Ashguard

There is one hybrid class, which functions as a Warrior, Rogue or Mage Class, based on your highest Attribute with consideration to which Class: Focus you pick, and is available only to the Ranseur Race.

Ashguard make excellent protectors, which is why they are committed to ensuring the safety of the Hecate on her journey. Their strength is in their fealty to their cause, but they are not alone — Ashguard are always accompanied by their loyal war Tanuki. All members of the Ashguard Class are given an egg, which they nurture until it hatches into a raccoon dog, a magical animal they train to help defend a Hecate. The Tanuki's magical properties are mysterious, but it is known to be able to grow or shrink to any size. Tanukis are utilized by the Ranseur because they are considered to be the only thing proven to be immune to the effects of Fiends.

Ashguard fight using a multitude of weapons, the more devoted focus on a basic combination of sword and shield, while the more exotic duelists utilizes weapons such as hand axes, tomahawks and swallows. Some Ranseur choose to focus on training their Tanuki to rush into combat while they attack from a distance with crossbows or boomerangs. Ranseur were taught how to utilize Geomancy by the Boon, and from it can call upon Nature to do their bidding without the use of magic, but through channeling.

There are three types of Ashguard: Devotees, Taskmasters and Geomancers, but Ranseur who have the BALANCED RACE Racial Trait may take commands from all three at one time while only having the benefits of those they have taken as their Focuses.

Starting Equipment. Rusted Axe, Leather Armor, Ashguard Skull Cap, Flatfoot Sandals, Tanuki Egg.

Class Orders
There is only one faction devoted to this class.

Order of the Ashguard
While the Order itself is actually based out of Arcadia, those who actually partake in the faction live their lives out in City Ternion, sent there by those who deem them worthy of joining the group for which the entire race was bred in efforts of attaining their highest honor: protecting the Hecate. It was observed that warriors alone were not enough to ensure Saint Ajora's success as a Hecate, and thus the greatest tactical minds of the era banded together to manufacture a guardian whose sole purpose would be to execute the will of the gods and goddess' chosen.

The first Ashguard was a Ranseur named Mal, who headed the order for many years as an inspiring leader with a distaste for the authority which was placed over him, particularly by the other races involved in the founding of the order, but over time it was decided to leave the management of the order to the politically advanced Ranseaur, and the others withdrew, kept in check only by representatives of the Brotherhood of the Moon, with them the members of the Ashguard trained closely with in Ternion.

Mal lived many years, but did not survive to see his faction's shining moment. Three years before the ascension of the new Hecate, Mal passed on and was replaced by the newly appointed Fritz as the new captain of the order.

Historically, Ashguard did not use Tanuki as their companions at first, but when the threat of Fiends grew larger, their warding properties were identified to be useful to the cause. A hatchery was installed inside their cloister within Castle Ternion, and the bond between the two partners becomes unrivaled.

Up and coming members of the order include Peatro, Shiani and Munez, along with the newest recruit, Doned, who was rumored to have been born on the same day as the new Hecate.

Devotion
Ashguard Devotees commit themselves to complete servitude to the Hecate they were called to accompany. They monitor the Hecate closely, per their training, revolving everything they do around ensuring her safety and clearing the path before her.
 * Class Movement: 2
 * Suggested Casting: Some Mysticism. 1 Command uses Nature, Evocation, Destruction and either Divination or Illusion.
 * Focus-Specific items: Wooden Sword, Leather Shield.

