Currents of magic flow through the earth. For proof, one merely must look and see the cleft between mountains, the curious ways trees in forests seem to stand apart forming a path through them, and in the way the grasses bend in the same direction even when the air is still. You could feel the energy flowing underfoot. You sensed a vast, terrible wellspring of power, but rather than be frightened, the magic emboldened you. It was there for the taking. You needed only to reach for it.
You become a geomancer, one who harness the magic of the earth. With it, you can call forth columns of stone, hurl boulders at your enemies, and root yourself in place so that nothing can move you. The ground itself becomes your servant to command.
Such magic comes at a price, one subtle to start, but growing more and more apparent as your knowledge grows. The hairs you noticed on your arms disappear and the blemishes you had fade away. Your skin assumes a smooth appearance, smooth as marble. Eventually, you lose all your hair, your skin hardens to something akin to rock, and your eyes glitter like mica.
Attributes: Increase three attributes by 1 each. Natural Defense: 15,
Health: +6
Languages: Any one
Traditions:Geomancy
Spells: One master
Strength from Stone (Magical): You can use an action to use this talent or you can use this talent when you cast a Geomancy spell. For 1 minute, you take half damage from ordinary sources, and your supply of Bonus Damage increases by +1d6. You can use this talent a number of times equal to your level. You regain expended uses after you rest.
Health: +6
Spells: One master
Earth Wave (Magical): If you have physical contact with earth, sand, or stone, you can use an action to send a wave of dirt, sand, and tumbling rocks at your foes. Target one Size 2 space on the ground within 10 yards. The earth wave rolls through the ground between you and the target. Each creature on the ground in the wave’s path makes an Agility roll. On a failure, the creature falls prone. When the wave reaches the space, it deals 4d6 damage to each creature and object in it. Also, each creature makes a Strength roll. On a failure, the creature falls prone and becomes vulnerable (luck ends). Once you use this talent, you lose access to it for 1 minute.
Health: +6
Spells: One master
Power of Elemental Earth (Magical): If you are not injured, stunned, or unconscious, you have the following benefits.