Intelligence (INT) is the stat affecting failure rate for this skill.
Geomancy
The Geomancy school is only available to the Geomancer class.
Geomancy harnesses the power of nature to awesome effect. Neither books nor light are necessary, and as the Geomancers's skill increases, so do his powers over nature and the elements.
Because Geomancy relies so heavily on the environment, you will need sufficient knowledge of the elemental skills Earth, Air, Fire and Water) in order to cast some of the spells, and the exact effects of a spell often depend upon your levels in the elemental skills and your current surroundings. The mana costs generally increase with level and there are significant tradeoffs between using the Geomancy spells and the associated elemental spells. A Geomancy spell usually removes or reduces the element in the square used.
The powers are accessed using the 'm' key and then selecting 'Use Geomancy'.
Geomancy spells
There are four main Geomancy spells available to the Geomancy school:
Call The Elements (Level 1) Randomly creates various elements around you. Each type of element chance is controlled by your level in the corresponding skill.
- At level 17 it can be targeted.
Channel Elements (Level 3) Draws on the caster's immediate environs to form an attack or other effect.
- Grass/Flowers heal. Flowers heal more.
- Water creates water bolt attacks. Deep water produces stronger bolts.
- Ice creates ice bolt attacks.
- Sand creates a wall of burning sand around you, but the wall is thick and blinds you.
- Lava creates fire bolt attacks.
- Deep lava creates fire ball attacks.
- Chasm creates darkness bolt attacks.
At Earth level 18, darkness becomes nether.
At Water level 8, water attacks become beams with a striking effect.
At Water level 12, ice attacks become balls of ice shards.
At Water level 18, water attacks push monsters back.
At Fire level 15, fire becomes hellfire.
Elemental Wave (Level 15) Draws on an adjacent special square to project a slow-moving wave of that element in that direction. Abyss squares cannot be channeled into a wave. Again, deep water and deep lava produce stronger attacks. Grass and flowers produce poison, with flowers producing a stronger attack.
Elemental Minion (Level 20) Summons a minion from a nearby element. This can be useful for dealing creatively with a couple of common problems produced by the use of Geomancy or by the worship of specific gods.
- Walls can summon creatures of the Earth.
- Dark Pits can summon creatures of the Air.
- Sandwalls and lava can summon creatures of Fire
- Icewalls, and water can summon creatures at home with Water.
Combined Spells
There are four combined school spells available for the Geomancy school:
Vaporize (dual school: Geomancy/Air level 4) Draws upon your immediate environs to form a cloud of damaging vapors.
You must have reached at least level 4 in the Air skill to cast this spell.
- Grass and flowers produce a poison cloud. Deep lava, water, and flowers produce a stronger attack.
Geolysis (dual school: Geomancy/Earth level 7) Burrows deeply and slightly at random into a wall leaving behind tailings of various different sorts of walls in the passage.
You must have reached at least level 7 in the Earth skill to cast this spell.
Dripping Tread (dual school: Geomancy/Water level 10) Causes you to leave random elemental forms behind as you walk.
You must have reached at least level 10 in the Water skill to cast this spell.
Grow Barrier (dual school: Geomancy/Earth level 12) Creates impassable terrain (walls trees etc.) around you.
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