The Geomancer

Geomancers aren't formally trained or organized. Instead they receive a calling from Gaea which immediately awakens their abilities. Usually they arise out of tribal practices or where the natural environment is hostile alongside the likes of Shamans or Urbainmancers. At one time it was unusual for those amongst civilization to hear the call, lately though it has been happening more and more. Especially with the amount of growing threats to the earth such as corporations or Kali..

Geomancers are known mostly for their ability to call upon the spirits of the land to talk to them, aid them and destroy their foes. Geomancers are also competent fighters on their own being hardened by the elements, and are also known to be some of the most versatile and able travellers in existence.

Geomancers almost by default, worship animistic spirits of weather and terrain. They can sense and call upon the latent souls of rivers, fields, mountains, swamps, even the spirits of cities are at their beckon. Some Geomancers hold a greater reverence for a single spirit of the planet (often called Gaea, Gaia, or Terra) and consider themselves the priests of this spirit of life.

There is always at least one Geomancer in the world to act as Gaea's mouthpiece and aid Elementals. They do however also often work with Urban Legends, Apostulates and Eternals. Really though they will assist anyone who is actively seen to be working in Gaea's interest.

 

Step 1: Attributes
Roll attributes as normal but a WIS of at least 15 is necessary.

Hit points = CON +8, +8 per level.

Step 2: Skills
Choose skills in the normal manner but also gain the following free ones;
Knowledge Demons
Knowledge Fey
Knowledge Geomancy
Knowledge Herbalism
Knowledge Magic
Knowledge Undead
Step 3: Abilities
Geomancers gain all the following bonuses free;

+10 Mana at levels 2, 4, 6, 8, 10, 12, 14, 16, 18 and 20.

+1 Spell save at levels 2, 5, 9, 11, 13 and 17.

+1 Sanity save at levels 7, 11, 15 and 19.

+1 Willpower save at levels 1, 4, 8, 12, 14, 16 and 20.

Additionally Geomancers start with 50 Points to spend on any of the following abilities. As they earns more experience they may buy or rebuy more abilities.

Ability Cost Notes
Gaea Link 0 Geomancers are able to directly telepathically contact the Parliament of Nature at any time. Occasionally they can also make contact with Gaea though this more often takes the form of messages in visions or dreams.
Environmental Immunity 5 This is the ability to avoid all damage resulting from the environment, including heat or cold, or from inclement weather.
Gaea Speech 5 Geomancers are psychically attuned with the earth and hear its whispers in their head. Any object that they touch which is a part of the earth will gain the power of speech and truthfully answer simple questions regarding what they have seen and heard. Information includes the history about any who have previously held it. The character can also deliberately imprint images and other sensations into any objects he touches. The implanted images and sensations only last for one day per WIS + the level of the character. It will be impossible for any mage or psychic reading these impressions to know what is a true impression or an implanted impression. This can be used to implant a message onto a object that can be only picked up by reading the object or to provide a false trail. The final ability of this power allows the character to psychically wipe or clean any object of any impressions.
Go Anywhere 5 Geomancers are capable of striding over any undergrowth or terrain without suffering movement penalties. Trackless or tracked ground is the same to them, and undergrowth doesn't inhibit their movement at all. They can also move over the terrain without leaving a trace. A geomancer with this power cannot be tracked, and leaves no trail.
Manipulate Gem Mana 5 This is the exclusive ability of being able to draw the mystical power hidden in every gem. See separate table below for details.
Natural Chameleon 10 Using this ability the Geomancer can blend into and render himself nearly invisible in any surroundings. This ability to hide works equally well in fields of tall grass, clumps of bushes, rocky hills, or any other wilderness area with dark or shaded terrain. When hiding the Druid can conceal himself from attackers and eavesdrop on his enemies. He can hide near a well travelled road and secretly observe passersby, or conceal himself near an enemy campsite waiting for an opportune moment to steal their supplies. 

He may also move with a minimum of sound, almost as if he's walking on air. Even creatures with the sharpest ears are no more likely to detect his presence than they are to hear a feather drop. The ability works equally well in icy mountains, heavily wooded forests, or any other type of wilderness terrain. This goes well beyond the stealth skill raising it to a supernatural level and preventing any non magical detection. Lasts for WIS x1 round.

Nature Heal 5 A Geomancer may select a particular type of terrain as his specialty area for healing. Whenever in this terrain he can heal another life form at phenomenal rates. He must touch the organism for 1 minute uninterrupted to perform the following healing; Restore 1 HP per INT, +1 per level per 10 minutes; Reduce the damage and duration of drugs, toxins and poisons by 5% per INT, +1% per level and gives +1 to save per 3 INT; Negate all pain for 1 minute per INT, +1 minute per level; or immediately bring a comatose patient up to 1 HP per INT and stabilize their condition (stops bleeding, binds wounds, etc.) for 15 minutes per level.

