Geomancy

Principles:  Geomancy is sometimes called the school of protection, as many of the spells within it reflect around the ability to protect a mage from harm.  There are some offensive spells within the school, but they pale in comparison to pyromancy and aeromancy.  The school also uses roots, in addition to earth and stone, and while not able to cause great damage, can hamper an adversary greatly. Geomancy is also very depended on the environment and some spells will fail if the needed conditions are not present.

 

Spells:

Earthquake - A spell which causes the ground under the caster and those near to move.  This spell is an area effect, but is not able to strike those which are flying or floating above the ground.  There is an added danger that the spell may trigger a real earthquake and be beyond the control of the geomancer.

Earthshield - As with the other elemental shield spells, this spell protects a caster from attacks of earth and stone.  It can be cast upon others and it can be strengthened, even before the spell has diminished.  Only one elemental shield may be active at the same time.  Mages who have stronger version of earthshield may cast it over weaker versions.  Weaker versions may not be cast over stronger.  However, attempts to replace the spell with a different shield will be effective, no matter the strength of the new shield.

Endurance of Earth - A basic spell of geomancy, this allows the caster to increase their fitness and health, for a short time.  However, the deeper an understanding of earth and stone a geomancer has, the more beneficial this spell will be.

Stoneskin - Causes the skin of a geomancer to harden, like rock, providing them with a natural armor that does not hamper their agility, but they may find that their ability to run is slightly reduced.

Strangling Roots - Causes large roots to rise out of the ground and wrap around the target of the caster.  The roots will hold and strangle the target until they are able to break free from them or are dead.

Summon Earth Elemental - Summons an elemental made of the earth itself.  The strength of the elemental will depend on the strength of the caster.  Earth elementals are considered the most hardy of the elemental summons.  As such, they will often place themselves into the direct line of combat in order to protect their summoner.

Terraform - Changes the landscape around the caster to provide cover from arrows and other ranged attacks, including ice shard.

 

Concepts: