Arcanomancer

*Rather than calling through the land and nature to power his capabilities, an arcanomancer absorbs the magic directly from elemental sources, and barrage his foes with immense arcane power.*

## Abilities

### Arcanomancy (Su)

Starting at 1st level, an arcanomancer draws upon the power of the arcane he stands upon to defeat his foes. The arcanomancer can use this ability a number of times per day equal to his geomancer level + his Wisdom modifier. Which arcanomancy powers the arcanomancer may use depends upon what type of elemental damage he was last hit with, or cast last, as noted in the table below. Alternatively, the arcanomancer may choose to do force damage by channeling the Aether itself. The range of arcanomancy is 25 feet plus 5 feet every two geomancer levels, and requires a ranged touch attack to strike a target. If the attack hits, it deals 1d6 damage (of an elemental type, see below) plus his Wisdom modifier plus an additional 1d6 per three geomancer levels after 1st, centered on the target. Any adjacent creature to the target can make a Reflex save (DC 10 + half of the geomancer’s level + his Wisdom modifier) to take half damage. Any creatures struck by arcanomancy must make another save (DC 10 + half of the geomancer’s level + his Wisdom modifier), determined by the elemental damage, on the table below. If the creature fails this save it takes a secondary effect based on the attack used. This secondary effect has a duration of 3 rounds plus the arcanomancer’s Wisdom modifier, unless otherwise noted. An arcanomancer’s geomancer level is considered to be her caster level.

This ability replaces geomancy, but counts as it for the purpose of feats.

### Arcane Sense

At 1st level, an arcanomancer gains 1/2 their level to Knowledge (Arcana) and Spellcraft checks.

This ability replaces nature sense.

### Arcanopool (Su)

An arcanomancer is adept at absorbing and channeling elemental energy within himself, and releasing it when most needed. Whenever the arcanomancer is struck with Elemental energy from any source or casts a spell with the elemental descriptor, he gains 1 Arcanopoint of that element. The point is gained after the spell has finished casting.

The maximum number of points an arcanomancer can hold is equal to half his geomancer level + his Wisdom modifier (minimum 1). Casting Cantrips does not grant an Arcanopoint, however.

An arcanomancer can, as a swift action, spend Arcanopoints to increase his Caster Level for the purpose of beating Spell Resistance, as long as the points match the element of the spell, and is done before the arcanomancer finds out if he succeeds or not.

This ability replaces ley lines.

### Shifting Resistance (Su)

Starting at 2nd level, an arcanomancer gains an elemental resistance of 2 to the last element that he either casts or was struck with. This resistance increases by 2 every four geomancer levels after 2nd level. If the last Arcanomancy used was Aether Blast, this becomes DR 2/ Magic or Adamantine which increases at the same rate.

This ability replaces elemental resistance.

### Elemental Commixture (Su)

At 3rd level, the arcanomancer picks two Arcane Elements with which he has mastered the ability to manipulate within himself. An arcanomancer may always use his Arcanomancy class feature with his mastered elements. In addition, alongside using one use of Arcanomancy, an arcanomancer can spend one Arcanopoint of two different mastered elements to perform a Commixed Arcanomancy. The Arcanomancer must choose which element is the primary element and which is the secondary element. The damage of the Commixed Arcanomancy is split half between the two elements, with the following table showing what each element does. Using Aether Blast requires one Arcanopoint of any element to be spent.

The arcanomancer learns an addition element at 7th level and every four geomancer levels thereafter.

This ability replaces favored terrain.

### Arcanoburst (Su)

At 4th level, the arcanomancer has learned to expel elemental energy with surprising force around himself. He can spend one Arcanomancy use as well as one Arcanopoint to perform a 15-ft.-burst of that element around himself, applying full Arcanomancy damage to everything in that radius. This does not apply secondary effects.

At 8th level, Arcanoburst applies secondary effects of the element.

At 12th level, Arcanoburst can be a mixed element as per Elemental Commixture, applying both primary effects with the exception of force, which doubles the radius to 30 feet.

At 16th level, Arcanoburst can ignore a number of allies equal to the arcanomancer’s Wisdom modifier.

At 20th level, Arcanoburst can be changed to either a cone or line of the same effect and range.

This ability replaces Terraform.

### Arcanosynchronous (Su)

Starting at 5th level, while using any Arcanomancer abilities or spells, he gains a +1 insight bonus to attack rolls to the element he last gained an Arcanopoint from. This bonus lasts for as long as he keeps that element as the latest point gained, and changes whenever he gains a new Arcanopoint. These bonuses increase by +1 every five geomancer levels gained after 5th.

This ability modifies geosynchronous.

### Arcanorock Sense (Su)

Starting at 9th level, an arcanomancer benefits from Tremorsense out to 30 feet as long as he has two Arcamppoints in his Arcanopool, or one of earth. The arcanomancer automatically senses the location of anything that is in contact with the ground and within range. If no straight path exists through the ground from the arcanomancer to those he is sensing, then the range defines the maximum distance of the shortest indirect path. He must be in contact with the ground, and the creatures must be moving. As long as the other creatures are taking physical actions, including casting spells, they’re considered moving; they don’t have to move from place to place for the arcanomancer to detect them.

This ability modifies Tremorsense.

### Arcanosense (Su)

Starting at 13th level, an arcanomancer benefits from Blindsense out to 30 feet while he have at least two Arcanopoints in his Arcanopool, or one of wind. Blindsense lets the arcanomancer notice things it cannot see, but without the precision of blindsight. The arcanomancer with blindsense usually does not need to make Perception checks to notice and locate creatures within range of his blindsense ability, provided that he has line of effect to that creature. Any opponent the arcanomancer cannot see has total concealment (50% miss chance) against him, and he still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of the arcanomancer. The arcanomancer is still denied his Dexterity bonus to Armor Class against attacks from creatures he cannot see.

This ability modifies Blindsense.

### Arcanosight (Su)

Starting at 17th level, an arcanomancer benefits from Blindsight out to 30 feet while he has at least four Arcanopoints in his Arcanopool, or one holy and one shadow. This ability makes invisibility and concealment (even magical darkness) irrelevant to the arcanomancer (though he still can’t see ethereal creatures and must have line of effect to a creature or object to discern that creature or object).

* Blindsight never allows a arcanomancer to distinguish color or visual contrast. He cannot read with blindsight.
* Blindsight does not subject an arcanomancer to gaze attacks (even though darkvision does).
* Blinding attacks do not penalize an arcanomancer using his blindsight.
* Deafening attacks thwart an arcanomancer’s blindsight.
* Blindsight works underwater but not in a vacuum.
* Blindsight negates displacement and blur effects.

This ability modifies Blindsight.

### Arcane Mastery (Su)

At 20th level, for any element that the arcanomancer has mastered, he can use Arcanomancy for those elements, without restrictions on how many he can perform per day. This only applies to single element Arcanomancy, not those adjusted with Elemental Commixture.

This ability replaces a geomancy trick gained at 20th level.