General Prestige Class: GeomancerThe cleric reaches out to a higher power. The wizard trusts only in eldritch tomes. The druid looks to nature for her spells.
To the geomancer, however, all magic is the same.Geomancy is the art of channeling magical energy from many sources through the land itself. A geomancer may research like a wizard, pray like a cleric, or sing like a bard, but he casts spells as only a geomancer can.
In the area he calls home (be it high on a mountain, deep in a forest, or even beneath an ocean) he weaves ley lines - powerful connections to the land itself. The spells he casts through these connections with the earth are reflections of his own strength of will. As the geomancer progresses, however, the effort of gathering magic through the earth takes a physical toll on him, making him more and more like the land and its creatures.Only characters with more than one spellcasting class can become geomancers. The most popular combinations are druid/sorcerer and druid/wizard. Clerics with arcane spellcasting ability can also qualify; those with access to the Plant or Animal domain are the most likely to consider this path. A bard or a ranger who picks up a second, more focused spellcasting class can also adopt this lifestyle. RequirementsTo qualify to become a Geomancer, a character must fulfill all the following criteria:.
Skills: Knowledge (arcana) 6 ranks, Knowledge (nature) 6 ranks. Spells: Ability to cast 2nd-level arcane spells and 2nd-level divine spells.Class SkillsThe geomancer's class skills are, (any), (arcana), (nature), and.Skill Points at Each Level: 4 + Int modifier. Class FeaturesThe following are class features of the geomancer prestige class.Weapon and Armor Proficiency: Geomancers gain no weapon or armor proficiencies.Spells per Day/Spells Known: At each geomancer level, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class to which he belonged before adding the prestige class.
He does not, however, gain any other benefit a character of that class would have gained (additional wild shape options, metamagic or item creation feats, or the like). Since the character had more than one spellcasting class before becoming a geomancer, the player must decide to which class to add each geomancer level for determining spells per day and spells known.Spell Versatility: At 1st level, the geomancer learns to blend divine and arcane magic.
He still acquires and prepares his spells in the normal manner for his individual spellcasting classes. When he casts them, however, he can mix or match spellcasting parameters from any of his classes to gain the maximum possible advantage for any spell with a spell level equal to or less than his spell versatility score. Thus, as a 4th-level geomancer, he can cast any of his 3rd-level or lower sorcerer/wizard spells with no chance of arcane spell failure from armor.
(The druidic prohibition against metal armor still applies to druid/geomancers, however, since this stricture stems from a spiritual oath rather than a practical limitation.) The geomancer may use his Wisdom bonus to set the save DC for arcane spells, or his Charisma or Intelligence bonus (whichever he would normally use for arcane spells) to set the save DC for divine spells. If a spell requires either an arcane material component or a divine focus, he may use either.
A cleric/geomancer who also has levels of wizard, sorcerer, or bard can spontaneously convert any prepared arcane or divine spell (except a domain spell) of an appropriate level into a cure or inflict spell of equal or lower level, though he must be capable of casting the latter as a cleric.Drift: The character slowly becomes closer to nature. At each geomancer level, choose a drift from the appropriate stage (see Drift, below).Ley Lines: At 2nd level, the geomancer learns to create magical connections with a specific type of terrain. Choose one of the following terrain types: aquatic, desert, forest, hills, marsh, mountains, or plains.
In that terrain, the geomancer's effective caster level for all spells increases by +1. At 6th level and again at 10th level, the character may either choose a new terrain in which to receive the benefit (at +1), or increase his effective caster level in a previously chosen terrain by an additional +1.