Level 1

 * AXE of the ASHGUARD, 1 MP, or 2 MP to activate [SACRED ASHES]. Quick Action. The Devotee grasps at the dust on the ground and picks up an Ash Axe. (It is a free action to holster a weapon in order to use this Command.) Ash Axe. Exotic Weapon: Hand Axe, -/-, 1 Slashing + Blind SD. (If thrown, it vanishes upon impact after dealing damage.)
 * MARK of DEVOTION. 1 SP (only when the Quick Action is used), Mark. The Devotee Marks the Hecate for the duration of the Scene. If Marked, when the Hecate is the target of a Melee or Ranged Attack as the only target of that attack, you may instantly move in front in front of the attack to apply cover as a Quick Action, taking half damage. (Applying a different Mark from another Class removes the initial Mark.) (The Quick Action portion of this Command may not be used if you do not have the SP required at the time the Hecate is targeted.)
 * POWER SWING. 1 SP. The Devotee swings his weapon down hard from over his shoulders, momentarily doubling the ATTRIBUTE used as the attack is made.
 * SOOT KICK. The Devotee delivers a kick below the belt to one target, dealing [STRENGTH + Brawling + Blind SD]. (This Command gives a situational Skill bonus of +1 to breaking down doors.)
 * [WAR PAINT from the ASHES]. 5 Minutes, Stance. The Devotee prepares for battle by marking his body from last night's campfire, gaining +1 Intimidation for the day.

Level 2

 * UPWARD CUT. Requires a bladed weapon to use this Command. The Devotee may use this Command instead of making his basic melee attack. The Devotee slashes his weapon up against the target's flank, dealing [ATTRIBUTE + Weapon + Melee Weaponry + -1 target's STRENGTH for the Scene].
 * DOWNWARD SLASH. Requires a bladed weapon to use this Command. The Devotee may use this Command instead of making his basic melee attack. The Devotee brings his weapon down on the opponent's head, dealing [ATTRIBUTE + Weapon + Melee Weaponry + -1 target's INTELLIGENCE for the Scene].
 * SIDEWAYS REEL. Requires a bladed weapon to use this Command. The Devotee may use this Command instead of making his basic melee attack. The Devotee swings his weapon against the opponent's ribs, dealing [ATTRIBUTE + Weapon + Melee Weaponry + -1 target's DEXTERITY for the Scene].
 * TRIPWIRE. 10 Minutes. The Devotee sets a trap before battle for an approaching enemy to trip over and alert the party. If successful, the party gains a free round of Vigilance. Tripwire: [CUNNING + Larceny + Prone]. (Adding Explosives can be deadly: [10D10] Fire.)

Level 3

 * BODY CRUSH. 1 SP. Requires UPWARD CUT to learn this Command. The Devotee attacks with his weapon's hilt to jar his opponent, dealing [ATTRIBUTE + Weapon + Melee Weaponry + Addle SD]
 * MIND CRUSH. 1 SP. Requires DOWNWARD SLASH to learn this Command. The Devotee strikes his opponent across the forehead to ensure their affliction, dealing [ATTRIBUTE + Weapon + Melee Weaponry + Status Resistance 0].
 * SOUL CRUSH. 1 SP. Requires SIDEWAYS REEL to learn this Command. The Devotee insults the target, lowering its morale as he strikes, dealing [ATTRIBUTE + Weapon + Melee Weaponry + -1 target's LUCK for the Scene].
 * PITFALL. 30 Minutes. The Devotee sets a trap before battle for an approaching enemy to fall in. Pitfall: [CUNNING + Larceny + Prone + Immobilize]. (Adding spikes can be deadly: [10D10] Piecing.) (Having [SANDSTORM] active ensures the target will activate the trap as long as it passes through this direction.)

