Table: 0-Level Geomancer Spells
| Spell Name | Description |
|---|---|
| Alter Food | Alter the properties of food to be delicious or disgusting. |
| Alter Object | Make slight alterations to a single object, or create objects, as a party trick. |
| Create Water | Creates 2 gallons/level of pure water. |
| Detect Magic | Detects all spells and magic items within 60 ft. |
| Drench | A sudden downpour soaks a target creature or object. |
| Elemental Orb | Orb deals 1d3 elemental damage of chosen type. |
| Gather Coin | Command all nearby coins into your possession. |
| Guidance | +1 on one attack roll, saving throw, or skill check. |
| Ignite | Ignites flammable objects. |
| Know Direction | You discern north. |
| Magical Cleaning | Clean a single object of all dirt. |
| Magical Hygiene | Clean a creature's body of filth, making them fit for a social gathering. |
| Mending | Makes minor repairs on an object. |
| Message | Whisper conversation at distance. |
| Purify Food and Drink | Purifies 1 cu. ft./level of food or water. |
| Read Magic | Read magical scrolls. |
| Resistance | Subject gains +1 on saving throws. |
| Stabilize | Cause a dying creature to stabilize. |
| Torchlight | Object shines like a torch. |
| Virtue | Subject gains 1 temporary hp. |
Table: 1st-Level Geomancer Spells
| Spell Name | Description |
|---|---|
| Air Bubble | Provides breathable air for one creature. |
| Alter Winds | Increase/decrease strength of natural winds. |
| Burning Disarm | A metal object instantly becomes red hot possibly causing the wielder to drop it or take damage. |
| Choco Feather | Quick reaction to slow a creature’s fall. |
| Endure Elements | Subject is protected from hot and cold environments. |
| Expeditious Construction | You 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 Jump | Subject gains a +10 enhancement bonus on all Acrobatics checks to jump. |
| Flame Breath | Caster breathes a cone of fire in 15-ft.-cone burst, dealing 1d4 points of fire damage per level. |
| Frostbite | Target takes ice damage and is fatigued. |
| Icicle Dagger | Creates a magical dagger out of ice, dealing additional ice damage. |
| Longstrider | Your speed increases by 10 ft. |
| Pass without Trace | One subject/level leaves no tracks. |
| Produce Flame | 1d6 damage + 1/level, touch or thrown. |
| Rain | 20-ft.-radius spread, inflicts Drenched status. |
| Stone Fist | Caster transforms his hands into living stone and able to deal lethal unarmed strikes. |
| Summon Nature’s Ally I | Summons creature to fight. |
| Swim | Subject gains a swim speed of 30 feet. |
| Water Blast | A blast of water pushes the target back. |
| Wind Armor | Subject is surrounded by a field of wind, providing a +2 deflection bonus to AC. |
| Wind Runner | Caster increases his base land speed by 30 feet. |
| Wind Shield | Caster creates a field of ever-flowing gust of wind around him to deflect ranged attacks. |
Table: 2nd-Level Geomancer Spells
| Spell Name | Description |
|---|---|
| Barkskin | Grants +2 (or higher) enhancement to natural armor. |
| Binding Earth | Target creature treats areas of earth and stone as difficult terrain. |
| Burning Arc | Deals 1d6 points of fire damage per level to primary target and arcs to secondary targets. |
| Elemental Resistance | Subject gains elemental resistance of a chosen type. |
| Elemental Speech | Enables you to speak to elementals and some creatures. |
| Elemental Touch | Caster infuses his hands with elemental energy of a chosen type. |
| Elemental Weapon | Creates a magical floating weapon of a chosen element type. |
| Endure Elements, Communal | As endure elements, but may divide the duration among creatures touched. |
| Flaming Sphere | Creates a globe of fire that rolls in the direction the caster desires, dealing 3d6 points of fire damage. |
| Float | Subject floats a couple of feet off the ground. |
| Frigid Touch | Target takes ice damage and is staggered. |
| Frost Fall | Creates an area of chilling frost, dealing 2d6 points of ice damage to all within a 5-ft.-radius burst. |
| Geo-Regen | Creates 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. |
| Glide | Caster can fall slowly like choco feather and able to glide. |
| Groundswell | Enable target to raise the ground he's standing on five feet, which negates flanking bonuses. |
| Levitate | Subject is able to move up or down up to 20 feet each round. |
| Slipstream | Subject rides a low-cresting wave of water to travel along the surface of water or ground. |
| Soften Earth and Stone | Turns stone to clay, or dirt to sand or mud. |
| Stone Call | Creates a rain of dirt, gravel, and small pebbles to fill the area, dealing 2d6 points of earth damage. |
| Summon Nature’s Ally II | Summons creature to fight. |
| Wall Climb | Subject gains a climb speed of 20 feet. |
| Water Lung | Targets gain the ability to breathe water but can no longer breathe air. |
| Whispering Wind | Caster is able to send a message or sound on the wind to a designated spot. |
| Wind Barrier | Subject gains damage reduction 10/- against projectiles. |
Table: 3rd-Level Geomancer Spells
| Spell Name | Description |
|---|---|
| Aqueous Orb | Creates rolling sphere of water. |
