|Geomancers are Elemental wizards that focus on the magics
of Earth. Masters of the very fundament upon which we stand, these dangerous wizards call
upone the strength, durability, and indestructibleness of the Earth itself.
|Warbands Allowed: As Warlock
|Skill Categories: Academic
|Weapons and Armor: Dagger, Staff or
|Special Ability: Geomancy.
The Geomancer starts with 2 of the following Spells (roll randomly). Should the
Geomancer gain a skill raise, he may choose to randomly generate a new Spell from
the following list instead.
|1. Stone Brow: The wizard takes on the durability
of the earth. He becomes immune to Stunning and to being Knocked Down. He must be taken
OoA to cause him any harm. This effect lasts for the duration of the game. Difficulty: 9.
|2. Rock Fists: The wizards fists become as hard
as rocks. The wizard may use his hands as Hammers, stunning foes with injury rolls of 2-4,
additionally the wizard strikes at S+1 and gains +1 Attack. This Spell lasts for the
duration of the game. Difficulty: 8.
|3. Granite Hide: The wizards skin becomes
extrodinarily hard, taking on the properties of stone. This gives the wizard the
equivalent of a 2+ normal (ie modifiable) Armor Save for the duration of the game.
|4. Pit Trap: The wizard causes a pit to open
beneath a single foe within LOS and no further than 12" away. The targeted model must
make an I roll or go out of action immediately regardless of remaining wounds. Difficulty:
|5. Groundquake: The wizard shakes the very
firmament immediately around himself. All models within 6" of the wizard must make D3
I checks or fall, becoming Knocked Down regardless of remaining wounds. If a model falls
near a ledge they fall and take damage as normal. Difficulty: 7.
|6. One with Mother Earth: The wizard sinks into
the ground and reemerges up to 12" at ground level. Must both cast and emerge at
ground level. Difficulty: 6