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Table: 0-Level Geomancer Spells

Spell NameDescription
Alter FoodAlter the properties of food to be delicious or disgusting.
Alter ObjectMake slight alterations to a single object, or create objects, as a party trick.
Create WaterCreates 2 gallons/level of pure water.
Detect MagicDetects all spells and magic items within 60 ft.
DrenchA sudden downpour soaks a target creature or object.
Elemental OrbOrb deals 1d3 elemental damage of chosen type.
Gather CoinCommand all nearby coins into your possession.
Guidance+1 on one attack roll, saving throw, or skill check.
IgniteIgnites flammable objects.
Know DirectionYou discern north.
Magical CleaningClean a single object of all dirt.
Magical HygieneClean a creature's body of filth, making them fit for a social gathering.
MendingMakes minor repairs on an object.
MessageWhisper conversation at distance.
Purify Food and DrinkPurifies 1 cu. ft./level of food or water.
Read MagicRead magical scrolls.
ResistanceSubject gains +1 on saving throws.
StabilizeCause a dying creature to stabilize.
TorchlightObject shines like a torch.
VirtueSubject gains 1 temporary hp.

Table: 1st-Level Geomancer Spells

Spell NameDescription
Air BubbleProvides breathable air for one creature.
Alter WindsIncrease/decrease strength of natural winds.
Burning DisarmA metal object instantly becomes red hot possibly causing the wielder to drop it or take damage.
Choco FeatherQuick reaction to slow a creature’s fall.
Endure ElementsSubject is protected from hot and cold environments.
Expeditious ConstructionYou create a low wall or other simple structure of packed earth or loose stone measuring 3 feet thick, 3 feet tall, and 10 feet long per 3 caster levels you possess (minimum 10 feet).
Dragon JumpSubject gains a +10 enhancement bonus on all Acrobatics checks to jump.
Flame BreathCaster breathes a cone of fire in 15-ft.-cone burst, dealing 1d4 points of fire damage per level.
FrostbiteTarget takes ice damage and is fatigued.
Icicle DaggerCreates a magical dagger out of ice, dealing additional ice damage.
LongstriderYour speed increases by 10 ft.
Pass without TraceOne subject/level leaves no tracks.
Produce Flame1d6 damage + 1/level, touch or thrown.
Rain20-ft.-radius spread, inflicts Drenched status.
Stone FistCaster transforms his hands into living stone and able to deal lethal unarmed strikes.
Summon Nature’s Ally ISummons creature to fight.
SwimSubject gains a swim speed of 30 feet.
Water BlastA blast of water pushes the target back.
Wind ArmorSubject is surrounded by a field of wind, providing a +2 deflection bonus to AC.
Wind RunnerCaster increases his base land speed by 30 feet.
Wind ShieldCaster creates a field of ever-flowing gust of wind around him to deflect ranged attacks.

Table: 2nd-Level Geomancer Spells

Spell NameDescription
BarkskinGrants +2 (or higher) enhancement to natural armor.
Binding EarthTarget creature treats areas of earth and stone as difficult terrain.
Burning ArcDeals 1d6 points of fire damage per level to primary target and arcs to secondary targets.
Elemental ResistanceSubject gains elemental resistance of a chosen type.
Elemental SpeechEnables you to speak to elementals and some creatures.
Elemental TouchCaster infuses his hands with elemental energy of a chosen type.
Elemental WeaponCreates a magical floating weapon of a chosen element type.
Endure Elements, CommunalAs endure elements, but may divide the duration among creatures touched.
Flaming SphereCreates a globe of fire that rolls in the direction the caster desires, dealing 3d6 points of fire damage.
FloatSubject floats a couple of feet off the ground.
Frigid TouchTarget takes ice damage and is staggered.
Frost FallCreates an area of chilling frost, dealing 2d6 points of ice damage to all within a 5-ft.-radius burst.
Geo-RegenCreates a soft green glow radius in a selective area. All allies receive a Fast Healing 2 bonus as long as they're within the radius of the spell.
GlideCaster can fall slowly like choco feather and able to glide.
GroundswellEnable target to raise the ground he's standing on five feet, which negates flanking bonuses.
LevitateSubject is able to move up or down up to 20 feet each round.
SlipstreamSubject rides a low-cresting wave of water to travel along the surface of water or ground.
Soften Earth and StoneTurns stone to clay, or dirt to sand or mud.
Stone CallCreates a rain of dirt, gravel, and small pebbles to fill the area, dealing 2d6 points of earth damage.
Summon Nature’s Ally IISummons creature to fight.
Wall ClimbSubject gains a climb speed of 20 feet.
Water LungTargets gain the ability to breathe water but can no longer breathe air.
Whispering WindCaster is able to send a message or sound on the wind to a designated spot.
Wind BarrierSubject gains damage reduction 10/- against projectiles.