| Aurorastorm | Creates 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 Blast | Target takes wind damage and subjects the target to a Bull Rush. |
| Burrow | Target gains a burrow speed of 15. |
| Call Lightning | Calls down lightning bolts (3d6 per bolt) from sky. |
| Choco Feather, Mass | As choco feather, but multiple creatures. |
| Cloak of Winds | Surrounds a creature with a shroud of wind to deflect ranged attacks. |
| Dispel | Cancels one magical spell or effect. |
| Downpour | 40-ft.-radius spread, inflicts Drenched status. |
| Dragon Jump II | Subject gains a +20 enhancement bonus on all Acrobatics checks to jump. |
| Elemental Resistance, Communal | As elemental resistance, but may divide the duration among creatures touched. |
| Elemental Aura | Creates an aura of a chosen element around the caster. |
| Fly | Subject gains a flying speed of 20 feet. |
| Geo-Frailty | The 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-Malaise | The 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-Precision | Creates 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-Slip | Creates 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-Torpor | Creates 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-Voidance | Creates 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. |
| Hurricane Blast | Creates a severe blast of wind. |
| Hydraulic Torrent | Creates torrent of water that bull rushes any creature in its path. |
| Ice Spears | Cause icy spears to strike foes for 2d6 piercing and 2d6 cold damage; can knock foes down. |
| Longstrider, Greater | As longstrider, plus the speeds of other movement modes increase. |
| Meld into Stone | You and your gear merge with stone. |
| Quench | Extinguishes fires. |
| Shifting Sand | Creates difficult terrain and erases tracks; can carry creatures or objects along. |
| Sleet Storm | Creates a storm of driving sleet to block all sight and makes walking in the area difficult. |
| Stone Shape | Caster is able to form an existing piece of stone into any shape. |
| Summon Nature’s Ally III | Summons creature to fight. |
| Wall Climb, Communal | As wall climb, but may divide the duration among creatures touched. |
| Water Breathing | Subjects gain the ability to breathe underwater. |
| Water Walk | Subjects gain the ability to walk upon water. |
| Wind Barrier, Communal | As wind barrier, but may divide the duration among creatures touched. |
| Wind Wall | Creates an invisible vertical curtain of wind to deflect projectiles. |
Table: 4th-Level Geomancer Spells
| Spell Name | Description |
|---|---|
| Air Walk | Subject treads on air as if solid (climb or descend at 45-degree angle). |
| Ball Lightning | Globes of lightning that deal 3d6 points of lightning damage each. |
| Control Water | Raises or lowers bodies of water. |
| Create Holds | You create a path of handholds on earthen, plaster, stone, or wooden walls. |
| Dimension Door | Teleports you a short distance. |
| Earth Glide | Gain the ability to pass through stone, dirt and earth. |
| Elemental Body I | Turns you into a Minor elemental. |
| Floatga | As float, but multiple creatures. |
| Form Road | Creates a section of road made of rock or brick, decreasing the movement penalty of ill-suited terrain. |
| Freedom of Movement | Subject moves normally despite impediments to movement. |
| Geo-Poison | Creates 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. |
| Geyser | Creates a geyser of boiling water. |
| Ice Storm | Creates hailstones that pound down on creatures, dealing 3d6 bludgeoning and 2d6 ice damage. |
| Life Bubble | Protects from environmental effects. |
| Metallasis | Increases 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 Elements | Subject gains temporary immunity to a chosen element. |
| Ride the Waves | Target can breathe water and swim. |
| River of Wind | Creates a powerful tempest in a 120-ft.-line. |
| Spike Stones | Creatures in area take 1d8 damage, may also be slowed. |
| Summon Nature’s Ally IV | Summons creature to fight. |
| Volcanic Storm | Creates hot volcanic rocks that pound down on creatures, dealing 3d6 bludgeoning and 2d6 fire damage. |
| Water Walk, Communal | As water walk, but may divide the duration among creatures touched. |
Table: 5th-Level Geomancer Spells
| Spell Name | Description |
|---|---|
| Air Walk, Communal | As air walk, but you may divide the duration among creatures touched. |
| Call Lightning Storm | As call lightning, but 5d6 damage per bolt. |
| Control Winds | Changes wind direction and speed. |
| Dragon Jump III | Subject gains a +30 enhancement bonus on all Acrobatics checks to jump. |
| Elemental Body II | Turns you into a Medium elemental. |
| Fickle Winds | Wind walls selectively block attacks. |
| Flight | Caster gains a flying speed of 40 feet. |
| Form Highway | Creates 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 Prison | Target becomes trapped in solid ice. |
| Lightning Arc | Deals 1d6 points of lightning damage per level between two targets. |
| Passwall | Caster is able to pass through plaster and stone walls. |
| Protection from Elements, Communal | As protection from elements, but may divide the duration among creatures touched. |
