Master Class: Geomaster
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A unique magic warrior, the geomancer uses the elements, like the rune knight and black mage. But what sets them apart is that they use the power of the earth, a power of less raw force, but more debilitating power. The Geomaster takes this to new levels, bending the elements of air, water, earth, fire (and more) to their whim.
Add Equip: None
Class Bonus: +1 PA, + 50 HP, +20 MP
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Geomastery
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Advanced Geomancy
While destruction is simple to accomplish with the elements, healing with non-holy magic on another level.
JP: XXX (For each one)
Speed: Now
Range: 5v1
Effect: 2v0
System: This is really 12 abilities.
Stepping Stone: Low chance of haste 2, medium chance of haste if haste 2 fails. Only on Road hexes
Replenishing Dew: Water element healing, high chance of curing frog. Usable only in Water.
World Tree's Leaf: Earth element healing, medium chance of regen. Usable only on Grass.
Thick Shell: Earth element healing, medium chance of shell 2/shell. Usable only on Stone.
Primordial Soup: Medium chance of regen and low chance of concealed. Usable only on Wasteland.
Hermes Breath: Air elemental healing, medium chance of haste2/haste. Usable only on Forest/Trees.
Spark of Civilization: High chance of +1MA, medium chance of +5 faith gain for remainder of battle. Does not stack on itself. Usable only on Wood.
Mankind's Components: Medium chance to revive KO'd unit. Usable only on Swamp.
Dust Veil: Very high chance of blink2/1. Low chance of conceal. Usable only on Desert.
Ice Wall: Medium chance of Protect 2/Protect. Usable only on Snow.
Pegasus' Spirit: Air and holy elemental healing, moderate chance of haste/haste2 and float. Usable only on Roof or while floating.
Gift of Mars: Fire elemental healing, +3 PA +3MA for the rest of the battle. PA and MA gain does not stack with itself or other geomancy. Usable only on Lava.
Earth Punch
With magic, the geomancer flies into the air and strikes at the earth itself. Woe befall anyone unlucky enough to be caught in the crossfire.
Range: 4v3
Effect: 3
Very heavy earth elemental damage, with the damage weakening depending on how far the foe is from the center hex. The hex the geomaster is on loses 3 height, the ones next to him lose 2 height, and the final ring around that loses 1 height. Must be attacking from a higher height. Only usable on roads, stone, wasteland, grass, desert, and snow.
Aqua Tentacles
Range 4v3
Controlling the raw element of water, the geomaster attempts to drag his foes into the dark abyss of the sea. Or a nearby puddle, whatever is on hand to work with.
System: The geomaster enchants a water hex and designates an enemy. This water hex will inflict stop (very low)/don't act (medium)/don't act (moderately high) against the foe every turn, and will drag the foe to the water hex by zero to 3 hexes per turn, depending on rolls. If the foe is successfully dragged into the water, he will become petrified for 3 turns if the water hex is 1 hex deep. If it is 2 or more hexes deep, he is inflicted with death sentence. The water hex remains enchanted for 3 turns. The deeper the enchanted water hex is, and the more water hexes it it adjoined too, the higher its CoS is.
Twister
Range 4v4
Effect 3
The Geomaster commands the wind and introduces chaos to their foes.
Can only be used in forest/wood, or roof hexes. Or while floating.
Phase 1: Medium wind damage to foes, with the highest being on the outer circle of the effect zone, and very minimal damage being inflicted on the center hex. The tornado moves 3 hexes in the opposite direction from the direction of the caster and lasts for its next phase before dying out. Units caught in the tornado have a chance of being relocated to a hex outside of the tornado. If this hex is occupied by another unit, the original occupant of the hex will take damage and be relocated to another available hex. If the units in the tornado fail this chance, they'll be caught in the tornado as it continues to phase two.
Phase 2: Medium wind damage. If there are still units caught in the tornado, damage is increased depending on how many units are caught. The unit in the center of the hex takes very minimal damage. After damage is done, units are placed randomly in the area of effect of the tornado. Low chance of confusion.
Raging Inferno
You summon a giant fireball, and you hurt stuff with it. Simple, no?
Range 4v4
Effect: 2
Medium High fire damage. Can only be used while on grass, wood/forest, desert, roof, or lava hexes.
Quadruple Apocalypse
Frostbite+3rd Degree Burns+Broken Bones+Chapped Lips. Ouch.
Range 3v3
Effect:1
Ice/Fire/Earth/Air damage. Very high. Requires 100% of the geomaster's MP, unless the hexes that provide use of the previous 4 abilities are present on the map.
Geochanger
Its a pain looking for the right hexes to cast something, so the geomancer just makes the right hexes.
Range:1
Effect:1
Changes a hex from one type to another. Lava hexes revert to stone after 3 turns.
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Reaction Abilities
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Defensive Geomancy:
You have three guesses to find out what this does.
Trigger: HP damage
System: Cast support geomancy on yourself, according to what type hex you're on.
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Support Skills
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Enhanced Resources
The geomaster is such a geomaistro, he can use geomancy from more then just the hex is on!
System: The Geomaster can use choose to use the geomancy spells of hexes adjacent to himself in addition to the hex he is standing on.
One with the Earth:
The world is filled with latent energy, and the geomaster can tap into it without a second thought.
System: The geomancer picks a hex type. He then picks from a statii (haste, protect, blink, etc.) Whenever the geomancer ends his move on that hex, he is under the effect of the statii for the next turn. He immediately loses it if he moves onto another hex type, even if he still ends on the same hex type (road to grass to road makes you lose the bonus.) Can be selected up to 3 times, but cannot pick the same type or statii.
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Movement Skills
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Mana Sucker
Remember that latent energy in the world? The geomancer draws it out of earth as he walks, replenishing himself with the very lifestream of the world.
System: Its basically Move HP UP and Move MP UP combined.