I have read alot of Geomancer topics over the years have seen some pretty good ones and bad ones. This is neither , Just a quick Idea before i go and patrol again. (Afghanistan)
Job role: TP Hybrid
The Idea of what the Geomancer could look like due to its history i was kind of thinking something like this.
http://images2.wikia.nocookie.net/__cb20100627182717/finalfantasy/images/thumb/5/54/ElemenArt.png/113px-ElemenArt.png
Brief History:Geomancer's are from the west a very primitive part of Vana D'iel and that their magic was also as primitive . Some Geomancers went east to explore the world and came across mages who found there magic art profound and harnessed only some of that power. Thus this is why the SCH can uses just the weather effects and not the terrain.
Idea: The Geomancer is like a combat dancer with the ability of Terrain Magic . He/she will learn spells from an area (Map), Depending on how high his skill "Geomancy" is. Now once his/her skill level is at the right level they can learn the spell and use it when ever they want later(TP Permitting). It will limit the need of the old random spells ideas, so when wanting to use a certain spell for Buffs/Debuffs/Healing or attacking.
example:
Swamp spell:
LV 24:
Swamp Hive: A swarm of mosquitoes attack the enemy with dark attack also causing the enemy to go berserk with rage. May also cause confusion. Damage vary on TP%.
Field Spell:
LV 27:
Swift Wind: Nature gives a gust of wind boosting allies attack speed in battle. Causing haste on ally targets.
*New: Spells Now anyone and everyone who has heard of the Geomancer knows that his/her magic has no single purpose. Some attack with a debuff at the end or heal with a buff or attack with a heal. Shortly I will add a basic spell list for each type of terrain up their 3 tier spell.
Alright this is what me and a few guys have come up with for a few low level spells. Now mind again this is not perfect by anymeans and can be changed.
Fields
AirBlades: Wind that moves so quick that it cuts the enemy. Wind Damage (DMG vary on TP)
Swift Wind: Nature gives a gust of wind boosting allies attack speed in battle. Causing haste on ally targets.
PitFall: A small area of earth opens up and drops the enemy. Earth DMG may cause Immobilize.
Remedy Rain: Warm gentle rain cures the party of Poison, Blind and Mute.
Locus Hurricane: Wind Becomes still and suddenly a wall of locus swarm the enemy causing wind DMG, Also cause Blind and Slow.
Forests
Branch arrows: Branches shoot from the trees and ground making super fast projectiles. Earth DMG also causing poison.
Ancient Moss: Moss begins to grown on the enemy very quickly and sucking the life from them give it to the caster. HP drain
Dry Storm: A silent , rainless storm smashes the target with lightning. Lightning DMG also causing Paralyze.
Forest Shadows: The forest helps concel the party from attackers . Casts Multi-image on allies.
Mountains
Soil Evidence
With a soft entreaty, the Geomancer convinces the mountain spirits to give protection to the party. Cast Stone Skin on allies.
Target: Party
Collapse
A wickedly sharp stalagmite erupts from the ground underneath one opponent, dealing Earth damage as well as having a M. Evasion chance to Petrify.
Target: Single
Local Quake
The power of the Geomancer causes the earth to shake violently, dealing Earth damage to all opponents as well as having a M. Evasion chance to Confuse.
Target: Group
Sonic Boom
A tremendous thunderclap echoes across the battlefield, distracting and disorienting all enemies. There is a M. Evasion chance that all opponents will be paralyzed, as well as being Silenced.
Target: Group
Landslide
This exertion of power causes stones, dirt, and debris of all kinds to be sent cascading across the battlefield. The wave of matter deals Earth damage to all opponents, as well as having a M. Evasion chance to reduce the victim's SPD by 50%.
Target: Group
Desert
Vacuum Blade
A small but fierce Scorching hot gust of sharp wind and stinging hot sand sweeps towards one enemy, inflicting fire damage.
Target: Single
Quicksand
The dune beneath one enemy's feet turns to liquid goo, which tries to pin the opponent in place and slowly smother him. The effect has a M. Evasion to cause both Immobilize and HP Drain.