| Stoneskin | Subject gains damage reduction 10/adamantine. |
| Summon Nature’s Ally V | Summons creature to fight. |
| Transmute Mud to Rock | Transforms two 10-ft. cubes per level. |
| Transmute Rock to Mud | Transforms two 10-ft. cubes per level. |
| Wall of Fire | Creates an immobile, blazing curtain of fire. |
| Wall of Ice | Ice plane creates wall or hemisphere creates dome. |
Table: 6th-Level Geomancer Spells
| Spell Name | Description |
|---|---|
| Binding Earth, Mass | Target creatures treats areas of earth and stone as difficult terrain. |
| Blazing Winds | Inflicts 4d6 points of fire damage + 1 per level and knocks them prone. |
| Dispel, Greater | As dispel, but with multiple targets. |
| Elemental Assessor | Elemental ray does 2d6 earth, fire, ice, and lightning damage, with one type persisting for 1d4 rounds. |
| Elemental Body III | Turns you into a Large elemental. |
| Freezing Sphere | Creates a globe of ice that explodes in a 40-ft.-radius burst, dealing 1d6 points of ice damage per level. |
| Geo-Cha | The 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-Con | The 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-Dex | The 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-Haste | The 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-Int | The 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-Slow | Creates 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-Str | The 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-Wis | The 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. |
| Icy Blast | Creates a line of ice slivers in a 30-ft.-line, dealing 1d6 points of ice damage per level. |
| Move Earth | Moves all kinds of dirt. |
| Path of the Winds | Winds sweep area clear of anything of Small or smaller size, and after act as wind wall. |
| Stoneskin, Communal | As stoneskin, but may divide the duration among creatures touched. |
| Summon Nature’s Ally VI | Summons creature to fight. |
| Wall of Stone | Creates a wall of rocks that merges into adjoining rock surfaces. |
| Wind Walk | You and your allies turn vaporous and travel fast. |
Table: 7th-Level Geomancer Spells
| Spell Name | Description |
|---|---|
| Control Weather | Changes weather in local area. |
| Elemental Body IV | Turns you into a Huge elemental. |
| Fire Storm | Deals 1d6/level fire damage. |
| Fluid Form | Caster’s body transforms into a liquid state. |
| Fly, Mass | As fly, except all creatures within 30 feet. |
| Geo-Paralysis | All 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 Body | Caster’s body transforms into living ice. |
| Polar Ray | Ranged touch attack that deals 1d6 points of ice damage per level and 1d4 Dexterity. |
| Plane Shift | As many as eight subjects travel to another plane. |
| Scouring Winds | Creates a windstorm of stinging sand, dealing 3d6 points of wind damage each round. |
| Summon Nature’s Ally VII | Summons creature to fight. |
| Vortex | Creates a powerful and immobile whirlpool in any body of liquid large enough. |
| Word of Recall | Teleports you back to designated place. |
Table: 8th-Level Geomancer Spells
| Spell Name | Description |
|---|---|
| Earth Rupture | Intense tremor shakes 80-ft.-radius. |
| Fiery Body | Caster’s body transforms into living flame. |
| Icy Prison, Mass | As icy prison, but all within 30 feet. |
| Iron Body | Your body becomes living iron. |
| Lightning Form | Caster’s body transforms into lightning. |
| Seamantle | Caster is sheathed in a churning column of elemental water. |
| Stormbolts | Lightning 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 VIII | Summons creature to fight. |
| Wall of Lava | Creates a vertical wall of lava similar to wall of fire. |
| Whirlwind | Cyclone deals damage and can pick up creatures. |
Table: 9th-Level Geomancer Spells
| Spell Name | Description |
|---|---|
| Clashing Rocks | Creates Colossal-sized rocks to crush a single creature for 20d6 points of damage (half earth/bludgeoning). |
| Elemental Swarm | Summons multiple elementals. |
| Geo-Acumen | The affected allies within the selective area are granted an increase to all magical damage and healing by +1 per two caster levels. |
| Geo-Fade | The 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-Fury | The affected allies within the selective area are granted an increase to all physical damage and melee by +1 per two caster levels. |
| Geo-Wilt | The 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. |
| Iceburg | Creates a truly massive iceburg that can be used for many purposes. |
| Magi | Create 1d6 cylinders of elemental energy (fire, ice, wind, earth, lightning, and water), dealing 10d4 damage each. |
| Storm of Vengeance | Storm rains acid, lightning, and hail. |
| Summon Nature’s Ally IX | Summons creature to fight. |
| Tsunami | Creates a massive wave of water to crash over creatures and objects. |
| Winds of Vengeance | Caster is surrounded by a buffeting shroud of supernatural, tornado-force winds, granting him a fly speed of 60 feet with perfect maneuverability. |
| World Wave | Caster is able to cause any sort of natural terrain to surge beneath his feet and safely propel him with devastating force over great distances. |

