TEXT: 1
  GEOMANCER
  Atmospheric Composition 
  GENERATION TIME
  1 min
  RANGE
  Self
  BOOST
  None
  DURATION
  Instantaneous
  SMR
  None
  AREA OF EFFECT
  50m radius
  The Geomancer is instantly aware of the atmospheric composition around
  him.
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  1
  GEOMANCER
  Buffet 
  GENERATION TIME
  1 sec
  RANGE
  50m
  BOOST
  None
  DURATION
  Instantaneous
  SMR
  None
  AREA OF EFFECT
  Target
  The target is buffeted by sharp blast of wind which inﬂicts 1d4 points of
  damage (x 1/2 KSR). This matrix is ineffectual against personnel in armor
  and against all creatures size class 8 and above. 
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  1
  GEOMANCER
  Create Fire
  GENERATION TIME
  1 sec
  RANGE
  10m
  BOOST
  None
  DURATION
  2d6 sec
  SMR
  None
  AREA OF EFFECT
  Target
  The most basic of matrices. The Geomancer is able to harness the sur-
  rounding energy to produce ﬂame from the end of his ﬁnger. The ﬁre will last
  for 2d6 seconds (x 1/2 KSR). Anyone coming in contact suffers d4 points of
  damage from being burned
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  1
  GEOMANCER
  Draw
  GENERATION TIME
  1-5 hrs
  RANGE
  Self
  BOOST
  None
  DURATION
  Instantaneous
  SMR
  None
  AREA OF EFFECT
  1km radius
  Simlar to the Energy Controller Drain matrix, Draw allows the Ikrini to
  draw power points from her surrounding area. The Ikrini is able to gain 1
  plus the KSR rating of the area in power points per hour of meditation (maxi-
  mum of 5 hours). Generally this is one of the ﬁrst matrices an Ikrini learns.
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  1
  GEOMANCER
  Flame Hammer
  GENERATION TIME
  1sec
  RANGE
  100m
  BOOST
  +1 dam/point
  DURATION
  Instantaneous
  SMR
  Fire
  AREA OF EFFECT
  Target
  Everybody knows that a Geomancer standing near ﬁre is a dangerous cus-
  tomer indeed. Flame Hammer is one of the ﬁrst offensive matrices that a
  young geo-warrior is taught. As long as the controller is within 100m of a
  powerful ﬁre source, i.e. a house or building ﬁre, brush ﬁre, or forest ﬁre, he
  is able to harness the ﬂames and hurl them at his adversary. The blast does
  4d4 points of damage  (x 1/2 KSR), plus 1 point per additional point of boost
  expended.
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  1
  GEOMANCER
  Force Bolt, Rudimentary
  GENERATION TIME
  2 sec
  RANGE
  25m
  BOOST
  None
  DURATION
  Instantaneous
  SMR
  None
  AREA OF EFFECT
  Target
  A rudimentary Force Bolt taps into the kinetic energy of the area and
  directs it, inﬂicting 1 point of kinetic damage times the KSR of the area. Due
  to the concussive nature of the attack, it bypasses threshold and goes directly
  to absorption. The pulse is invisible, but makes a distinctive ‘whump’ing
  sound. Rudimentary Force Bolt has an 80% chance to hit at range bracket 1,
  and decreases by 10% per bracket.
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  1
  GEOMANCER
  Force Shield, Rudimentary
  GENERATION TIME
  2 sec
  RANGE
  3m
  BOOST
  2 min/point
  DURATION
  2 min
  SMR
  None
  AREA OF EFFECT
  Target
  The ﬁrst defensive matrix learned by Geomancers. The rudimentary Force
  Shield uses latent kinetic energy to deﬂect attacks. While the ﬁeld is in effect,
  the damage of kinetic attacks is reduced by 4 points times the KSR of the
  area. The ﬁeld is visible as a faint distortion around the target. 
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  1
  GEOMANCER
  Locate Cave
  GENERATION TIME
  1 min
  RANGE
  Body Centered
  BOOST
  None
  DURATION
  Instantaneous
  SMR
  None
  AREA OF EFFECT
  1 km radius
  The Geomancer is able to locate the whereabouts of any cave or subter-
  ranean tunnel within a 1 km radius and to a depth of 10m.
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  1
  GEOMANCER
  Minor Cave-in
  GENERATION TIME
  5 sec
  RANGE
  50m
  BOOST
  None
  DURATION
  5 sec
  SMR None
  AREA OF EFFECT
  Special
  The Ikrini can cause a cave in out to a range of 50m. The size of the cave-
  in is dependent on the type of bedrock involved, (determined by the BM) but
  is usually just a few rocks falling from the ceiling. Anyone within the area of
  effect suffers d4 hits for d6 points of concussive/translational damage each
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  1
  GEOMANCER
  Terrain Sense, Rudimentary
  GENERATION TIME
  2 sec
  RANGE
  30m
  BOOST
  20 minutes/point
  DURATION
  30 minutes
  SMR
  None
  AREA OF EFFECT
  Self
  By invoking a Terrain Sense matrix, the MC gains a sense of the ﬂow and
  concentration of kinetic energy within the surrounding environment. He has a
  20% chance per level of experience to successfully interpret these patterns
  and gain a general understanding of the area’s nature.
