More details about GEO have been released here http://forum.square-enix.com/ffxi/threads/31402
Blue Gartr has also started a thread here http://www.bluegartr.com/threads/115380-Geomancer-Findings-and-Mechanics
"Geomancy" refers to magic that manipulates the lifestream.
Geomancy spells cost MP in the same manner as other spells.
* Offensive geomancy spells only affect targets for which the geomancer has enmity.
* Geomancy spell effects stack with those provided by spells, songs, and phantom rolls.
Two Types of Geomancy Spells
Geomancy spells are divided into two categories, each of which has their own area of effect.
The Indi- family of spells creates fields of energy known as a "colure" centered on the caster. These fields provide a variety of effects.
The Geo- family of spells creates a mystic conduit known as a "luopan" in a target area. The luopan emanates a colure centered on itself, providing a variety of effects.
*Geocolure spells may only be used if a player's main job is set to Geomancer.
* Indicolure and geocolure spells causing the same effect do not stack.
* Just as with sphere and tube spells, the effect is lost if a target leaves the area.
Luopans possess their own pool of HP, which depletes over time.
Luopans will disappear once their HP reaches 0.
Luopans cannot be damaged by direct attacks, but area of effect abilities will still harm them.
Luopans may not be moved after they have been placed.
Luopans may not be healed or granted other abilities outside of a limited range of geomancer-specific abilities.
Handbells may only be used by geomancers and are equipped in the Ranged slot.
If a geomancy spell is cast with a handbell equipped, the caster's handbell skill will increase in addition to his geomancy skill.
The handbell is a critical weapon in a geomancer's ******** as the numerical effect of geomancy spells and the HP of the luopan are derived based on a total of the geomancer's geomancy and handbell skills.
Edited, Mar 28th 2013 10:08am by eldelphia