It should be obvious that not all magic users are "Magic-Users." Formal training and spells named after great wizards aren't that commonplace. Sure, the emperor's Inquisitor's seem to be everywhere these days, searching for demon worshipers (supposedly) and (supposed) seditionists, but not all citizens with the ability to perform magic want to be Inquisitors, and not all magically talented beings are imperial citizens. Some individuals don't even consider what they're doing to be Magic, with a big m. Instead they see their abilities as gifts of spirits, or gods, or just natural abilities that if you told them no one else could perform they would be shocked.
The Gnoll-King Cold-With-Sun was the most (in)famous of these types of base magicians because of his combined use of magic with a rare charisma not seen in many beast men to build an army large enough to take the Empire's keep at Spaw'ra in the Bone Plains. Cold-With-Sun's forces raided as far as the shores on the far side of the eastern desert and stole many holy artifacts, hiding behind great sandstorms, and removing the power of local temples to heal their congregations and passersby.
Rumour has it that a Red Dragon from mountains that separate the Bone Plains and the Empire proper has recently taken a violent interest in the Spaw'ran keep, and whether this development proves good or ill is yet to be seen.
New class for Old School D&D inspired games based on the Final Fantasy Tactics Geomancer Job Class.
Geomancer
HD as Specialist
Saves and XP as Magic-User
Max Level: 12
This is kind of what I've always wanted instead of the D&D Druid.
Geomancers get 9 spell like abilities, one at each level starting with the one that makes the most sense for their homeland. Upon reaching 12th level the Geomancer has the option of increasing the power of his spells once more or attaining the extremely powerful Sinkhole ability.
Geomancy rules
To Hit: WIS check
Whenever a 6 is rolled on a damage die the target must make a save vs spells or suffer the spell's Special effect. Any additional 6s rolled add a cumulative -2 penalty to the save.
Geomancy progression
Level 1: Starting regional based spell
Level 2: New spell
Level 3: New spell
Level 4: All Geomancy now does 2d6 dmg
Level 5: New spell
Level 6: New spell
Level 7: All Geomancy now does 3d6 dmg
Level 8: New spell
Level 9: New spell
Level 10: All Geomancy now does 4d6 dmg
Level 11: New spell
Level 12: Sinkhole OR All Geomancy now does 5d6 dmg
Spell Descriptions
Torrent: Attack with the power of running water. Those who live near large bodies of water start with this, the pirates that sail the Narnak Blue use this spell to swamp the ships of their enemies and knock the crewman into the sea. Special: drown with globe of water surrounding creature's head. Save means unconscious.
Tanglevine: Attack with the power of plants. Vines sprout and attack the target. Special: target is held immobile as the spell Entangle.
Tremor: Attack with the power of stone. Causes the earth to spew forth missiles of rock and stone to pelt the target. Special: Target is completely encased in stone and petrified.
Wind Slash: Attack with the power of wind. This attack can be used one of two ways: as blades that sear and cut the target with a Special bonus of showing the target so they move at half speed, OR as a giant buffeting gust that has a chance of knocking the target down.
Quicksand: Attack with the power of standing water. Use swamp or Marsh water similarly to Torrent except this spell is more focused on pulling the target under the water. Special: chance for target to be poisoned or diseased by fetid water, penalty to save against this if target has already suffered wounds.
Storm: Attack with a working combination of the elements. The storm spell comes in a number of varieties, but they all have one thing in common. They all combine the power of wind with another element to surround, and at times, consume their victims. Ample amounts of both elements must be in attendance as Storm uses lots of both.
Flameblast: Attack with the power of fire. Some fire source must be present, like a torch or campfire, if used at night. The sun is sufficient during the day time unless completely obscured by clouds. Special: target is on fire and takes continual fire damage.
Mama Surge: from deep beneath the earth mama surges upwards to consume your foes. If not used near an apparent magma flow or active volcano this spell permanently creates an active volcano. Use carefully. Special: Target is consumed by lava and dies immediately.
Sinkhole: This optional 12th level spell opens a rift in space-time devouring fragments or all of your foe. Sinkhole does 6d6 damage. If all ones are rolled the Geomancer loses control of the hole and it grows to consume all creation. DM fiat on how much time is given to say goodbye to loved ones. Special: Target is consumed utterly as the spell Disintegrate.
After writing this whole thing I realize now this class is very much like the Avatar cartoon.