He may choose an additional terrain at level 5. Terrain types include; Jungle, Desert, Tundra, Mountain, Forest or Ocean. Each time this ability is rebought the Shaman may choose a new terrain.

Nature Sense 5 Geomancers can within a 5 metre radius per WIS per level can identify plants and animals with perfect accuracy. They can determine what foods and plants are good to eat and which may be harmful, if any water is good to drink and can detect mineral types.
Spellcast 10 each The spells can only come from Elemental Earth and he must have at least INT 15 to use this ability. He starts with one spell per INT point over 9, and can learn an equal amount per level. Thus INT 13 = 3 spells +3 per level.

Geomancers can tap into the world’s natural mana at a rate of INT + WIS x2. Mana is recovered at a rate of 5 per hour if remain active (but not using magic) and 10 per hour if asleep.

True Sight 10 Can see the true image of any person or object regardless of any form of concealment, disguise, illusion or invisibility. This also includes the ability to detect whether it is magical, and the exact nature of the magic.
Step 4: Careers
Possible related careers include; Botanist, Naturopath Doctor, Anthropologist, Vet, Zookeeper, Gameskeeper, Animal Breeder, Bee Keeper, Plant Breeder and Academic Researcher (specialising for instance in plants, etc).

 

Gem Powers

All of the gems below may only be invoked by a Geomancer's touch (although others may then use it) and must be worn or held to bestow its powers. The gem will be effective for Geomancer's WIS x 1 hour, +1 hour per level.
Agate A blue stone which can be used to assist with meditation or temporarily bestow luck.
Amazonite A green rock which can restore hope to the Geomancer's allies even when events seem their bleakest.
Amethyst This gem is transparent purple. It can be used to heal the mind and soul.
Aquamarine Light blue in colour this gem inspires courage even in those under outside influence.
Beryl Beryl is transparent and light green and acts as a Psi augmenter. Any mind abilities have twice their normal power level. 
Bloodstone This grey gem will heal any physical wound when placed over it. 
Carnelian Orange in colour this gem removes any poison or toxin. 
Calcite Clear, blue or lime in colour this gem soothes anyone exceptionally stressed or angry.
Citrine Citrine is a transparent yellow form of quartz. It can be used to heal any insanity.
Diamond Diamonds are transparent and extremely hard. It can be used to prevent nightmares, balances a troubled mind, and brings confidence and insight. 
Emerald Emeralds are a rich green colour. They can restore any lost memory. 
Garnet Garnet is a transparent red gem. It creates a defensive aura around oneself exactly like the forcefield power.
Hematite Silver in colour this gem temporarily increases CHA by +10 giving the recipient great charisma.
Jade Jade is opaque or translucent green. It brings tranquillity to the mind and spirit and gives insight. 
Malachite Malachite is opaque green with black lines and is the most powerful of all gems. It heals all wounds, removes pain and inflammation. It is so powerful it can even remove cancer.
Moonstone Moon stone is translucent white. It soothes stress, anxiety, and enhances all the senses (exactly like the Heightened Senses powers). 
Obsidian Obsidian is black volcanic glass. It can be used for astral travel. 
Onyx, Black An onyx amulet protects its wearer from danger and misfortune, stimulates the mind, brings courage and strength, increases spiritual wisdom, and dispels negativity. 
Opal Opals are black or pale blue, with iridescent green and golden mottling. It grants clairvoyant powers, balances the psyche, sharpens the memory and attracts good fortune. 
Pearl White in colour this gem protects against fire and evil. It aids with purifying the heart and mind, and strengthening faith. 
Quartz Clear, smoky or rose this gem enhances the body and mind. It grants both Divination and enhanced STR, DEX and CON.
Ruby Rubies are deep red in colour. They bring peace of mind, remove impotence, and prevent nightmares. 
Sapphire Sapphires are a transparent rich blue colour. Another powerful gem it brings happiness and contentment and protects the wearer against misfortune, fraud, the wrath of enemies, violence, the evil eye, sorcery, psychic attack, and accidental death. 
Topaz Topaz is transparent brown. It protects against injury or attack. It can also be used to communicate with other realms in the universe. 
Tourmaline Green and brown. It calms all in the vicinity to the point of lulling them to sleep. 
Turquoise Turquoise is an opaque blue-green, sometimes veined with black. No undead whether physical or ethereal may approach the wearer. 

 

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