Unleash the power of the land! Learn how the Geomancer archetype in Pathfinder: Wrath of the Righteous manipulates terrain for potent buffs and devastating debuffs.
Alright, let's talk about the Geomancer archetype in Pathfinder: Wrath of the Righteous. First things first, you'll need the Lord of Nothing DLC to play as one. Think of a Geomancer as someone who really, *really* connects with the ground beneath their feet, drawing special powers from different environments.
Basically, they get unique perks based on the terrain they're in and can even choose specific terrains they become especially good at. The trade-off? They don't get those cool bloodline spells or feats that other Sorcerers do. It's a different path, but a powerful one!
Geomancer Level Progression
Here's a quick rundown of what you gain as you level up:
| Level | Feats | Special 1 | Special 2 | Special 3 |
| 0 | - | Sorcerer Proficiencies | Cantrips | Geomancy |
| 1 | Feat | Bonus Feat | Bloodline Arcana | Bloodline Ability |
| 3 | Feat | - | - | Bloodline Ability |
| 5 | Feat | - | - | - |
| 7 | Feat | Favored Terrain | - | - |
| 9 | Feat | - | - | Bloodline Ability |
| 11 | Feat | - | - | - |
| 13 | Feat | Favored Terrain | - | - |
| 15 | Feat | - | - | Bloodline Ability |
| 17 | Feat | - | - | - |
| 19 | Feat | Favored Terrain | - | - |
| 20 | - | - | - | Bloodline Ability |
Geomancy: Your Land-Powered Abilities
This is where the Geomancer really shines. Whenever you cast a spell, you can choose to activate 'Geomancy'. It's a free action, so no cost there! The catch is that the spell you cast will also deal 1d8 damage to *you*. But in return, you and your allies within 30 feet get some sweet buffs, or enemies in that same radius get hit with nasty debuffs. The exact effect totally depends on the terrain you're currently in!
If the Geomancy effect requires a saving throw from an enemy, the DC is the same as the spell you just cast. It only kicks in if your spell actually hits someone, though.
Geomancy by Terrain:
- Abyss: Enemies take 1d6 damage per spell level and have to make a Fortitude save or become corrupted. Corrupted enemies get a -2 penalty to attack rolls, damage rolls, and their ability/spell DCs. Nasty curse!
- Desert: Enemies take 1d6 slashing damage per spell level and must pass a Reflex save or be blinded for 1d4 rounds. Good for shutting down ranged attackers.
- Forest: Allies within 30' get healed for 1d6 HP per spell level. Great for keeping your party topped up.
- Highlands: Allies get Damage Reduction (DR) N/- for 1 round, where N is twice the spell's level. This can be a lifesaver against heavy physical hitters.
- Underground: Enemies take 1d6 piercing damage per spell level and must make a Reflex save or be unable to move for 1 round. Perfect for locking down dangerous melee foes.
- Urban: Enemies take 1d6 bludgeoning damage per spell level and must make a Fortitude save or be stunned for 1 round. Stunning is always a solid choice for crowd control.
Favored Terrain: Specializing Your Power
This works just like the Ranger's Favored Terrain ability. As you level up, you'll get opportunities to pick specific terrains that you're an expert in. While the source text doesn't detail the specific benefits of choosing these, it's safe to assume they'll enhance your Geomancy effects or provide other advantages when you're fighting in those chosen environments. It's all about tailoring your power to the battlefield!
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