Level 4

 * ARCADIAN RECUSSION. A Horn (Instrument) is required to use this Command. 1 SP. The Devotee blows his horn, signaling his allies to advance with the intent of pushing back his Hecate's enemies. [CUNNING + Expression + Instrument + Knock Back 1, all Units forward] Sonic (Dark). (If used as the first Command of the encounter, this Command has no cost) *Gain a permanent +1 to your Vigilance Mod upon learning this Command.
 * DAWNSWORD. 3 SP. Requires BODY CRUSH, MIND CRUSH and SOUL CRUSH to lean this Command. Requires having taken the Ashguard: Devotee Class Focus. Requires a Sword, Longsword, Broadsword, Greatsword or Katana to use this Command. The Devotee swings a sword in an upward motion against one target's left shoulder, temporarily increasing his weapon's damage by 1 for the Scene, dealing [ATTRIBUTE + CUNNING + 1 Weapon + Melee Weaponry + Mysticism] Light.
 * DUSKBLADE. 3 SP. Requires BODY CRUSH, MIND CRUSH and SOUL CRUSH to lean this Command. Requires having taken the Ashguard: Devotee Class Focus. Requires a bladed weapon to use this Command. The Devotee swings a sword or dagger in a downward motion against one target's right shoulder, temporarily decreasing his weapon's damage by 1 for the Scene, dealing. [ATTRIBUTE + CUNNING + -1 Weapon + Melee Weaponry Mysticism] Dark. (If DAWNSWORD was used on your last turn, roll damage again. This additional damage is considered both Dark and Light damage.

Level 5

 * DUST to DUST. KO Self, 1MP per target. As a last resort, the Devotee gives himself over to the earth in order to restore up to 4 of his fallen allies, with priority given to the Hecate. Health Points restored: [Restoration + Mysticism] Light. (If the Hecate is KO this Command targets the Hecate first.)
 * [SWAGGER]. Stance, Quick Action, Passive. The Devotee's fancy footwork means he can not be the main target of an Area (4) spell. You may activate and reactivate this Stance at will in order to be targeted by beneficial magic or for any other reason.

Level 6

 * SLICE and DICE. 3 SP, Move Action. Requires [Swagger] to learn this Command. Requires two bladed weapons and you must be dual-wielding to use this Command (using a Swallow overrides these two requirements). While the Devotee is dual-wielding and already adjacent to the target, he performs his Basic Melee Attack once with each hand. If a tile directly beside the targeted Unit is free (to its right or left) he may shift there before attacking once again (with either hand), gaining +1 side damage. If the tile directly behind the targeted Unit is free he may shift there before attacking a final time (with either hand), gaining +2 backstab damage.
 * [SACRED ASHES]. 2 MP, or 1 MP after using AXE of the ASHGUARD, Stance. Requires AXE of the ASHGUARD to learn this Command. As with AXE of the ASHGUARD, only two axes are picked up, one in each hand. (Two weapons may be holstered as a free action while this Stance is active in order to pick up two Ash Axes.) Swirling ashes grant the Ashguard +1 Defense and +1 Magic Defense as well as upgrades his Fire Resistance while dual-wielding two Ash Axes. (When thrown, 1 MP may automatically generate another Ash Axe as a Quick Action, but must be done immediately after throwing it. No longer holding an Ash Axe ends this Stance.

Level 7

 * YGGDRASIL. 1x/day, 9 MP. Requires [SACRED ASHES], 7 Commands from Devotion and 3 from Geomancy to learn this Command. Requires having taken the Ashguard: Devotee Class Focus. The Devotee knows a certain Mysticism resides in his utilization of the Ashes. He summons the image of the World Tree's shadow through swirling cinders to imprint upon the battlefield. [CUNNING + Mysticism + Nature + Evocation + Destruction + Choose: Divination or Illusion, all enemy Units without Cover]. (This Command grants cover to all Units for one round.) (All ally SD will automatically succeed once for each ally Unit after this Command is used before the end of the Scene.)

