Each ability is a standard action supernatural ability unless stated otherwise, and has a DC of 10 + 1/2 HD + your highest mental ability score. Refer to the chart below.
Geomancy
Terrain |
Constant Ability |
At will
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Cold (ice, glaciers, snow, and tundra) |
[Cold] spells have +1 CL and DC. You treat icy surfaces as normal, with no risk of slipping or being slowed down. |
Make a ranged touch attack out to 60 ft, dealing 2d6 cold damage and the target must make a Fortitude save or half their speeds cut in half for 1 round. A successful save negates the speed reduction.
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Desert (sand and wastelands) |
[Fire] spells have +1 CL and DC. You do not need to drink, and do not become fatigued from desiccation damage. |
Creatures within a 15 ft cone take 2d6 damage from sand and grit, and must make a Fortitude save or suffer 50% miss chance from sand in their eyes for 1 round. A successful save negates the miss chance.
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Forest (coniferous and deciduous) |
Spells which affect plants and animals have +1 DC. If healed, roll twice and take the better amount. |
One creature within 60 ft gains fast healing 1 as long as they are in contact with the ground, up to the maximum of 1/2 their hp. Only one creature may be affected at a time. Against undead, they take 1 damage a round instead. The effect ends of line of effect is broken for more than 1 round.
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Jungle |
Disease and poison affects have +1 CL and DC. You have a +4 bonus on saves against disease and poison. |
A creature in 60 ft must make a Fortitude save or take 1d6 poison damage each round for 1 round/level, until they receive any amount of healing or make a DC 10 Heal check as a standard action. A successful save negates.
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Mountain (including hills) |
[Earth] spells have +1 CL and DC. You gain +4 Stability as a dwarf (this stacks with the racial feature). |
Rocks fall in a 10 ft radius out to 60 ft, dealing 2d6 bludgeoning damage and leaving difficult terrain for 1 round. It deals twice as much damage against prone targets. A successful save halves the damage.
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Plains |
[Air] and [Sonic] spells have +1 CL and DC. Land speeds are increased by +10 ft. |
You may make a single melee attack out to 60 ft range with shockwaves of wind.
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Swamp |
[Acid] spells have +1 CL and DC. You ignore difficult terrain from water and natural terrain. |
Shoot a ball of acid as a ranged touch attack in 60 ft. It deals 2d6 acid damage with splash damage like an alchemical item. Creatures struck directly take 1d6 on the subsequent round.
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Underground (caves and dungeons) |
[Earth] spells have +1 CL and DC. You always know how deep you are. |
Within 60 ft, a rock dislodges and automatically hits for 1d8 bludgeoning damage, with a Reflex save against falling prone for Large or smaller targets, save negates the prone effect.
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Urban (buildings, streets, and sewers) |
[Electricity] spells have +1 CL and DC. You are not slowed down by crowds. |
You throw a ball of junk as a normal ranged attack roll, dealing 2d6 + mental ability modifier in bludgeoning, piercing, and slashing damage. This is a thrown weapon with a range increment of 30 ft.
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Water (above and below the surface) |
[Water] spells have +1 CL and DC. Treat water as one step less turbulent. |
You can Bull Rush creatures of any size with a wave of water out to 30 ft range, using your mental ability modifier for Strength and ignoring size bonus and penalties. It can also quench fires as per quench.
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Weightless |
Spells that alter movement speeds or grant movement speeds have +1 CL and DC. Fly speeds are increased by +10 ft. |
With a duration of Concentration, you can immobilize a creature within 60 ft in telekinetic [Force] with a Will save to negates. A creature may spend a standard action to make another save each round.
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