which their researches and magical powers must contend. In general, Geomancers are steadfast and dedicated. They have very deeply rooted opinions, held very close to their hearts. While their thoughts may change even as the sands of the deserts shift, their basic principles are as unchanging and eternal as the bedrock and the mountains. Geomancers tend to be more physical than other wizards, loving the feel of earth and stone on their feet and hands, and they are more than willing to do even hard physical labor when necessary. They tend toward caution (often viewed as indecisiveness by others) and dislike being rushed, complaining for days when forced to action precipitously. They are accepting of others but never forget a slight, and though not prone to seeking fights once engaged they are as harsh and unyielding as the stone they love. Requirements: As a standard Elementalist, but in addition an Aeromancer must have Intelligence of at least 15 and Strength of at least 13. Among elves only drow can become Geomancers. In addition to standard Elementalist races, gnomes can become Geomancers. Geomancers tend not to follow chaotic alignments, but this is not a hard-and-fast rule. Weapon Proficiencies: Because they venerate the powers of the earth, Geomancers can use any weapon manufactured from stone or metal. They prefer melee weapons over missile weapons, and they cannot gain proficiency in any missile fire device, though hurled weapons are allowed. Special Benefits: A Geomancer is very knowledgeable about the interactions of earth, stone, soil, and metal with the rest of the natural world, allowing them the following benefits: Elemental Expertise: As a standard Elementalist, save as follows. A Geomancer's effective casting level is boosted only when casting spells based on the element of earth. They apply a -2 saving throw penalty to the saves of creatures targeted with their earth-based spells and inflict one additional point of damage per die. Geomancers themselves gain a +2 bonus to saves vs. earth, stone, sand, or metal-based attacks (including petrification) and reduce damage from such attacks by one point per die (including attacks by earth elemental creatures), but they gain no bonus to saves vs. other elemental attacks. In addition to the standard benefits of Elemental Expertise, Geomancers' skill with earth-based spells enables them to reduce the casting time of such spells by 1 (this has no effect on spells with a casting time of 1 round or greater). In addition, a Geomancer's spellcasting embodies to an extent the lasting permanence of the earth itself. Hence, earth-based spells cast by a Geomancer of 5th level or above have their duration increased by one 'time unit' (e.g., round, turn, hour) for every two levels of the Geomancer (rounding up; thus, if a spell's duration is measured in rounds, a 5th level Geomancer's spell would last an additional three rounds). At 10th level, this benefit applies to all of a Geomancer's spells. This has no effect on spell's with an Instantaneous, Permanent or Special duration. Elemental Knowledge: As a standard Elementalist, save that an Geomancer's knowledge extends only with respect to the Elemental Plane of Earth and adjoining Para- and Quasi-Elemental Planes (i.e., Ooze, Magma, Mineral, and Dust). A Geomancer does, however, gain a +1 bonus to his or her Planology proficiency for every three levels of experience (rounding up). A Geomancer can also attempt a like proficiency check to identify subterranean creatures native to the Prime Material Plane. Geomancers gain a +20% bonus when attempting to learn spells dealing with the element of earth. They are also so skilled at using spells of their element that they can cast one additional earth-based spell of each level that they can cast each day--e.g., a 3rd level Geomancer would gain one bonus 1st and one bonus 2nd level spell. When dealing with creatures native to the Elemental Plane of Earth, it should be noted that an earth elemental summoned by a Geomancer will not turn on him or her, and at 15th level and above he or she need not concentrate in order to direct its actions. In addition, a Geomancer of any level may attempt to dispel or banish an earth elemental creature, as described for an Elementalist, but he or she may attempt such banishment once per day for every five levels of experience (rounding down). In addition to dispelling earth elemental creatures, a Geomancer can use this power to dispel earth, sand, stone, and metal-based spells, just as if it was a short-range dispel magic spell, requiring nothing more than concentration to cast. Stone Sense: Geomancers have a number of special abilities related to their extensive knowledge of earth and stone, which mimic in many ways the mining abilities possessed by subterranean races. In effect, Geomancers gain the same detection abilities with respect to earth and stone as a gnome (as described in the Player's Handbook). In the case of a drow elf or gnome Geomancer, they retain their natural abilities, with a +1 bonus to the chance of success for each ability. In addition, Geomancers are very sensitive to vibrations and minute indications of the presence of other creatures. As a result, Geomancers gain a +1 bonus to avoid surprise from any creature walking on the ground, and this bonus is doubled to +2 if they are underground. Geomancers do not, however, gain any improved ability to surprise others. Special Hindrances: The largest hindrance faced by a Geomancer is that, as a result of his or her devotion to the study of elemental earth, he or she is incapable of using any other elements--i.e., no spells of air, fire, or water can ever be learned. In addition, a Geomancer can never use magical items based upon those elements; only earth-based or non-elemental magical items will be used. Their intensive and exclusive study of earth magic also imposes a -20% penalty to learn spells of all other types. As a final note, a Geomancer's connections with the powers of the earth and the essential elemental substance of the land are so close that when he or she casts a spell the discharge of magical energy is always accompanied by a noticeable rumbling and creaking sound (as of twisting metal or stone) and vibration or tremor of the earth centered on the caster, causing metal or stone trinkets and devices carried by the caster to jingle and clatter noisily. The intensity of the tremor and noise are proportional to the level of the spell being invoked, but in any event they are never sufficient to injure or impair other creatures. They do, however, clearly indicate the caster's intimate relationship with the powers of the earth. Bonus Proficiency: Mining, Planology (see Special Benefits) Required Proficiencies: Reading/Writing Preferred Proficiencies: Agriculture, Animal Lore, Armorer, Blacksmithing, Carpentry, Ecology, Endurance, Gem Cutting, Herbalism, Immovability, Metallurgy, Metalworking, Mining, Monster Lore, Mountaineering, Pottery, Stonemasonry, Survival (hills/mountains), Weaponsmithing ***DISCLAIMER*** As with all postings by me of classes or races, it should be noted that portions of the information contained herein were inspired by or derived from information in published works of TSR, Inc., and may contain references to those works, quotations or passages of text (especially in the area of 'Character Description', where applicable sections from TSR works were often carried over more or less intact into my campaign world), or particular powers or abilities invented by TSR staff writers. No relationship with TSR, Inc., is to be implied by this use, nor is any attempt being made to solicit profit or remuneration of any kind. I have read the TSR Online Policy document, and have tried to accommodate the stipulations contained therein. In instances where I have lifted an essentially complete class or race without significant alteration, I have not included these in my postings but instead have inserted a reference to the appropriate D&D sourcebook for those curious in including it in their campaign. Only variations that include a significant component of original work, alteration, or reformulation (including the compositing elements from various TSR sources into new combinations) of have been included in this set of postings. Jason Eric Nelson < tjaden@u.washington.edu >