Ashstock
Ashtock is the Ranseur art of fighting alongside a war Tanuki. Ashguard Taskmasters form an unrivaled bond with their raccoon dogs. The relationship between creature and master is extremely important, as the raccoon dog is given Commands to fight for and protect the Ashguard and Hecate alike.
 * Class Movement: 3
 * Suggested Casting: Mysticism.
 * Focus-Specific items: Tanuki Ball, Leather Whip, Crossbow, Bolt Case (8), 8 Bolts

Level 1

 * POWER SHOT. 1 SP. A ranged ammunition weapon is required to use this Command. The Taskmaster properly loads his ranged ammunition weapon to ensure a powerful shot, momentarily doubling the ATTTRIBUTE as the attack is made, dealing [DEXTERITY + DEXTERITY + Weapon + Ranged Weaponry]. (If an Exotic Weapon: Crossbow is used, add +1 Piercing to the attack.)
 * TANUKI: ATTACK. 1 MP. The Taskmaster may use this Command in place of his basic melee attack. The Taskmaster orders his Tanuki to attack one target for him, dealing [STRENGTH + 1 + Mysticism + ignore Armor] Light or Dark.
 * TANUKI: LEER. The Taskmaster order his Tanuki to give the target a chilling glare, keeping it from fleeing the Scene.
 * TANUKI: STEALTH. The Taskmaster orders his Tanuki to blend into his surroundings until it takes an action, granting him Cover and a bonus to Stealth by 2X Mysticism.
 * TANUKI: TAIL WAG. The Taskmaster orders his Tanuki to cutely wag its tail, requiring a target to save against attacking it, [CHARISMA + Attraction vs. target's WILLPOWER + Composure].
 * VITAL THROW. 1 SP. The Devotee throws an object or weapon with all his muscle, momentarily doubling the Attribute as the attack is made. (Especially useful with Boomerangs.)

Level 2

 * CHARCOAL SHOT. 1 SP. A ranged ammunition weapon is required to use this Command. The Taskmaster fires a soot-covered bolt at one target, adding the chance for Blind as you make your ranged attack, dealing [DEXTERITY + Weapon + Ranged Weaponry + Blind SD]. (An aura of ashes enhances the effect. If [SACRED ASHES] is active, gain +1 Piercing and automatically deal Blind.)
 * CRACK the WHIP. 1 SP. A whip is required to use this Command. The Devotee snaps his whip sharply, creating a deafening sound, adding the chance for Silence as you make the weapon attack, dealing [ATTRIBUTE + Weapon + Melee or Ranged Weaponry + Silence SD]. (Using this Command returns the Tanuki to your side.)
 * QUESTIONING SHOT. 1 SP. A ranged ammunition weapon is required to use this Command. Tanuki distracts the target long enough for the Taskmaster to fire, complicating the situation for the target and adding the chance for Confuse as you make your ranged attack, dealing [DEXTERITY + Weapon + Ranged Weaponry + Confuse SD].
 * SLOW BOLT. 1 SP. Requires an Exotic Weapon: Crossbow to use this Command. The Taskmaster applies resistance to his crossbow, agitating the bolt in order to reduce its speed, adding the chance for Slow as you make your ranged attack, dealing [DEXTERITY + Weapon + Ranged Weaponry + Slow SD].
 * TANUKI: FEED. 1 SP, 1 MP. The Taskmaster orders his Tanuki to rest up and have a snack while he attacks the target with a basic attack, restoring half the amount of damage dealt to the Tanuki as Health Points.
 * TANUKI: NAP TIME. 1 SP, 1 MP. The Taskmaster orders his Tanuki to go to Sleep, charming others to do the same. If anyone surrounding the Tanuki in a Zone fails a check for [CHARISMA + Attraction VS target's WILLPOWER + Composure] then they also fall Asleep.
 * TANUKI: PURSUIT. 1 SP, 1 MP, Quick Action. Requires TANUKI: ATTACK to learn this Command. The Taskmaster orders Tanuki to immediately attack an enemy who switches to a different target Unit after targeting the Tanuki, dealing [STRENGTH + 1 + Mysticism + Ignore Armor] Dark (not Light).
 * TANUKI: THROW BALL. 1 SP. Requires a Tanuki Ball to use this Command. The Taskmaster throws a ball at one target, sending his Tanuki bounding out of control, causing Berserk on the Tanuki until it is removed or the target falls. Tanuki then recovers the ball and brings it back to the Taskmaster.