Table: 3rd-Level Geomancer Spells

Spell NameDescription
Aqueous OrbCreates rolling sphere of water.
AurorastormCreates an aurora in a 30ft radius. Spells cast within or into this aurora have their damage/healing altered by 10% if they roll 1-33 on a d100.
Battering BlastTarget takes wind damage and subjects the target to a Bull Rush.
BurrowTarget gains a burrow speed of 15.
Call LightningCalls down lightning bolts (3d6 per bolt) from sky.
Choco Feather, MassAs choco feather, but multiple creatures.
Cloak of WindsSurrounds a creature with a shroud of wind to deflect ranged attacks.
DispelCancels one magical spell or effect.
Downpour40-ft.-radius spread, inflicts Drenched status.
Dragon Jump IISubject gains a +20 enhancement bonus on all Acrobatics checks to jump.
Elemental Resistance, CommunalAs elemental resistance, but may divide the duration among creatures touched.
Elemental AuraCreates an aura of a chosen element around the caster.
FlySubject gains a flying speed of 20 feet.
Geo-BarrierThe affected allies within the selective area are protected by a shield that helps deflect physical attacks.
Geo-FendThe affected allies within the selective area are protected by an earthly shield that helps protect against magical attacks.
Geo-FrailtyThe affected foes within the selective area have their physical resistance reduced.
Geo-MalaiseThe affected foes within the selective area have their magical resistance reduced.
Geo-PrecisionCreates an accurate aroma in a selective area.
Geo-SlipCreates a non-accurate aroma in a selective area.
Geo-TorporCreates a non-evasive gas in a selective area.
Geo-VoidanceCreates an evasive gas in a selective area.
Hurricane BlastCreates a severe blast of wind.
Hydraulic TorrentCreates torrent of water that bull rushes any creature in its path.
Ice SpearsCause icy spears to strike foes for 2d6 piercing and 2d6 ice damage; can knock foes down.
Longstrider, GreaterAs longstrider, plus the speeds of other movement modes increase.
Meld into StoneYou and your gear merge with stone.
QuenchExtinguishes fires.
Shifting SandCreates difficult terrain and erases tracks; can carry creatures or objects along.
Sleet StormCreates a storm of driving sleet to block all sight and makes walking in the area difficult.
Stone ShapeCaster is able to form an existing piece of stone into any shape.
Summon Nature’s Ally IIISummons creature to fight.
Wall Climb, CommunalAs wall climb, but may divide the duration among creatures touched.
Water BreathingSubjects gain the ability to breathe underwater.
Water WalkSubjects gain the ability to walk upon water.
Wind Barrier, CommunalAs wind barrier, but may divide the duration among creatures touched.
Wind WallCreates an invisible vertical curtain of wind to deflect projectiles.