Target: Single
Sand Storm
A larger firery wind picks up and sweeps across the battlefield, tearing loose both sand and small rocks to strike all opponents. The attack deals fire damage and has a M. Evasion to Blind.
Target: Group
Antlion
A monstrous antlion burrows into place beneath one opponent and tries to pull them down and consume them. The enemy has a M. Evasion of suffering both Petrify
Target: Single
Desert Storm
Blazing winds and sand are called into existence and strike at all opponents, dealing Fire damage and having a M. Evasion chance to Slow.
Target: Group
Swamp
Poison Mist
A small cloud of vile-smelling mist drifts towards one opponent and engulfs it. The attack deals Dark damage and has a M. Evasion chance to Poison.
Target: Single
Spectre
An eerie mystical haze rises to envelop the battlefield, Giving the ability to suck life. The Geomancer and all allies gain HP Drain Strike.
Target: Party
Heavy Dust
Solid ground turns to liquid and open water congeals all across the battlefield, threatening to overwhelm and consume all opponents. The initial shock of the transition deals Water damage, and the effect also has a M. Evasion to Bio.
Target: Group
Will O'Wisp
A ghostly, ominous shape slowly materializes and approaches the combat. Its strike has a M. Evasion chance to Poison and Accuracy Down.
Target: Single
Vine Hell
With a shudder and a scream, the swamp itself seems to come alive! Tree branches, crawling vines, unidentifiable scaly things, and the ground itself all seek to lash out, dealing Dark damage and having a M. Evasion chance to inflict Imobilize.
Target: Group
Tundra
Ice Rabbit
A small floppy-eared snow bunny appears, rubs noses with a single character, and then vanishes. The touch provides Healing.
Target: Single
Icicle
Blades of extreme cold sweep upwards from underfoot, dealing Ice damage to all opponents.
Target: Group
Freezeblink
Snow, ice, and stinging cold envelop all opponents, dealing Ice damage and also having a M. Evasion chance to Silence.
Target: Group
Surge
Snow, ice, rocks, and a few other unidentifiable substances pile onto a single opponent from above, and have a M. Evasion chance to inflict the Frozen.
Target: Single
Ice Soul
Midnight-blue contempt takes visible form and strikes a single opponent, dealing Ice damage and also having a M. Evasion chance to cause an elemental weakness to Ice.
Target: Single
Job Ability "Gaia"
How Gaia works is when trying to learn the spell for the type of area say mountain. Gaia does two things. 1.it will cast a random spell for the area.2.It will also teach the spell you dont have it. If you dont have one yet for the area then it will cast the 1st level spell. Now this will not cost any TP to cast as it is a job ability. Once the 1st level spell has been cast it is added to your terrain for area spell list. If you want to cast a spell outside of said area....say a ocean spell then you would have to use one from your spell list costing TP. Here i have an example of a scenario of a Geomancer trying to learn his last forest spell.
Scenario: Ok so your a level 82 Geo and your in Zi'tah trying to learn your last Forest Spell. You use the JA Gaia to try and learn it , So you get into battles use Gaia and cast random forest spells you already had learned many levels ago. Your Geomancy is not at cap yet. You still have two more levels left before cap. As you keep using Gaia you continue to rack up points for Geomancy. You gain your two levels needed for the skill and you use Gaia one more time and BAM!!. you just learned The Last Forest spell "Zi'tah's Rage" Which is a lightning spell that also causes Paralize and Blind (Damage will vary on TP%). Now the spell is added to the list and when using the JA Gaia you now can use that level spell also.
Traits[b]:
Lv15. Attack Bonus
Lv20. Magic Attack Bonus
Lv20. Subtle Blow 1
Lv25. Store TP 1
Lv30. Storm Surge
Lv40. Resist Blind
Lv45. Attack Bonus 2
Lv46. Magic Attack Bonus 2
Lv46. Subtle Blow 2
Lv55. Store TP 2
Lv60. Storm Surge 2
Lv65. Resist Blind 2
Lv70. Attack Bonus 3
Lv75. Magic Attack Bonus 3
Lv80. Subtle Blow 3
Lv80. Store TP 3
Lv85. Occult Acumen
[b]AREA TYPES:Now here is the amount of Terrain/ Areas I could come up with from the game. Also some elements that could go to these areas.
