Courses / BI / Geomancy

Geomancy

Level:
1
Study DC:
9
Code:
BI 150

Geomancy

You learn spells to move and shape the earth.

Reshape Terrain Spell

Undispellable
This spell cannot be Dispelled.
Time:
Action
Target:
An area in range: sight
Cost:
-1d10 Control
Duration:
Permanent

Reshape the terrain around you.
You may make all spaces within the spell’s area into difficult terrain, or change spaces of difficult terrain within the spell’s area into normal terrain.

If the spaces a creature occupies are all turned into difficult terrain, it must pass a DC 12 health save, or fall prone.

This spell can do such things as turning solid ground into a quagmire, draining a swamp, raising jagged rocks, sprouting brambles from the ground, clearing the earth, or tilting the ground beneath a target’s feet slightly.

Tags: Action, Spell, Ranged, Area, Mobility, Utility, Undispellable, Earth

Cover Tracks Spell

Subtle
Casting a subtle spell while hidden also hides that you are casting it, and does not cause you to become unhidden.
When you cast a subtle spell while you are not hidden, you cant try to hide that you are casting it with a contest of Spellcraft or Roguery against the Seeking of creatures observing you.
Only observers that win notice you are casting a spell. However, once the spell is cast, its effects may be noticed.
Buff
Buffs make their targets better at something.
Time:
Action
Target:
Melee: touch
Cost:
-1 Control
Duration:
Until used or the caster rests, whichever comes first

The target gets advantage on their next test of Roguery to hide.

Subtle:
Casting this spell while hidden also hides that you are casting it, and does not cause you to become unhidden.
When you cast this spell while you are not hidden, you can try to hide that you are casting it with a contest of Spellcraft or Roguery against the Seeking of creatures observing you. Only observers that win notice you are casting a spell. However, once the spell is cast, its effects may be noticed.

Tags: Action, Spell, Melee, Enchantment, Buff, Test, Stealth, Subtle, Earth

Earthshaker Spell

Time:
Action
Target:
The ground or a similar surface within a 300 ft. radius of you.
Cost:
-1d10 Control
Defense:
Health (reflex) save reduces
Duration:
Until the start of your next turn

You must be touching the ground, or a surface connected to it, or a surface similar to the ground, such as a stone foundation, to cast this spell.
You cause a tremor in the earth around you, which lasts until the start of your next turn.
You may choose to only affect part of the target area.

Tremorsense does not work within the affected area.
All grounded targets within the affected area must pass a DC 12 health save, or fall prone.

Tags: Action, Spell, Melee, Area, Utility, Earth

Landscape Spell

Undispellable
This spell cannot be Dispelled.
Time:
Action
Range:
300 ft.
Area:
Up to a 15 ft. x 15 ft. x 15 ft. cube
Cost:
-1 Control
Defense:
Health (reflex) save allows affected targets to move
Duration:
Permanent

You reshape the earth (earth here meaning any kind of rock, dirt, mud, or sand).
You can reshape wood instead if you pass a DC 10 test of Spellcraft.

This spell affects up to a 15 ft. cube.
You can partially or completely remove the earth from the area,
fill the area partially or completely with earth if it is touching any earth,
or move earth from the area to adjacent spaces or from adjacent spaces to the area.
(This spell can raise or lower the ground, or make holes, trenches, walls, pillars, ramps, or stairs, or breach earthen walls. Structures made with this spell may be used for cover, hiding places, or as obstructions. Removing earth may cause a cave-in or landslide.)

Moving the Ground Beneath a Target’s Feet
If you try to raise, lower, or shift the ground where a creature is standing, it gets a DC 10 health (reflex) save to move up to its speed before the spell takes effect (this may provoke attacks of opportunity, as normal). Creatures which are immobilized automatically fail.
A creature which fails its save moves with the earth (and if this would move it into a mortal hazard, it gets another save to avoid being moved into that hazard). Lowering the ground beneath a creature occurs gradually and does not cause it to take fall damage.

Enclosing a Target
If this spell would cause a creature to be enclosed or walled in on all sides with no escape route, that creature gets a DC 10 health (reflex) save to move up to its speed before this spell’s effects happen.

Crush
If you try to crush a creature with earth using this spell, it gets a DC 16 health (reflex) save to move up to its speed before the spell takes effect to avoid taking damage.
Creatures which are immobilized automatically fail.
Creatures which already failed their save to move out of the way of this casting of this spell automatically fail this save.
A target which fails takes 1d12 earth damage. A target which is killed by this spell may be smooshed.

Bury
This spell breaks and moves chunks of earth. It cannot simply liquify and reconstitute them into any shape you imagine. While you may chisel away and break up pieces with precision, they will remain broken down.
Therefore, a space occupied by a creature cannot be filled with solid rock (which would encase them without air in a cube of stone, a situation which would be extremely difficult to escape) (though you may try to crush them by moving a chunk of solid rock into their space).
However, their space(s) may be filled with dirt, gravel, sand, or other particulates. If all the spaces a creature occupies would be filled with particles in this way, it must pass a DC 16 health (reflex) save to move up to its speed before the spell takes effect, or be buried, becoming restrained and blinded.
It can escape and end these conditions as a move or action by passing a DC 12 test of Strength to dig its way out.
A creature which has a burrowing speed is not restrained, and can burrow out without needing to pass a test of skill.

This spell’s magic permanently reshapes the earth, it is not an enchantment and cannot be dispelled.

Tags: Action, Spell, Ranged, Area, Mobility, Utility, Save, Undispellable, Earth

“Not only useful in sieges, but also for mining and crafting.”


Upgrades
Name Effort Requires Description
Unlock 10 You can cast Reshape Terrain.
1 space
Area 1 5 Unlock 3 x 3 space (15 ft. x 15 ft.) area, up to 5 ft. in height
Area 2 5 Area 1 5 x 5 space (25 ft. x 25 ft.) area, up to 5 ft. in height
Area 3 5 Area 2 7 x 7 space (35 ft. x 35 ft.) area, up to 5 ft. in height
You can cast Cover Tracks.
You can cast Earthshaker.
Thorny Terrain 5 Unlock You can create thorny difficult terrain with Reshape Terrain.
Creatures take 5 piercing damage for each 5 ft. of thorny terrain that they move through.
Landscape 5 Unlock You can cast Landscape.
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