Table: 4th-Level Geomancer Spells

Spell NameDescription
Air WalkSubject treads on air as if solid (climb or descend at 45-degree angle).
Ball LightningGlobes of lightning that deal 3d6 points of lightning damage each.
Control WaterRaises or lowers bodies of water.
Create HoldsYou create a path of handholds on earthen, plaster, stone, or wooden walls.
Dimension DoorTeleports you a short distance.
Earth GlideGain the ability to pass through stone, dirt and earth.
Elemental Body ITurns you into a Minor elemental.
FloatgaAs float, but multiple creatures.
Form RoadCreates a section of road made of rock or brick, decreasing the movement penalty of ill-suited terrain.
Freedom of MovementSubject moves normally despite impediments to movement.
Geo-PoisonCreates a poisonous gas in a selective area or target. All enemies receive the Poison status effect as long as they're within the radius of the spell.
GeyserCreates a geyser of boiling water.
Ice StormCreates hailstones that pound down on creatures, dealing 3d6 bludgeoning and 2d6 ice damage.
Life BubbleProtects from environmental effects.
MetallasisIncreases a target's metallic equipment's weight by 3x, increases to 4x at CL10, 5x at CL 14, and 6x at CL 19.
Protection from ElementsSubject gains temporary immunity to a chosen element.
Ride the WavesTarget can breathe water and swim.
River of WindCreates a powerful tempest in a 120-ft.-line.
Spike StonesCreatures in area take 1d8 damage, may also be slowed.
Summon Nature’s Ally IVSummons creature to fight.
Volcanic StormCreates hot volcanic rocks that pound down on creatures, dealing 3d6 bludgeoning and 2d6 fire damage.
Water Walk, CommunalAs water walk, but may divide the duration among creatures touched.

Table: 5th-Level Geomancer Spells

Spell NameDescription
Air Walk, CommunalAs air walk, but you may divide the duration among creatures touched.
Call Lightning StormAs call lightning, but 5d6 damage per bolt.
Control WindsChanges wind direction and speed.
Dragon Jump IIISubject gains a +30 enhancement bonus on all Acrobatics checks to jump.
Elemental Body IITurns you into a Medium elemental.
Fickle WindsWind walls selectively block attacks.
FlightCaster gains a flying speed of 40 feet.
Form HighwayCreates a section of road made of concrete, decreasing the movement penalty of ill-suited terrain by 2 stages (to a max of normal speed).
Icy PrisonTarget becomes trapped in solid ice.
Lightning ArcDeals 1d6 points of lightning damage per level between two targets.
PasswallCaster is able to pass through plaster and stone walls.
Protection from Elements, CommunalAs protection from elements, but may divide the duration among creatures touched.
StoneskinSubject gains damage reduction 10/adamantine.
Summon Nature’s Ally VSummons creature to fight.
Transmute Mud to RockTransforms two 10-ft. cubes per level.
Transmute Rock to MudTransforms two 10-ft. cubes per level.
Wall of FireCreates an immobile, blazing curtain of fire.
Wall of IceIce plane creates wall or hemisphere creates dome.

Table: 6th-Level Geomancer Spells

Spell NameDescription
Binding Earth, MassTarget creatures treats areas of earth and stone as difficult terrain.
Blazing WindsInflicts 4d6 points of fire damage + 1 per level and knocks them prone.
Dispel, GreaterAs dispel, but with multiple targets.
Elemental AssessorElemental ray does 2d6 earth, fire, ice, and lightning damage, with one type persisting for 1d4 rounds.
Elemental Body IIITurns you into a Large elemental.
Freezing SphereCreates a globe of ice that explodes in a 40-ft.-radius burst, dealing 1d6 points of ice damage per level.
Geo-ChaThe affected allies become more poised, articulate, and personally forceful within the selective area.
Geo-ConThe affected allies gain greater vitality and stamina within the selective area.
Geo-DexThe affected allies become more graceful, agile, and coordinated within the selective area.
Geo-HasteThe affected allies within the selective area receive the Haste status effect.
Geo-IntThe affected allies become smarter within the selective area.
Geo-SlowCreates a slow gas in a selective area.
Geo-StrThe affected allies become stronger within the selective area.
Geo-WisThe affected allies become wiser within the selective area.
Icy BlastCreates a line of ice slivers in a 30-ft.-line, dealing 1d6 points of ice damage per level.
Move EarthMoves all kinds of dirt.
Path of the WindsWinds sweep area clear of anything of Small or smaller size, and after act as wind wall.
Stoneskin, CommunalAs stoneskin, but may divide the duration among creatures touched.
Summon Nature’s Ally VISummons creature to fight.
Wall of StoneCreates a wall of rocks that merges into adjoining rock surfaces.
Wind WalkYou and your allies turn vaporous and travel fast.