Desert- Fire , Air , Earth
Fields- Earth , Air
Forests- Earth , Air , Lightning
Arctic- Ice , Water , Light
Caves- Earth , Water , Fire , Dark
Swamp- Water , Dark , Air , Lightning
Sky- Air , Lighting
Ocean- Water , Ice , Air , Lightning
Jungle (same as forest but with a cha-cha)- Water , Earth , Fire , Air
Mountains- Earth , Ice , Fire , Air
Now if you have say 6 to 7 spells in each type that is alot of spells to carry to lv 85.
thats 54 to 63 spells total.
Weather Effects:How Storm Surge Would work with the Geomancer.
Example:
Game Description: Storm-type spells grant a bonus to attributes associated with their element.
* Job Traits are always active.
* Each subsequent upgrade increases bonus value by 1.
* Initial bonus value for all storm-spell except Voidstorm is +3.
* For Voidstorm, all values are halved. Initial bonus for Voidstorm is 1.5 (rounded down) instead of 3 and each additional merit adds 0.5 points instead of 1.
o At level 1 Stormsurge, attribute bonus is 1 (1.5 rounded down), at level 2 it is (1.5+0.5)= 2 points. The effect caps at 3.5 attribute points at level 5 Stormsurge or 3 points bonus rounded down. A player not seeking to cap Stormsurge can stop at level 4 Stormsurge for +6 individual attribute bonuses and +3 Voidstorm bonus. At level 5, Voidstorm attribute bonus will still remain at 3 points, though the individual attribute bonus will now be +7.
* Firestorm = STR
* Rainstorm = MND
* Windstorm = AGI
* Hailstorm = INT
* Thunderstorm = DEX
* Sandstorm = VIT
* Aurorastorm = CHR
* Voidstorm = All Attributes receive +1 (max 3)
Now equipment and weapons can help with TP so I was thinking since FF3DS and Tactics were the best examples for the Geomancer why not make his weapons like this.
Geomancy A+
Clubs A-
Axes B+
Swords B-
Staff C+
Evasion D
Now Conisdering that the Main weapon is the Club . The AF weapon would undoubted be the Bell. Now I was undecided on how to approach this to o came up with 2 options for the AF Bell. You be the judge.
EG:
Primus Bell
Lv 58
Delay : 235
Damage: 29
Note: Dex +3 , Mnd + 3 Additional effects: Ice Spells + 20 , Lightning spells + 20
Now I know that Scholar does do a lot of different styles of magic, why not make Geomancer the basis for the Scholars weather effects.
Possible quest idea:
In search for the spirits:
Quest start: Mhaura
Contact: Zu Breaker (Geomancer)
Zu Breaker is getting old and feels he cannot protect the land anymore but the ways of the Geomancer are almost dead and none practices the old traditions. To prove themselves they must talk to the great spirits of each type of area in Vana D'iel. If done he will reward with the secrets of the Geomancers ways.
Task: Go to areas and make contact with the spirits of nature.
Fields- Rolanberry Fields
Caves- Korroloka Tunnel
Forest- The Sanctuary of Zi'Tah
Mountains- Meriphataud Mountains
Jungle- Yhoator Jungle
Artic- Beaucedine Glacier
Ocean- Ship to Selbina (Cut scene)
Air- Airship ride "Any" (Also Cutscene)
Conclusion :
I just came up with this on the fly after my last patrol, I just wanted to get it out there before I head out again. I love this game and I love the Geomancer I really know this could work without changing a whole lot. Later I have to go, Enemy doesn't attack themselves you know.
Edited, Nov 2nd 2010 1:26am by Ultimoore
Edited, Nov 3rd 2010 2:08pm by Ultimoore
Edited, Jun 26th 2012 12:02pm by Vlorsutes Lock Thread:







