Geomancy is the specialization of the element of earth and may only be learned in Magnagora, for it draws its power from the Megalith of Doom. The plane of earth was tainted during the Taint Wars and is, thus, a warped and extremely dangerous element to work in. As Geomancers grow in strength, they can subjugate vast tracts of land under their demesne, making them a powerful and feared force of corruption. |
Tainted | Master | Breathe the tainted air. |
Fossilize | Master +25% | Turn your dead enemies into fossils. |
Burrow | Master +50% | Tunnel deep underground. |
Boulderblast | Master +75% | Create carnage by exploding boulders |
Taint | Gifted | Twist the land with death. |
Meld | Gifted +25% | Merge your magics with the tainted land. |
Influence | Gifted +50% | Increase your sway over others in your demesne. |
Poison | Gifted +75% | The tainted earth releases its miasmic fumes. |
Center | Expert | Move to the centre of your demesne. |
Dissolve | Expert | Easily remove an aura of protection around another. |
Tremors | Expert +25% | Knock people to the ground or shake them out of the trees. |
Duststorm | Expert +50% | Stirred up dust obscures vision. |
Lodestone | Expert +75% | Magnetic lodestones pull enemies to the ground. |
Travel | Virtuoso +50% | Teleport yourself to anyone in your demesne. |
Stonerain | Virtuoso +25% | Batter fliers with large stones. |
Wyrm | Virtuoso +50% | Summon a tainted earth worm. |
Crumble | Virtuoso +75% | Break down walls of stone. |
Stonewalls | Fabled +50% | Raise up the rock earth to block passage. |
Rockslide | Fabled +50% | Sliding rocks damage your foes. |
Sickening | Fabled +75% | Afflict others with pus-filled cankerous sores. |
Staff | Mythical | Summon your elemental staff. |
Chasm | Mythical +25% | "Must not all things at the last be swallowed up in death?" |
Earthquake | Mythical +50% | Cast the powers of the tainted earth in one spell. |
Fleshstone | Mythical +75% | Turn others or yourself into a statue. |
Pollute | Transcendent | Unleash the annihilating poison of the tainted earth. |
Tainted
Your bond with the tainted earth is so great that you will not take damage from its poisonous effects. Also, your affinity with earth will allow you to naturally avoid earthquakes.
Fossilize
Syntax: |
GEOCAST FOSSILIZE <corpse> |
You can turn the corpse of any person into a fossil, thereby rendering resurrection of any kind impossible and leaving a grim calling card that warns against daring to cross a geomancer.
Burrow
Syntax: |
BURROW [ABOVE|BELOW|<dir>] |
Your bond with the element of earth will allow you to burrow underground, if possible. BURROW BELOW will allow you to break through the surface or dig deeper down. You can dig upwards with BURROW ABOVE. To move horizontally, use BURROW <dir>.
Boulderblast
Syntax: |
GEOCAST BOULDERBLAST |
Damage Type: 25% Blunt, 25% Cutting, 50% Poison Damage Source: Magical |
Summon forth a great Tainted rock from the ground, which will explode into thousands of tiny shards that will seek out and shred your personal enemies in the location.
Taint
Syntax: |
GEOCAST TAINT GEOCAST FORCETAINT |
Power: 1 (Megalith of Doom) |
You may temporarily taint almost any environment. If a location is currently the demesne of any druid or mage, you can FORCE it and break the meld in that location. Note that your magics require enough surrounding tainted death around you that many of your spells will not work in a tainted forest. You may cause DEFOLIATION in tainted forests to kill off the nearby trees.
Meld
Syntax: |
GEOCAST MELD GEOCAST SENSE |
The primary power of geomancy is to build your own tainted demesne. By creating a MELD between a tainted location and yourself, you thus build your demesne. Each new MELD must be adjacent to another. While in your demesne, you can SENSE who dares to enter your tainted land and WATCH who enters and leaves. To check on its status, DEMESNE will show you where its center is, and what powers are curently active and how long they will last. DEMESNE CENTER will change the center of your demense to the current room. You can DISSOLVE your demesne at any time.
Influence
Within your own demesne, you will find your ability of influence to be more effective.
Poison
Syntax: |
GEOCAST POISON [DEMESNE] |
Damage Type: 100% Poison Damage Source: Magical |
This can be cast in a single tainted location or throughout your demesne. The land becomes a poisonous wasteland, which occasionally releases clouds of noxious gasses. These clouds will seep into the throats of your personal enemies, sickening them. Those enemies who try to escape by burrowing within this tainted earth will have their flesh slowly eaten away.
Center
Syntax: |
GEOCAST CENTER |
From anywhere in your demesne, you can instantly transport to the center of your demesne. If you are outside your demesne, but on the same plane and terrain type as your demesne, you may teleport back to the center of your demesne at a cost of two power.
Dissolve
Syntax: |
DISSOLVE <target> |
You can dissolve the aura of protection around those who are using it to escape some of the powers of your demesne. This requires balance but not equilibrium and is a very fast attack.
Tremors
Syntax: |
GEOCAST TREMORS [DEMESNE] |
This can be cast in a single tainted location or throughout your demesne. Tremors will rock the earth, causing your enemies to fall down if they are not levitating. If it is cast for your demesne, it will only affect the region of your demesne where you stand, but as you move throughout different areas of your demesne, it will shift areas with you.
Duststorm
Syntax: |
GEOCAST DUSTSTORM [DEMESNE] |
This can be cast in a single tainted location or throughout your demesne. A dust storm will rise up and obscure all exits. If it is cast for your demesne, it will only affect the region of your demesne where you stand, but as you move throughout different areas of your demesne, it will shift areas with you.
Lodestone
Syntax: |
GEOCAST LODESTONE [DEMESNE] |
This can be cast in a single tainted location or throughout your demesne. A powerful magnetic pull from the ground will strip the levitation defense from your enemies. For those without levitation, this pull will knockdown your enemies and give them a short stun. If it is cast for your demesne, it will only affect the location of the demesne where you stand and adjacent locations that also reside in the demesne. But, as you move throughout different areas of your demesne, it will shift location with you. It will also block use of natural forest when cast.
Travel
Syntax: |
GEOCAST TRAVEL <player> |
Power: 3 (Megalith of Doom) |
You can travel to a target if both of you are in your demesne.
Stonerain
Syntax: |
GEOCAST STONERAIN [DEMESNE] |
This can be cast in a single tainted location or throughout your demesne. Those of your enemies who fly will be pelted with stones, forcing them to crash into the ground. The rain of stone will also cause rubble to randomly appear in the location. If it is cast for your demesne, it will only affect the region of your demesne where you stand, but as you move throughout different areas of your demesne, it will shift areas with you.
Wyrm
Syntax: |
GEOCAST WYRM |
Power: 10 (Megalith of Doom) |
Create a taint wyrm egg which you can raise as a beast. The power cost will be significantly less if cast on the Elemental Plane of Earth. The wyrm has the ability to burrow as well as breathe gas and dig (see below).
Syntax: |
BEAST ORDER BREATHE GAS <target> |
Beast Mana: 500 |
Like the Beastmastery skill, your beast can breathe gas. The wyrm will do more damage than other beasts when it breathes gas.
Syntax: |
BEAST ORDER DIGUP |
This is a unique beast skill, that enables the beast to digup items or people who are buried below it.
NOTE: If you lose the wyrm skill, your wyrm will not abandon you; however, it will lose its special beast abilities (including extra poison gas damage). Otherwise, you do not need the Beastmastery skills of burrowing or breathing gas to use those abilities.
Crumble
Syntax: |
GEOCAST CRUMBLE <direction> |
By force of will, chip away at stone walls.
Stonewalls
Syntax: |
GEOCAST STONEWALL [<direction>] [DEMESNE] |
This can be cast in a single tainted location in a specific direction, or throughout your demesne.
Rockslide
Syntax: |
GEOCAST ROCKSLIDE [DEMESNE] |
Damage Type: 75% Blunt, 25% Cutting Damage Source: Magical |
This can be cast in a single tainted location or throughout your demesne. The earth constantly roils and turns, causing rockslides to damage all your enemies who are on the ground. Those who are fallen flat on the ground will take more damage. If it is cast for your demesne, it will only affect the region of your demesne where you stand, but as you move throughout different areas of your demesne, it will shift areas with you.
Sickening
Syntax: |
GEOCAST SICKENING [DEMESNE] |
This can be cast in a single tainted location or throughout your demesne. Those of your enemies who walk upon the tainted earth will contract a debilitating sickness that will make healing more difficult. If it is cast for your demesne, it will only affect the region of your demesne where you stand, but as you move throughout different areas of your demesne, it will shift areas with you.
Staff
Syntax: |
GEOCAST STAFF POINT STAFF <target> [direction] |
Power: 10 (Megalith of Doom) Damage Type: 50% Poison, 25% Cutting, 25% Asphyxiation (point staff) |
The ultimate weapon of the geomancer is a staff created from the tainted earth and the mage's own blood. By wielding the staff you may POINT STAFF at a target and shoot a boulder at your target. You can RAISE STAFF to attune yourself with the pulse of the earth, which increases the power of your magic. With WHIRL STAFF, you can reveal anyone hiding in your location. Finally, by TWIRL STAFF you can coat your victim with a black oil from the tainted earth, which will slow down movement. The power cost will be significantly less if cast on the Elemental Plane of Earth.
Additional Notes: |
Twirling the staff afflicts the target with gunk, which prevents crawling over rubble, adds one second of delay to actions like aeon or sap, and is cured with cleanse. |
Chasm
Syntax: |
GEOCAST CHASM <player> |
Power: 3 (Megalith of Doom) |
Upon tainted soil, you may open up a chasm beneath the feet of your enemy which will swallow him or her whole, instantly killing your opponent. The chasm will take some time to open during which the geomancer must concentrate and not perform any other action.
Earthquake
Syntax: |
GEOCAST EARTHQUAKE |
Power: 8 (Megalith of Doom) |
Your tainted demesne will roil with power, and become inbued with: Poison, Tremors, Lodestone, Stonerain, Rockslide, Sickening, and Duststorm.
Additional Notes: |
Resets already-raised demesne effects to their full timer, aligning them to tick at the same time. Those not already raised will still be aligned but will last about a third to a quarter as long. |
Fleshstone
Syntax: |
GEOCAST FLESHSTONE <player|ME> |
Power: 8 (Megalith of Doom) |
You can turn the flesh of an enemy into stone statue for a time determined by his or her resilience. Though you won't be able to harm a statue, neither can the statue perform any action, giving you time to cast needed spells. In an emergency, this powerful spell may also be used to turn yourself into a statue to make yourself temporarily invulnerable.
Pollute
Syntax: |
UNLEASH STAFF |
Power: 10 (Megalith of Doom) Damage Type: 100% Poison |
The most horrific power of the geomancer is to pollute his or her entire demesne with the full blight of the tainted earth. Fissures will open up throughout your demesne and release toxic fumes that will seek out your personal enemies and coat their skin with flesh-stripping poison! You must wield your staff and be at full mana to invoke such a spectacle.