Level 3

 * TANUKI: CALL FRIEND. 1 SP. The Taskmaster orders Tanuki to chatter, calling a random critter to his aid, usually an ally.
 * TANUKI: DENSE FUR. 3 MP. The Taskmaster orders Tanuki to stand before him, covering them both with a wall of protective magic, incurring only half damage to himself and the Tanuki, additionally reduced up to Mysticism.
 * TANUKI: RUSH. 1 SP, 1 MP, Move Action. Requires TANUKI: ATTACK to learn this Command. The Taskmaster orders his Tanuki to dash forward, attacking everything in its path with TANUKI: ATTACK in a line. The Tanuki remains at the end of the line. (This Command rotates between Light and Dark for each attack made.)

Level 4

 * ABANDON. 1 SP, Quick Action. A ranged weapon is required to use this Command. If an enemy moves in to flank you with one or more other enemies, the Taskmaster may instantly move in any direction away from the enemy Units he is flanked by and switch to a Ranged Weapon. Opportunity attacks are not triggered from the flanking enemies (but are from others in the Taskmaster's path). The Taskmaster may move through flanking enemy tiles in order to use this Command, and may only move until there is one tile between him and any of the enemy Units who were flanking him. (You must be equipped with a ranged weapon at the end of this Command.)
 * TANUKI: DELIVERY. The Tanuki may magically pull items from your pack through Mysticism and take them to allies to use. If the item is not man-made, the Tanuki can even trigger it. If your Mysticism is over 5, the Tanuki can even trigger man-made items.
 * TANUKI MAGIC: SHRINK. 1x/Day, 3 MP. Requires 3 Commands from Ashstock to learn this Command. Once per day, the Tanuki may shrink down to any size (stopping at diminutive). The effects reverse upon entering a different area or at his Taskmaster's will.

Level 5

 * FULCRUM. 1x/Scene, 2 SP, 2 MP, Move Action. Requires TANUKI: ATTACK and any other Ashstock Command, 2 Devotion Commands and 2 Geomancy Commands to learn this Command. The Taskmaster lashes out with a ranged weapon, orders the Tanuki to attack the target, and then moves in close to attack with a melee weapon, causing a magical, skillful, damaging Fulcrum. [DEXTERITY + Weapon + Ranged Weapony] + [STRENGTH + 1 + Mysticism + Ignore Armor] Light or Dark + [STRENGTH + Weapon + Melee Weaponry]. If each attack deals damage, the Fulcrum is then triggered: [CUNNING + Mysticism + 3 + Ignore Armor] Light or Dark, the opposite of whichever was used during the TANUKI: ATTACK phase.
 * TANUKI: MORPH. 1x/Day, 1 SP. 5 MP. *May situationally require TANUKI MAGIC: SHRINK or TANUKI MAGIC: GROW to use this Command. The Tanuki may transform into another non-humanoid living creature in the area, gaining the target's moveset and losing comprehension of other Tanuki Commands. If the creature is a different size from the Tanuki, it must first use TANUKI MAGIC: SHRINK or TANUKI MAGIC: GROW to become the same size, but the cost and activation of which can be paid for in the same turn and goes toward to paying for this Command or exceeds its cost. The transformation is reversed after the creature is defeated or in a different area, or at his Taskmaster's will.

Level 6

 * TANUKI MAGIC: GROW. 1x/Day, 1 SP, 7 MP. Requires 6 Commands from Ashstock to learn this Command. Once per day, the Tanuki may grow up to any size (stopping upon impact or gargantuan). The effects reverse upon entering a different area or at his Taskmaster's will.