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  2
  GEOMANCER
  Atmospheric Sift
  GENERATION TIME
  5 min
  RANGE
  Body Centered
  BOOST
  None
  DURATION
  Instantaneous
  SMR
  None
  AREA OF EFFECT
  Special
  The controller is able to separate elements and compounds from the sur-
  rounding atmosphere, so long as there are appropriate receptacles available
  (2L x KSR in element scarce regions, 10L x KSR in element heavy regions; BM
  discretion). The effects are instantaneous.
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  2
  GEOMANCER
  Auto-Beacon
  GENERATION TIME
  5 min
  RANGE
  Body Centered
  BOOST
  None
  DURATION
  Permanent
  SMR
  None
  AREA OF EFFECT
  Special
  The extremely useful matrix allows the Geomancer to memorize his exact
  physical location on a planet. He can automatically ﬁnd his way back to the
  spot as long as he is within 200 km of the location. No map or other assis-
  tance is required.
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  2
  GEOMANCER
  Bring on the Rain
  GENERATION TIME
  10min
  RANGE
  Body Centered
  BOOST
  1 min/ point
  DURATION
  10 min
  SMR
  None
  AREA OF EFFECT
  1km2
  The Geomancer affects atmospheric conditions, causing it to rain. It takes
  10 minutes before the downpour begins which lasts for another 10 minutes
  (x KSR). The GM will adjudicate the overall time it takes to rain and how
  much comes down, based on climate conditions.
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  2
  GEOMANCER
  Filter
  GENERATION TIME
  1 sec
  RANGE
  1km
  BOOST
  1 hr/point
  DURATION
  1 hr
  SMR
  None
  AREA OF EFFECT
  1km radius
  Often used in conjunction with the Atmospheric Composition matrix. Most
  harmful elements and compounds found in the atmosphere are ﬁltered out
  and have no effect on any person standing within the area of effect. This
  power can be boosted 1 hour per point of energy expended. Radiation is not
  effected.
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  2
  GEOMANCER
  Geologist
  GENERATION TIME
  1 min
  RANGE
  Body Centered
  BOOST
  None
  DURATION
  Instananeous
  SMR
  None
  AREA OF EFFECT
  Special
  The Geomancer is immediately aware of the general mineral composition
  of the earth in the surrounding area out to a range of 10km and to a depth of
  20km. Cannot pinpoint speciﬁc deposits.
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  2
  GEOMANCER
  Lava Waltz
  GENERATION TIME
  2 sec
  RANGE
  Body Centered
  BOOST
  1 min/point
  DURATION
  30 sec
  SMR
  None
  AREA OF EFFECT
  Special
  Allows 1d6 people to walk across lava without suffering any damage. The
  amount of people that can walk across the lava can be increased at a rate of 1
  per additional point of energy expended. The matrix expiration time can be
  extended at a rate of 5 minutes per power point expended as well.
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  2
  GEOMANCER
  Locomotion, Rudimentary
  GENERATION TIME
  2 sec
  RANGE
  50m
  BOOST
  10 kg/point
  DURATION
  5 min
  SMR
  None
  AREA OF EFFECT
  1 object
  A useful power. Locomotion allows the geomancer to lift and move objects
  weighing 15kg or less, times the KSR of the area, at a maximum speed of
  5m/sec. Objects can be moved up to a maximum of 50m. Fine manipulations
  aren’t possible with this power.
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  2
  GEOMANCER
  Map
  GENERATION TIME
  1 min
  RANGE
  Body Centered
  BOOST
  None
  DURATION
  Instantaneous
  SMR
  None
  AREA OF EFFECT
  5 km radius
  The controller instantaneously knows his location within the area of effect,
  as well as the general layout of his surroundings, including pits, cliffs, upward
  sloping trails, etc. The matrix also functions well when employed in urban
  areas where the Ikrini will automatically know the street layout of the sur-
  rounding area.
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  2
  GEOMANCER
  Rad Liner
  GENERATION TIME
  1 sec
  RANGE
  Touch
  BOOST
  1 min/point
  DURATION
  5 min 
  SMR
  None
  AREA OF EFFECT
  Target
  Blocks the effects of radiation by producing an ultra-thin trans-lead liner
  which surrounds the target individual. Can be generated in conjunction with
  Filter to boost the overall protection of a party or individual.