Table: 7th-Level Geomancer Spells

Spell NameDescription
Control WeatherChanges weather in local area.
Elemental Body IVTurns you into a Huge elemental.
Fire StormDeals 1d6/level fire damage.
Fluid FormCaster’s body transforms into a liquid state.
Fly, MassAs fly, except all creatures within 30 feet.
Geo-ParalysisAll enemies must make a Will save per round as long as they are within reach of the spell or receive the Paralysis status effect.
Ice BodyCaster’s body transforms into living ice.
Polar RayRanged touch attack that deals 1d6 points of ice damage per level and 1d4 Dexterity.
Plane ShiftAs many as eight subjects travel to another plane.
Scouring WindsCreates a windstorm of stinging sand, dealing 3d6 points of wind damage each round.
Summon Nature’s Ally VIISummons creature to fight.
VortexCreates a powerful and immobile whirlpool in any body of liquid large enough.
Word of RecallTeleports you back to designated place.

Table: 8th-Level Geomancer Spells

Spell NameDescription
Earth RuptureIntense tremor shakes 80-ft.-radius.
Fiery BodyCaster’s body transforms into living flame.
Icy Prison, MassAs icy prison, but all within 30 feet.
Iron BodyYour body becomes living iron.
Lightning FormCaster’s body transforms into lightning.
SeamantleCaster is sheathed in a churning column of elemental water.
StormboltsLightning spills forth from the caster’s body in all directions in a 30-ft.-radius, dealing 1d6 points of lightning damage per level and stuns creatures for 1 round.
Summon Nature’s Ally VIIISummons creature to fight.
Wall of LavaCreates a vertical wall of lava similar to wall of fire.
WhirlwindCyclone deals damage and can pick up creatures.

Table: 9th-Level Geomancer Spells

Spell NameDescription
Clashing RocksCreates Colossal-sized rocks to crush a single creature for 20d6 points of damage (half earth/bludgeoning).
Elemental SwarmSummons multiple elementals.
Geo-AcumenThe affected allies within the selective area are granted an increase to all magical damage and healing by +1 per two caster levels.
Geo-FadeThe affected foes within the selective area have their magical damage reduced.
Geo-FuryThe affected allies within the selective area are granted an increase to all physical damage and melee by +1 per two caster levels.
Geo-WiltThe affected foes within the selective area have their physical damage reduced.
IceburgCreates a truly massive iceburg that can be used for many purposes.
MagiCreate 1d6 cylinders of elemental energy (fire, ice, wind, earth, lightning, and water), dealing 10d4 damage each.
Storm of VengeanceStorm rains acid, lightning, and hail.
Summon Nature’s Ally IXSummons creature to fight.
TsunamiCreates a massive wave of water to crash over creatures and objects.
Winds of VengeanceCaster is surrounded by a buffeting shroud of supernatural, tornado-force winds, granting him a fly speed of 60 feet with perfect maneuverability.
World WaveCaster is able to cause any sort of natural terrain to surge beneath his feet and safely propel him with devastating force over great distances.

Spell List
Geomancer SpellsSpell Descriptions
Geomancer Spells