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Terramancer (Wizard/Druid)

The planet upon which one stands is a magnificent and complex structure. While some view it as nothing more than an inanimate ball of rock, others see it for what it truly is–a living entity full of life and tremendous springs of natural power and magic. It is these wellsprings of mystical energies that the masters of earth called terramancers tap into. Siphoning latent magic directly from the ground, terramancers learn to shape stone, hurl bolts of telluric energy, become one with the stone, excavate vast trenches or earth, or transform into a being of living metal. Dwarves and other earth-dwelling races boast of possessing the greatest terramancers, though elves and humans have been known to produce powerful terramancers among their kind. Regardless of origin, terramancers are seen as strong and immovable like the stone beneath their feet. (Original Concept by Elghinn Lightbringer)

Primary Class: Wizard.
Secondary Class: Druid.
Alignment: Any.
Hit Dice: d6.

Bonus Skills and Ranks: The terramancer may select three druid skills to add to his class skills in addition to the normal wizard class skills. The terramancer gains a number of ranks at each level equal to 2 + Int modifier.

Weapon and Armor Proficiency: The terramancer is proficient with all simple weapons, but not with any type of armor or shields. Armor interferes with a wizard's movements, which can cause his spells with somatic components to fail.

Diminished Spellcasting: The terramancer casts arcane spells drawn from the sorcerer/wizard spell list, and adds either his domain or elemental school spells to that list. A terramancer otherwise learns, prepares, and casts spells as a wizard equal to his terramancer level. He also gains bonus spells if he has a high Intelligence score.

Arcane Bond: This is exactly like the wizard ability of the same name, except that the terramancer must form a bond with an object.

Arcane School: This is exactly like the wizard ability of the same name, except that a terramancer must choose either the Earth or Metal elemental schools, or the new Ley Magic school. Alternatively, the terramancer can choose either the Earth or Cold Iron* domain, the Caves or Metal subdomain, or the Cave terrain domain in place of an arcane school. A terramancer considers any domain, subdomain, or terrain domain he chooses as his arcane school and treats his domain spells as school spells for the purpose of using his specialty spell slots. Regardless of his choice, a terramancer considers the Air elemental school as his opposition school. This ability otherwise functions as and replaces arcane school. (*Adventurer’s Handbook: Genius Guide Volume 1. Copyright 2010, Super Genius Games. Authors: Owen K.C. Stephens and Stan!)

Telluric Channeling (Su): A terramancer can draw electrical energy from the earth currents that occur naturally beneath the ground and channel stored spell energy into electricity spells that he did not prepare ahead of time. At 1st level, a terramancer can “lose” a prepared spell of the same level or higher to cast shocking grasp. At 5th level, a terramancer can “lose” a prepared spell of the same level or higher to cast lighting bolt. At 13th level, a terramancer can “lose” a prepared spell of the same level or higher to cast chain lighting. This ability replaces Scribe Scroll and the bonus feat gained at 5th level.

Stone Shape (Sp): Starting at 6th level, a terramancer can form one piece of stone into any shape that suits his purpose once per day, as the stone shape spell. A terramancer can use this ability one additional time per day at 8th level and every two levels thereafter, to a maximum of eight times per day at 20th level. At 10th level, a terramancer can affect metal form one piece of stone into any shape that suits his purpose, as the stone shape spell. At 12th level, a terramancer can affect one piece of stone (not metal) no larger than 50 cu. ft. + 5 cu. ft./level. At 18th level, a terramancer can affect one piece of stone (not metal) no larger than 100 cu. ft. + 10 cu. ft./level. As a terramancer gains in levels, he can expend uses of this ability to create different earth spell effects. Each effect uses the terramancer’s level as his caster level.

At 7th level, a terramancer can expend one use of this ability to meld into stone. At 11th level, a terramancer can expend one use this ability to transmute mud to rock or transmute rock to mud. At 15th level, a terramancer can expend two uses of this ability to move earth. At 19th level, a terramancer can expend four uses of this ability to transform his body into living iron, as the iron body spell. This ability replaces the bonus feats gained at 10th, 15th, and 20th level, and spells lost due to diminished spellcasting.


Table: Terramancer
Class
Base
Fort
Ref
Will

Spells per Day




Level
Attack Bonus
Save
Save
Save
Special
0
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
+0
+2
+0
+2
Arcane bond, arcane school, cantrips, telluric channeling
(shocking grasp)
2
0








2nd
+1
+3
+0
+3

3
1








3rd
+1
+3
+1
+3

3
1
0







4th
+2
+4
+1
+4

3
2
1







5th
+2
+4
+1
+4
Telluric channeling (lightning bolt)
3
2
1
0






6th
+3
+5
+2
+5
Stone shape (1/day)
3
2
2
1






7th
+3
+5
+2
+5
Meld into stone
3
3
2
1
0





8th
+4
+6
+2
+6
Stone shape (2/day)
3
3
2
2
1





9th
+4
+6
+3
+6

3
3
3
2
1
0




10th
+5
+7
+3
+7
Stone shape (3/day)
3
3
3
2
2
1




11th
+5
+7
+3
+7
Transmute mud to rock/rock to mud
3
3
3
3
2
1
0



12th
+6/+1
+8
+4
+8
Stone shape (4/day)
3
3
3
3
2
2
1



13th
+6/+1
+8
+4
+8
Telluric channeling (chain lightning)
3
3
3
3
3
2
1
0


14th
+7/+2
+9
+4
+9
Stone shape (5/day)
3
3
3
3
3
2
2
1


15th
+7/+2
+9
+5
+9
Move earth
3
3
3
3
3
3
2
1
0

16th
+8/+3
+10
+5
+10
Stone shape (6/day)
3
3
3
3
3
3
2
2
1

17th
+8/+3
+10
+5
+10

3
3
3
3
3
3
3
2
1
0
18th
+9/+4
+11
+6
+11
Stone shape (7/day)
3
3
3
3
3
3
3
2
2
1
19th
+9/+4
+11
+6
+11
Iron body
3
3
3
3
3
3
3
3
2
2
20th
+10/+5
+12
+6
+12
Stone shape (8/day)
3
3
3
3
3
3
3
3
3
3