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  2
  GEOMANCER
  Terrain Sense, Intermediate
  GENERATION TIME
  2 sec
  RANGE
  300m
  BOOST
  30 minutes/point
  DURATION
  30 min
  SMR
  None
  AREA OF EFFECT
  Self
  This matrix is similar, but superior to, to the Rudimentary Terrain Sense
  matrix. The Geomancer has a 25% chance per level to understand the basic
  nature of the area. In addition, his comprehension of kinetic patterns is now
  sufﬁcient to allow him to detect lifeforms. There is a 07% percent chance per
  level of experience to sense lifeforms in the area of effect, and be able to
  determine their numbers and approximate size.
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  2
  GEOMANCER
  Thermokinesis, Rudimentary
  GENERATION TIME
  4 sec
  RANGE
  20m
  BOOST
  None
  DURATION
  1 hour
  SMR
  None
  AREA OF EFFECT
  10m radius
  By increasing or decreasing the kinetic energy of objects, the Ikrini can
  make it hotter or colder in the immediate vicinity. The temperature can be
  raised or lowered by as much as 20 degrees Celsius, times the KSR of the
  area.
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  2
  GEOMANCER
  Water Walk
  GENERATION TIME
  1 sec
  RANGE
  Touch
  BOOST
  1 min/point
  DURATION
  5 min
  SMR
  None
  AREA OF EFFECT
  Target
  The Geomancer affects the tensile strength of the water’s surface and can
  walk across without any problem. For each additional power point expended,
  the controller can carry an additional 25 more kilograms (x KSR). The Ikrini
  can generate this power on himself or on another person.
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  2
  GEOMANCER
  Wind Shear
  GENERATION TIME
  5 sec
  RANGE
  10km
  BOOST
  None
  DURATION
  Instantaneous
  SMR
  None
  AREA OF EFFECT
  Target
  Produces violent turbulence that is capable of bringing down small aircraft
  such as skimmers and some hoppers. Pilots who pass through a sheer must
  make a level 4 (x KSR) Piloting check.
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  3
  GEOMANCER
  Breath Water
  GENERATION TIME
  1 sec
  RANGE
  Touch
  BOOST
  1 min/point
  DURATION
  3d6 min
  SMR
  None
  AREA OF EFFECT
  Target
  Allows one to breath water as if one were breathing air. For each additional
  power point expended, the person can remain underwater for an additional
  minute. 
  Note: Size 7 and higher creatures have the duration cut in half.
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  3
  GEOMANCER
  Defenders of Izura
  GENERATION TIME
  10 sec
  RANGE
  100m
  BOOST
  None
  DURATION
  Special
  SMR
  None
  AREA OF EFFECT
  Special
  The Legendary Izura lived before the second Time of Reckoning on the
  desert world of Chrome in the Greater Magellanic Clouds. The great tectonic
  shifts that once had formed Chrome had subsided several thousand years
  before his birth. Most of the Geomancers who lived on this once-prosperous
  world had abandoned the planet. Only a few tribes remained. Izura’s lineage
  had learned to harness the wind. They were some of the ﬁrst Geomancers to
  develop its powers.
  Defenders of Izura creates 1d4 small tornadoes which can be mentally
  controlled by the Geomancer. They are only affected by wind reduction or dis-
  sipation matrices. Otherwise, each tornado will attack 8 times each with an
  attack bonus equal to the controller’s IQ skill bonus, inﬂicting d6 points of
  damage (x KSR) to unarmored beings. The cyclones can be controlled out to
  100 meters.
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  3
  GEOMANCER
  Flame Wall
  GENERATION TIME
  2 sec
  RANGE
  5m x KSR
  BOOST
  1 min/2 points
  DURATION
  2 min
  SMR
  Fire
  AREA OF EFFECT
  Special
  The Geomancer creates a wall 20m long, 5m high, and 3m thick (x KSR)
  with a threshold equal to the level of the Geomancer and integrity of 2 times
  the level of the controller. Once the integrity is destroyed the wall’s threshold
  disappears but it can still do damage if touched. Those who contact the wall
  suffer 1d6 points of ﬁre damage per round of contact. Unfortunately, there is
  no way to modify the effects of the matrix.
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  3
  GEOMANCER
  Flight
  GENERATION TIME
  5 sec
  RANGE
  Self
  BOOST
  3 min/point
  DURATION
  10 min
  SMR
  None
  AREA OF EFFECT
  Self
  By invoking this matrix, the Geomancer can transport himself plus 100kg
  of additional weight times the KSR of the area through the air. The maximum
  speed of such ﬂight is 50mph times the KSE of the area.
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  3
  GEOMANCER
  Force Bolt, Intermediate
  GENERATION TIME
  2 sec
  RANGE
  35m
  BOOST
  None
  DURATION
  Instantaneous
  SMR
  None
  AREA OF EFFECT
  Target
  An advanced version of the Rudimentary Force Bolt which inﬂicts 3 points
  of damage times the KSR of the area. As with the Rudimentary version, this
  damage is translational, and ignores Threshold. Accuracy is increased to 90%
  at range bracket 1, decreasing by 10% per range bracket beyond the ﬁrst.
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  3
  GEOMANCER
  Force Shield, Intermediate
  GENERATION TIME
  1 sec
  RANGE
  10m
  BOOST
  5 min/point
  DURATION
  5 min
  SMR
  None
  AREA OF EFFECT
  Target
  The Intermediate Force Shield blocks 6 points of damage times the KSR of
  the area. Furthermore, this more advanced form of the shield also protects
  against ﬁre, cold, and chemical attacks.
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  3
  GEOMANCER
  Homing Beacon
  GENERATION TIME
  1 day
  RANGE
  10 parsecs
  BOOST
  1 day/15 points
  DURATION
  3 days
  SMR
  None
  AREA OF EFFECT
  Special
  The Geomancer can utilize the radioactive isotopes on the planet’s surface
  to act as a pulsing beacon in order to facilitate a rescue attempt. The
  Geomancer may perform no other activity during the matrix generation time.
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  3
  GEOMANCER
  Methane Trap
  GENERATION TIME
  10 sec
  RANGE
  1km
  BOOST
  None
  DURATION
  2d6 min
  SMR
  Bio
  AREA OF EFFECT
  50m radius
  The Ikrini projects an odorless cloud over the target area. Any person
  operating without appropriate environmental protection gear automatically
  suffers 1 point of damage per minute of exposure. Furthermore, for each
  minute, there is a 05% chance of explosion, assuming calm weather condi-
  tions and the presence of ﬁre. Any person consumed in the conﬂagration suf-
  fers 1d8x10 points of damage. Fire SMRs reduce the effects by half.
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  3
  GEOMANCER
  Motherlode
  GENERATION TIME
  1 min
  RANGE
  Body Centered
  BOOST
  None
  DURATION
  Instantaneous
  SMR
  None
  AREA OF EFFECT
  1 km
  Allows the Ikrini to locate veins of semi-precious metals and stones with
  the target area. There is a base 40% of success, plus an additional 04% per
  level of the controller above 7th.
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  3
  GEOMANCER
  Nulliﬁcation, Rudimentary
  GENERATION TIME
  2 sec
  RANGE
  10m
  BOOST
  1 min/point
  DURATION
  1 min
  SMR
  None
  AREA OF EFFECT
  5m radius
  This potent matrix creates an area in which all kinetic energy is lessened.
  Damage from kinetic sources is cut by one-third in the area of effect.
  Movement is likewise reduced by one-third.
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  3
  GEOMANCER
  Resonant Force
  GENERATION TIME
  10 sec
  RANGE
  600m
  BOOST
  None
  DURATION
  1 min
  SMR None
  AREA OF EFFECT
  Special
  The Ikrini warrior generates a pulse which travels through the ground out
  to a range of 600m, at a rate of 10m per second. At any point along that
  straight path, the Geomancer can cause the shockwave to reach a harmonic.
  At the resonant frequency, anything within 5m of the designated point is
  struck by a massive shock wave which does d6x(10xKSR) points of damage to
  buildings, and d10+KSR to personnel. The resonant blast can be directed
  vertically down into the earth. Subterranean structures suffer double damage
  from the concussive blast plus additional fragment damage (determined by
  the BM).
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  3
  GEOMANCER
  Roman Candles
  GENERATION TIME
  5 sec
  RANGE
  50m
  BOOST
  None
  DURATION
  Instantaeous
  SMR
  Fire
  AREA OF EFFECT
  1m radius at target
  The controller must be within 10 km of a volcanic source in order to gen-
  erate this matrix. An initial blast of molten lava erupts from the hand of the
  Geomancer plus one for every 2 additional PP inﬂicting 4d6  (x 1/2 KSR)
  points of damage to any target out to a range of 50m. The base targeting
  chance is 40% plus 04% per level of the Ikrini above 4th. Armor integrity is
  reduced by 8 points per hit.
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  3
  GEOMANCER
  Rubber Mat
  Generation Time:1 sec
  RANGE
  100m
  BOOST
  None
  DURATION
  10 sec
  SMR
  None
  AREA OF EFFECT
  10m radius
  The Ikrini instantaneously changes the elastic properties of earthen
  ground so that someone falling suffers no damage. Functions on all planets
  with less than 3g.
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  3
  GEOMANCER
  Teekya’s Bane
  GENERATION TIME
  10 sec
  RANGE
  1km
  BOOST
  None
  DURATION
  2d6 min
  SMR
  Radiation
  AREA OF EFFECT
  500m radius
  One of the most insidious attack forms. The Ikrini Geomancer causes a
  buildup of harmful radiation within the speciﬁed area. Any person who fails
  his SMR versus radioactive attack forms suffers 3 point of damage per minute
  of exposure. Those who survive suffer permanent radiation sickness effects
  and lose d6 points of Agility, Manual Dexterity Constitution, and Strength.
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  4
  GEOMANCER
  Ash Storm
  GENERATION TIME
  1 min
  RANGE
  500m
  BOOST
  None
  DURATION
  5min x KSR
  SMR
  Biological
  AREA OF EFFECT
  100m2
  The Ikrini must be within 10km of an active volcano to employ this
  matrix. He draws on his earth powers to create a storm of ash. All persons
  within the area of effect who are not protected are instantly blind, 10% chance
  of permanent damage. Furthermore, all persons without appropriate breath-
  ing protection must make a biological SMR or expire at a rate of 1 body point
  of suffocation damage per minute.
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  4
  GEOMANCER
  Hand of Xxlos
  GENERATION TIME
  1min
  RANGE
  200m
  BOOST
  None
  DURATION
  30 sec
  SMR
  None
  AREA OF EFFECT
  Special
  Also known as Squid Water. The controller is able to manipulate the shape
  and ﬂow of water. The Squid is able to sink small vessels, inﬂicting 3d6 points
  of damage (x KSR) per attack. Only a Dissipation matrix affects the Squid
  Water since it is in no way sentient. Requires a pond-sized body of water to
  function.
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  4
  GEOMANCER
  Izura’s Assailants
  GENERATION TIME
  10 sec
  RANGE
  200m
  BOOST
  None
  DURATION
  Special
  SMR
  None
  AREA OF EFFECT
  Special
  A much more powerful form of the Defenders of Izura.  Sustained wind
  gusts of more than 60 km per hour must exist for this matrix to be employed.
  D6 tornadoes are generated, each capable of moving at 30km per hour.  They
  maintain cohesiveness for 10 attacks, once every 6 seconds inﬂicting  3d6 x
  KSR points of damage.
  Izura’s Assailants can be manipulated into one great tornado capable of
  attacking 6 times, with each attack inﬂicting  6d6 x KSR points of damage.
  Same attack bounus as Defenders of Izura.
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  4
  GEOMANCER
  Kinetic Boost, Rudimentary
  GENERATION TIME
  2 sec
  RANGE
  10m
  BOOST
  1 min/point
  DURATION
  1 min
  SMR
  None
  AREA OF EFFECT
  5m radius
  The opposite of the Nulliﬁcation matrix, Kinetic Boost is an enhancement
  of all kinetic energy in the area. Kinetic damage and movement are both
  increased by a third while in the area of effect.
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  4
  GEOMANCER
  Lava Sea
  GENERATION TIME
  10 sec
  RANGE
  Body Centered
  BOOST
  1 min/ point
  DURATION
  1 min x KSR
  SMR
  Fire
  AREA OF EFFECT
  5m
  A molten sea of lava is instantaneously generated around the controller
  out to a range of 5m and to a depth of 3m. The Geomancer is safe from the
  effects of this matrix. Anyone standing within the area of effects suffers 2d6
  points of damage per second (heat translational) and lose 2 points of armor
  integrity to any submerged section of body armor. Double damage occurs if
  applied against skin.
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  4
  GEOMANCER
  Lava Shotgun
  GENERATION TIME
  5 sec
  RANGE
  10m
  BOOST
  None
  DURATION
  Instantaneous
  SMR
  Fire
  AREA OF EFFECT
  10m cone
  A devastating matrix which follows the same precepts as the Roman
  Candles, except that it is drastically more powerful and no to-hit roll is
  required. All persons within the cone of effect are struck by d6 globs of lava
  which cause 6d6 x KSR points of damage apiece and reduce armor integrity by
  8 points.
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  4
  GEOMANCER
  Locomotion, Intermediate
  GENERATION TIME
  2 sec
  RANGE
  500m
  BOOST
  25 kg/point
  DURATION
  5 min
  SMR
  None
  AREA OF EFFECT
  1 object
  This is a more advanced version of the Rudimentary Locomotion matrix. It
  allows the geomancer to move objects weighing up to 40kg times the KSR of
  the area, at a maximum speed of 20m/sec. These objects can be used to
  attack; treat them as objects thrown with a skill level equal to twice the KSE of
  the area. They inﬂict 1-2 points of damage per 5kg of weight.