Level 7

 * TANUKI: RATATOSKR. 1x/Day, 1 MP/attack, Move Action? and Item(s). Requires TANUKI: ATTACK, TANUKI: PURSUIT, TANUKI: DELIVERY and 6 other Commands from Ashstock to learn this Command. Requires having taken the Ashguard: Taskmaster Class Focus. The Tanuki takes on the form of the Taskmaster of Legend himself, capable of running freely throughout the battlefield and using item after item. Move Tanuki anywhere. All enemies adjacent to his path are attacked. Use TANUKI: ATTACK, but with Light damage and Ignore Armor. He must then use an item. If the Taskmaster sacrifices his Move Action, Tanuki can move again. All enemies adjacent to his path are attacked again. Use TANUKI: ATTACK, but with Dark damage and Ignore all Armor and all Defenses. He must then use an item. (The process can continue on your next turn, alternating damage from Dark to Light each time, with Tanuki's STRENGTH increasing by +1 each additional turn he remains in the form. Tanuki may keep this form until the Taskmaster takes any other Action or changes him back at will. If there is no item for him to use, including what can be pulled magically from your pack through Mysticism, you may not use this Command. If all usable items are depleted, or if you run out of MP along his movement path while activating his attacks, he will revert back to his normal form.

Geomancy
Ashguard Geomancers focus on their unity with nature given to them by the Boon. Invoking the wrath of nature and the elements, as followers of Gaia, their other responsibilities may take second place to their commitment to the natural world. These Ashguard are as wild and unpredictable as the wind that whistles through the trees or as dependable as the ground beneath their feet.
 * Class Movement: 1
 * Suggested Casting: Nature and Mysticism, some Destruction and Restoration.
 * Focus-Specific items: None

Level 1

 * CYCLONE. Open air or air current. The Geomancer siphons a funnel of swirling air to surely strike one target, dealing [EMPATHY + Nature] Wind. (This Command always deals at least 1 damage.) If [WIND WAKING] is active: [+1] Wind.
 * ENTOMB. Sand tile, a rock, Earth Tile or Sandstorm. The Geomancer stomps his foot on the ground, drawing up the earth around one target, dealing [Immobilize + Petrify SD]. If [SANDSTORM] is active, deal [EMPATHY + Nature + Immobilize + Petrify SD] Earth.
 * FLARE. CT1, Normal weather, sun visible or Fire Tile. The Geomancer focuses the sun's light down on a target's Area. [EMPATHY + Nature, Area] Fire. (Warning: This Command follows the target even as it moves.)
 * SQUALL. Rainy weather, water within 10 ft or Water Tile. The Geomancer draws up a a whip of water to strike one target, dealing [EMPATHY + Nature + 1] Water. 
 * GEOMANCY. 1x/Location. The Geomancer taps into the innate nature power of the location, causing a different effect once once in every new location.

Level 2

 * [RAIN DANCE]. CT4, Stance, Move Action. Requires SQUALL to learn this Command. (This Command can only be learned from a Boon or a Troll willing to teach you, or from any Druid: Shaman.) The Geomancer performs an ancient dance passed down from very few cultures in order to call the rain. Rainy Weather: [CUNNING + Mysticism vs current weather] and [CHARISMA + Expression = how long the rain will last].
 * [SANDSTORM]. CT4, Stance, Move Action. Requires ENTOMB to learn this Command. (This Command can only be learned from a Dwarf who has been to the Arcadian Range or after visiting it yourself or by studying an Earth Elemental.) The Geomancer channels a sandstorm to buffet everyone on the battlefield. Sandstorm: [CUNNING + Mysticism vs current weather] and [CHARISMA + Expression = how long the swirling sands will last]. Sandstorm damage: [1 + Ignore Armor (except Heavy or those not bothered by it), all Units] Earth.
 * [SULTRY DANCE]. CT4, Stance, Move Action Requires FLARE to learn this Command. (This Command can only be learned from a Bard: Performer, easily located in most taverns.) The Geomancer performs an ancient courtship dance passed down from entertainers to ensure a bright future for its viewers, but for the Geomancer it may call clear skies. Sunny Weather: [CUNNING + Mysticism VS current weather] and [CHARISMA + Expression = how long clear skies will last].
 * [WIND WAKING]. CT1, Stance, Move Action. Requires CYCLONE to learn this Command. (This Command can only be learned from a Swashbuckler: Corsair, Witcher: Elementalist or Thaumaturge: Arch Mage.) The Geomancer summons the wind, causing a windstorm to blow no matter where you are in the direction of your choice. The Wind will blow in that direction until you use the Command again to change its Direction, you calm it at will, or until you leave the Scene. [Push Back 1, all Units/round in direction of wind.]

