Latest NewsKefka Icon

Somewhat close to middle ...

Home > Magic > Spells by Class >

Geomancer Spells

Table: 0-Level Geomancer Spells

Spell NameDescription
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.
Guidance+1 on one attack roll, saving throw, or skill check.
IgniteIgnites flammable objects.
Know DirectionYou discern north.
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).
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.
JumpSubject gains a +10 enhancement bonus on all Acrobatics checks to jump.
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.
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.
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.

Table: 3rd-Level Geomancer Spells

Spell NameDescription
Aqueous OrbCreates rolling sphere of water.
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.
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.
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 cold 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.
Geo-BarrierThe affected allies within the selective area are protected by a shield that helps deflect physical attacks. They gain a +2 deflection bonus to Armor.
Geo-FendThe affected allies within the selective area are protected by an earthly shield that helps protect against magical attacks. They gain a +2 resistance bonus to Saving Throws versus spells.
Geo-FrailtyThe affected foes within the selective area have their physical resistance reduced. All targets of this spell must make a Will save per round as long as they are within reach of the spell or receive a -2 deflection penalty to Armor Class.
Geo-MalaiseThe affected foes within the selective area have their magical resistance reduced. All targets of this spell must make a Will save per round as long as they are within reach of the spell or receive a -2 resistance penalty to Saving Throws versus spells.
Geo-PrecisionCreates an accurate aroma in a selective area. All allies receive a + 2 attack bonus as long as they're within the radius of the spell.
Geo-SlipCreates a non-accurate aroma in a selective area. All enemies must make a Fortitude save per round as long as they are within reach of the spell or receive a -2 attack penalty.
Geo-TorporCreates a non-evasive gas in a selective area. All enemies must make a Fortitude save per round as long as they are within reach of the spell or receive a -2 dodge penalty.
Geo-VoidanceCreates an evasive gas in a selective area. All allies of this spell receive a + 2 dodge bonus as long as they're within the radius of the spell.

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.
CometOne exploding sphere that deals 10d6 damage (half fire/earth).
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.
FloatgaAs float, but multiple creatures.
Freedom of MovementSubject moves normally despite impediments to movement.
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.
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.
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. The targets must make a Fortitude save per round as long as they are within reach of the spell or take 1d6 points of non-elemental damage + your casting modifier per round.

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.
Fickle WindsWind walls selectively block attacks.
Fire SnakeCreates a line of flames that the caster can shape as he desires, dealing 1d6 fire damage per level.
FlightCaster gains a flying speed of 40 feet.
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.

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.
CometraAs comet, but with 2 exploding spheres instead.
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.
Freezing SphereCreates a globe of ice that explodes in a 40-ft.-radius burst, dealing 1d6 points of ice damage per level.
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.
Geo-ChaThe affected allies become more poised, articulate, and personally forceful within the selective area. They gain the benefit as long as they're within the area of effect of the spell. The spell grants a +6 enhancement bonus to Charisma, adding the usual benefits to Charisma-based skill checks and other uses of the Charisma modifier. Bards, summoners, and necromancers (and other spellcasters who rely on Charisma) affected by this spell do not gain any additional bonus spells or songs for the increased Charisma, but the save DCs for spells and songs they cast and perform while under this spell's effect do increase.
Geo-ConThe affected allies gain greater vitality and stamina within the selective area. They gain the benefit as long as they're within the area of effect of the spell. The spell grants the subject a +6 enhancement bonus to Constitution, which adds the usual benefits to hit points, Fortitude saves, Constitution checks, and so forth. Hit points gained by a temporary increase in Constitution score are not temporary hit points. They go away when the subject's Constitution drops back to normal. They are not lost first as temporary hit points are.
Geo-DexThe affected allies become more graceful, agile, and coordinated within the selective area. They gain the benefit as long as they're within the area of effect of the spell. The spell grants a +6 enhancement bonus to Dexterity, adding the usual benefits to AC, Reflex saves, and other uses of the Dexterity modifier.
Geo-HasteThe affected allies within the selective area receive the Haste status effect. The subject receives a +1 bonus to Attack rolls, +1 bonus to Reflex saves, +30 foot movement, and an extra attack if the subject uses a full-attack option.
Geo-IntThe affected allies become smarter within the selective area. They gain the benefit as long as they're within the area of the effect of the spell. The spell grants a +6 enhancement bonus to Intelligence, adding the usual benefits to Intelligence-based skill checks and other uses of the Intelligence modifier. Black mages (and other spellcasters who rely on Intelligence) affected by this spell do not gain any additional bonus spells for the increased Intelligence, but the save DCs for spells they cast while under this spell's effect do increase. This spell doesn't grant extra skill ranks.
Geo-StrThe affected allies become stronger within the selective area. They gain the benefit as long as they're within the area of effect of the spell. The spell grants a +6 enhancement bonus to Strength, adding the usual benefits to melee attack rolls, melee damage rolls, and other uses of the Strength modifier.
Geo-SlowCreates a slow gas in a selective area. All enemies must make a Fortitude save per round as long as they are within reach of the spell or receive the Slow status effect. The victim suffers a -1 penalty on Attack rolls, -1 penalty on Reflex saves, moves at half movement, and can only take 1 standard action a round.
Geo-WisThe affected allies become wiser within the selective area. They gain the benefit as long as they're within the area of effect of the spell. The spell grants a +6 enhancement bonus to Wisdom, adding the usual benefit to Wisdom-related skills. White mages (and other Wisdom-based spellcasters) who receive Geo-Wis do not gain any additional bonus spells for the increased Wisdom, but the save DCs for their spells increase.

Table: 7th-Level Geomancer Spells

Spell NameDescription
Control WeatherChanges weather in local area.
Fire StormDeals 1d6/level fire damage.
Fluid FormCaster’s body transforms into a liquid state.
Fly, MassAs fly, except all creatures within 30 feet.
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.
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.

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.
IceburgCreates a truly massive iceburg that can be used for many purposes.
MeteorFour exploding spheres each deal 10d6 damage (half fire/earth).
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.
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. All targets of this spell must make a Will save per round as long as they are within reach of the spell or receive a reduction to all magical damage and healing by -1 per two caster levels.
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. All targets of this spell must make a Will save per round as long as they are within reach of the spell or receive a reduction to all physical damage, melee and range by -1 per two caster levels.

Spell List
Spell Descriptions