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  4
  GEOMANCER
  Mine
  GENERATION TIME
  1hr
  RANGE
  10km
  BOOST
  1hr/10 points
  DURATION
  4 hrs
  SMR
  None
  AREA OF EFFECT
  Special
  From as far as 10km away, a Geomancer can extract raw ore and draw it to
  a ship in space at a rate of 1 metric ton per hour into a cargo bay. The
  Geomancer may perform no other activity during the matrix generation time
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  4
  GEOMANCER
  Sulfur Cloud
  GENERATION TIME
  10 sec
  RANGE
  500m
  BOOST
  None
  DURATION
  1 min x KSR
  SMR
  Bio
  AREA OF EFFECT
  100m rad
  Causes a cloud of noxious sulfur to descend over the target area. Any per-
  son trapped inside must make a Biological SMR or suffer 2 points of damage
  per minute of exposure. SMRs are permanently reduced by 2d6 points. A
  strong wind effectively dissipates this attack form. The Ikrini must be within
  10km of a large sulfur source.
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  4
  GEOMANCER
  Terrain Sense, Advanced
  GENERATION TIME
  5 sec
  RANGE
  2 km
  BOOST
  30 min/point
  DURATION
  30 min
  SMR
  None
  AREA OF EFFECT
  Self
  Advanced Terrain Sense gives an Ikrini an almost symbiotic relationship
  with the world around him. He understands precisely the nature of the ter-
  rain, and any natural hazards which are a part of it. He can predict weather
  up to 2 hours in advance, with an accuracy level of 7% per level of the matrix
  controller. Furthermore, lifeforms may be detected automatically; their gener-
  al nature (humanoid, mammalian, reptilian, big huge nasty spider-thing that
  wants to eat your face, etc.) may determined with an accuracy level of 5% per
  level of the controller.
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  4
  GEOMANCER
  Wind Shield
  GENERATION TIME
  2 sec
  RANGE
  Body Centered
  BOOST
  1 min/ point
  DURATION
  5 min x KSR
  SMR
  None
  AREA OF EFFECT
  20m rad
  Dampens the effects of wind kinetics. The ﬁeld extends out away from the
  controller in a spherical projection. Everything is calm inside the sphere itself.
  Reduces up to 10km/h per level of matrix controller.
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  5
  GEOMANCER
  Force Bolt, Advanced
  GENERATION TIME
  2 sec
  RANGE
  80m
  BOOST
  None
  DURATION
  Instantaneous
  SMR
  None
  AREA OF EFFECT
  Target
  This formidable attack inﬂicts 5 points of damage times the KSR of the
  area. It has a base chance of 95% to hit at range bracket 1, which is reduced
  by 10% per range bracket.
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  5
  GEOMANCER
  Force Shield, Advanced
  GENERATION TIME
  5 sec
  RANGE
  15m
  BOOST
  10 min/point
  DURATION
  20 min
  SMR
  None
  AREA OF EFFECT
  Target
  An Advanced Force Shield completely nulliﬁes the effects of non-HP kinetic
  attacks against the target, and stops 7 points of damage times the KSR of the
  area of any other attack. It is extremely visible, appearing as a rippling distor-
  tion in front of the target.
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  5
  GEOMANCER
  Hand of Obsidian
  GENERATION TIME
  1 sec
  RANGE
  100m
  BOOST
  None
  DURATION
  Instantaneous
  SMR
  Bio
  AREA OF EFFECT
  Target
  A small renegade band of Ikrini have been working with the Tza Zen
  Rigeln to perfect this matrix. When employed, the target creature must make
  a biological SMR at a +20 or instantly be turned into obsidian (i.e. you’re
  dead). For each level of the Geomancer above 13th, there is a 02% reduction
  in SMRs.
  The Council of Timar has banned the learning of this power. Any mind
  probe that reveals its presence automatically brings the Death Penalty.
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  5
  GEOMANCER
  Locate Celestial Body
  GENERATION TIME
  10 min
  RANGE
  100 light yrs
  BOOST
  None
  DURATION
  Instantaneous
  SMR
  None
  AREA OF EFFECT
  Target
  Given the general composition of a celestial body, the Geomancer can
  locate the object in space without the need of electronic surveillance devices
  out a range of 100 light years.
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  5
  GEOMANCER
  Nulliﬁcation, Intermediate
  GENERATION TIME
  8 sec
  RANGE
  10m
  BOOST
  1 min/point
  DURATION
  1 min
  SMR
  None
  AREA OF EFFECT
  5m radius
  A more potent version of the Nulliﬁcation matrix which cuts all kinetic
  damage and movement in the area by half. Furthermore, damage from heat
  and cold is reduced by half, as well.
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  5
  GEOMANCER
  Prospect
  GENERATION TIME
  10 min
  RANGE
  10 light yrs
  BOOST
  None
  DURATION
  Instantaneous
  SMR
  None
  AREA OF EFFECT
  Target
  The Geomancer is able to discern the overall composition of a celestial
  body out to a range of 10 light years without actually setting foot on the plan-
  et, or employing long-range scanners.