Level 3

 * CINDERFALL. Fire Tile, Move Action. Requires FLARE to learn this Command. The Geomancer disappears between flames during the first round and drops from the sky on the next, dealing [ATTRIBUTE + Weapon + Melee Weaponry + Athletics + Nature] Fire. If [WARPAINT from the ASHES] is active: [+ Intimidation to damage]. If [WIND WAKING] is active: [you may substitute Acrobatics for Athletics to determine the damage]. If [SULTRY DANCE is active: [the user is immune to damage from contact with the Fire Tile for this Command.
 * NATURE'S GRASP. Grass tile, Forested Location. Vines, roots or plants latch on to the Geomancer's legs, making him healthier and steadfast. Health Points restored: [EMPATHY + Nature + Restoration + Anchored]. In the same way, Vines may grapple and snare an enemy or trip a target, causing Immobilize or Prone, or roots may rise up to trip a target, causing Prone, both without the healing and Anchored status.
 * FROST VEIL. 3 MP, Quick Action. Requires [RAIN DANCE] to learn this Command. (This Command can only be learned from a Parivar: Ninja or a Geomancer who knows this Command already.) The Geomancer may activate this Command whenever it is raining to make it Snowy, or in conjunction with [RAIN DANCE] to call snow instead of rain to cover the battlefield with ice and snow (creating auto-move tiles and rough terrain). (The Geomancer may use this Command to cause water to become frozen appropriate to his [CUNNING + Mysticism].)

Level 4

 * EARTHRUPT. Barren Land or Earth Tile. Requires ENTOMB to learn this Command. The Geomancer utilize his abilities to make barren terrain choppy and inconsistent, causing Rough Terrain and pits on the battlefield, dealing [EMPATHY + Nature + Destruction, all enemy Units in Zone SD, targets all Units in the Scene on success] Earth.
 * [LAVA WALKING]. 1 MP/Round, Passive, Stance, Stack, Permanent. Requires [SULTRY DANCE] to learn this Command. The Geomancer has gained a permanent aptitude to flames. Stepping into fire, magma or lava deals no damage. You can make lava or magma tiles solid by moving over them at will. Upgrade your Fire Resistance to the next stage. [Weak < Neutral < Resist < Immune < Absorb.] (If you start your turn with 0 MP you will not be able to walk further on without touching the fire, magma or lava.)
 * -[WATER WALKING]. 1+ MP/Round, Passive, Stance, Stack, Permanent. Requires [RAIN DANCE] to learn this Command. The Geomancer has gained a permanent aptitude to bodies of water and may move across them as if on solid ground. Upgrade your Water Resistance to the next stage. [Weak < Neutral < Resist < Immune < Absorb]. (If you start your turn with 0 MP you will fall under the surface.)
 * WIND STEP. 1 MP, Quick Action, Permanent. Requires [WIND WAKING] to learn this Command. (This Command can only be learned from a Swashbuckler: Corsair.) The Geomancer has gained a permanent aptitude to the skies and may perform an extra jump off of thin air once in a jump. Upgrade your Wind Resistance to the next stage. [Weak < Neutral < Resist < Immune < Absorb.]