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  5
  GEOMANCER
  Store Lightning
  GENERATION TIME
  5 sec
  RANGE
  Body Centered
  BOOST
  None
  DURATION
  Special
  SMR
  Electrical
  AREA OF EFFECT
  10m
  This powerful matrix allows the Geomancer to act as a lightning rod.
  Lightning discharges from the atmosphere pass down through his body into
  the earth where they are stored.  The matrix is designed such that an individ-
  ual passing within the ﬁeld containment area causes the stored energy to dis-
  charge and is instantaneously struck by d6 bolts of lightning, which each
  inﬂict 6d6 points of damage. The controller is able to preset the threshold
  minimum size class (1-12) which will trigger the release.
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  5
  GEOMANCER
  Thermokinesis, Intermediate
  GENERATION TIME
  3 sec
  RANGE
  30m
  BOOST
  None
  DURATION
  Instantaneous
  SMR
  Special
  AREA OF EFFECT
  5m radius
  Nasty! The Ikrini causes a massive surge or drop in the temperature of the
  area. Objects in the radius of effect must make an SMR against either ﬁre or
  cold at a -20 or be destroyed. Hapless individuals caught in this effect suffer
  from 4-16 points of damage directly, unless they have protection from
  extreme heat or cold.
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  5
  GEOMANCER
  Tidal Wave
  GENERATION TIME
  5 min
  RANGE
  1 km
  BOOST
  None
  DURATION
  10 sec
  SMR
  None
  AREA OF EFFECT
  Special
  When generated, the matrix controller unleashes a deadly wall of water,
  20m (x 1/2 KSR) high and 200m (x 1/2 KSR) long. Anything in the tidal
  wave’s path suffers 4d6x10 points of damage. The Ikrini must be within 5km
  of a large body of water (lake or bigger).
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  5
  GEOMANCER
  Touch of Granite
  GENERATION TIME
  1 sec
  RANGE
  100m
  BOOST
  None
  DURATION
  Permanent
  SMR
  Bio
  AREA OF EFFECT
  Target
  Outlaw Ikrini have been studying under the tutelage of the infamous Tza
  Zen Ignomice the Distorter. The Ikrini now showcase what has come to be
  known as the Touch of Granite. Any individual who fails his SMR vs Biological
  attacks at a +30 bonus is instantly turned to granite stone. All metabolic
  functions are placed in suspended animation. The individual is not dead.
  Reversing the matrix will bring the victim back to life. The reversal process is
  not without its problems. Restored persons lose 1d10 points of Agility and
  Manual Dexterity permanently.
  While granite, the victim is vulnerable to sonic and crushing attacks which
  inﬂict double damage. Use of this matrix carries a Death sentence.
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  6
  GEOMANCER
  Earthquake
  GENERATION TIME
  10 min
  RANGE
  10 km
  BOOST
  None
  DURATION
  Instantaneous
  SMR
  Special
  AREA OF EFFECT
  Special
  The Geomancer generates a massive earthquake capable of levelling build-
  ings. This quake has an area of effect with a diameter equal to 1km times the
  KSR of the area. Individuals in the area may make an IQ check at a -10 to ﬁnd
  a safe haven. If successful, they suffer only 1-4 points of damage. If not,
  something fell on them and they take from 10-100 points of damage!
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  6
  GEOMANCER
  Fortress of Stone
  GENERATION TIME
  10 sec
  RANGE
  Body Centered
  BOOST
  None
  DURATION
  1 day  x (2xKSR)
  SMR
  None
  AREA OF EFFECT
  10m3
  When generated, a massive stone fortress is created surrounding the con-
  troller. The Geomancer is able to pass through the walls without any effort. All
  other objects are blocked. Each 10m3 wall has 2HP worth of structural
  integrity and a 10 threshold.
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  6
  GEOMANCER
  Kinetic Boost, Intermediate
  GENERATION TIME
  8 sec
  RANGE
  10m
  BOOST
  1 min/point
  DURATION
  1 min
  SMR
  None
  AREA OF EFFECT
  5m radius
  Generation of an Intermediate Kinetic Boost creates an area wherein all
  movement rates and kinetic energy damage are increased by 50%.
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  6
  GEOMANCER
  Locomotion, Advanced
  GENERATION TIME
  6 sec
  RANGE
  1km
  BOOST
  None
  DURATION
  10 min
  SMR
  None
  AREA OF EFFECT
  1 object
  By using this matrix, the Geomancer can move amazing amounts of
  weight. Up to 1 metric ton times the KSR of the area may be lifted, and moved
  at speeds of up to 30m/sec. If the Ikrini is antisocial and decides to drop such
  a large object on someone, the hapless soul must make an Agility check at a -
  20 to get out of the way, or it’s jelly-equivalent time! 