Level 5

 * AVALANCHE. Snowy, Ice tile. Requires SQUALL and [FROST VEIL] to learn this Command. Permanent. The Geomancer covers the battlefield forward with a blanket of snow, dealing [EMPATHY + Nature + Destruction + Sleep SD, all tiles forward, width 3 centered on the Geomancer] Ice. Upgrade your Ice Resistance to the next stage. [Weak < Neutral < Resist < Immune < Absorb.]
 * [CALL THE FOG]. CT2, Stance, Rainy or Water tile. The Geomancer speaks with water, asking that is shroud everyone in a mist, granting all Units +3 Defense (not Magic Defense) and causing all SD to only trigger on 9 and 10 without retooling 7s. Fog: [CUNNING + Mysticism VS current weather], then [CHARISMA + Expression = how long the mist will last.]
 * EARTH'S EMBRACE. Check. Requires NATURE'S GRASP to learn this Command. Requires having taken the Ashguard: Geomancer Class Focus. (This Command can only be learned from a Druid.) When the Geomancer is left with only one ally standing and is upon natural ground, he may call upon the Earth to revive one ally. Health Points restored: [EMPATHY + Nature + Restoration to Remove KO].
 * UPHEAVAL. 1 MP/Land Grade, Permanent. Requires EARTHRUPT to learn this Command. The Geomancer has gained a permanent aptitude to the elevation of land and may raise or lower it to suit his needs. Increase your Earth Resistance to the next stage. [Weak < Neutral < Resist < Immune < Absorb.]

Level 6

 * MAELSTROM. Fog, mist or during a naturally occurring thunderstorm. Permanent. Requires [CALL the FOG] to learn this Command. The Geomancer creates a magical conundrum of sparks inside thick mist, dealing [EMPATHY + Nature + Destruction, all enemy Units in Fog SD, targets all Units in Fog on success]. Upgrade your Thunder Resistance to the next stage. [Weak < Neutral < Resist < Immune < Absorb.]
 * MAGMA MORTAR. Magma, Lava Tile. Requires [LAVA WALKING] to learn this Command. The Geomancer tosses flaming debris at one target while standing above magma or lava, dealing [EMPATHY + Nature + Destruction + 3 + Burn SD] Fire.
 * WHIRLWIND. 1 MP/attack, Windy, Move Action. Requires CYCLONE to learn this Command. The Geomancer siphons a great gale to strike his foes from every angle. [EMPATHY + Nature + Destruction + 4] Wind. You may keep attacking without returning to the same tile until the attack misses (you deal no damage), or you run out of MP. If you attack in this way, decrease the +4 to a +3, then +2, +1, and then 0 for each successive attack. (This Command can only ever be triggered from within 3 tiles of the target Unit.) If [WIND WAKING] active = [+ Knock Back 1 with every hit, increasing potential attacking tiles.] (You end your turn standing on the last tile you attack from.)

Level 7

 * GAIA. 1x/day, Magma or Lava Tile, Ocean or Rough Water Tile, Barren Land or Sand Tile, Harsh Wind or Free Falling battle tile, All MP, Minimum 9 MP. Requires FLARE, SQUALL, ENTOMB and CYCLONE and any 6 other Commands from Geomancy to learn this Command. Requires having taken the Ashguard: Geomancer Class Focus. The Geomancer takes on the form of the imprisoned earth mother, gaining the following benefits: FLARE: [+10 temporary Strength]; SQUALL: [+10 temporary Intelligence; +4 temporary Magic Defense]; ENTOMB: [+10 temporary Constitution, Health Points, and +4 temporary Defense]; CYCLONE: [+10 temporary Dexterity, Movement]. While in this State, he can only perform four different Commands: FLARE, SQUALL, ENTOMB and CYCLONE, each with the added benefire of [+ Destruction]. If the Geomancer knows each Command's corresponding element's Weather Command he may trigger them at will, ignoring the CT while under the effects of this Command. After using each one of the four Commands he loses the corresponding benefit, the source to trigger the Commands. The form lasts until the Geomancer uses all four Commands or his health drops to 0 or below. Each time he uses one of the four Commands the battlefield will be changed, in layers, to correspond with the element, leaving behind a random destructive scene. (At the end of this Command all corresponding weather Stances end.)