  Note: Mazians have a 20% chance to survive this treatment, because
  they’re jelly already!
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  6
  GEOMANCER
  Tremor
  GENERATION TIME
  10 sec
  RANGE
  Body Centered
  BOOST
  None
  DURATION
  Instantaneous
  SMR
  None
  AREA OF EFFECT
  500m x KSR radius
  Produces a shockwave that radiates outward from the Geomancer out to
  400m. All buildings within the effected area suffer 4d4 x 10 points of damage.
  Vehicles suffer 1d4 x 10 points of damage. Personnel absorb 4d6 points of
  damage. Damage is translational.
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  6
  GEOMANCER
  Xxlos Craft
  GENERATION TIME
  1 min
  RANGE
  Special
  BOOST
  2 min/ point
  DURATION
  30 min x KSR
  SMR
  None
  AREA OF EFFECT
  Special
  It’s a bubble of air that travels at up to 40km per hour and can descend to
  a depth of 100m. The Xxlos Craft can hold up to 30 size class worth of crea-
  tures. It should be noted that the Xxlos Craft is vulnerable to stormy seas and
  there is a substantial chance that when operating in such a climate that the
  air bubble vessel will become compromised and fall apart. The overall chance
  will be determined by the BM.
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  7
  GEOMANCER
  Disintegration
  GENERATION TIME
  10 sec
  RANGE
  30m
  BOOST
  None
  DURATION
  Instantaneous
  SMR
  Electricity (-20%)
  AREA OF EFFECT
  Target
  The controller builds up a massive surge of kinetic energy in the mole-
  cules of a target object weighing up to 10 metric tons, causing them to ﬂy
  apart. The target is entitled to an Electrical SMR at a -20 to avoid this fate.
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  7
  GEOMANCER
  Kinetic Boost, Advanced
  GENERATION TIME
  10 sec
  RANGE
  10m
  BOOST
  30 sec/point
  DURATION
  1 min
  SMR
  None
  AREA OF EFFECT
  5m radius
  The ultimate expression of the Kinetic Boost matrix allows an Ikrini to
  triple all movement rates and kinetic energy damage within the area of effect.
  All objects within the area of effect also take from 1-4 points of heat damage
  per minute, as a result of the tremendous agitation of molecules which is
  going on.
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  7
  GEOMANCER
  Nulliﬁcation, Advanced
  GENERATION TIME
  10 sec
  RANGE
  10m
  BOOST
  30 sec/point
  DURATION
  1 min
  SMR
  None
  AREA OF EFFECT
  5m radius
  The Geomancer causes the complete cessation of motion in the area of
  effect, throwing everything within into a sort of stasis. Gravity still operates (so
  this couldn’t be used to stop someone in mid-fall.)
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  7
  GEOMANCER
  Vortex
  GENERATION TIME
  1 min
  RANGE
  1km
  BOOST
  None
  DURATION
  5 min x (2xKSR)
  SMR
  None
  AREA OF EFFECT
  5km radius
  Once a Geomancer has reached the 7th energy bracket, he becomes a fear-
  some force indeed. At this level of proﬁciency, he is able to generate a powerful
  vortex, or tornado, that the Geomancer has some degree of control over.
  The Ikrini merely concentrates and a vortex of wind is created that is 10m
  in diameter and about 100m high. The Ikrini must make successful Intuition
  checks each round to maintain control of the tornado. If she fails she must
  make an Intuition check at a -25. Another failure indicates the tornado is wild
  and will move in a random direction for the duration of the matrix.
  The vortex’s 400km/hr winds will destroy small buildings and vehicles
  (4d12 x 10 concussive damage) and pick up small objects and debris. A per-
  son hit by the tornado takes the above damage and is immediately sucked
  into it and thrown d10 x 10 meters for d4 x number of meters thrown con-
  cussion damage. Nasty! The tornado moves at 40km/hr and has an IM of -6
  for the purposes of people trying to run away from it. This power naturally
  only works in an atmosphere.
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  8
  GEOMANCER
  Entropy Storm
  GENERATION TIME
  1 hour
  RANGE
  1 million km
  BOOST
  None
  DURATION
  Instantaneous
  SMR
  None
  AREA OF EFFECT
  1,000 km rad
  The most awesome known geomancer power. The Ikrini uses his near-
  complete understanding of kinetic energy patterns to rend those patterns
  asunder, causing a devastating backlash of energy. The storm inﬂicts 12,000
  HP of damage, completely atomizing any object destroyed. 
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  8
  GEOMANCER
  Gravitic Channel
  GENERATION TIME
  1 min
  RANGE
  1 km
  BOOST
  1hour/point
  DURATION
  2 hrs
  SMR
  None
  AREA OF EFFECT
  100m2 x (2xKSR)
  This powerful matrix affords the Geomancer control over local gravity
  ﬁelds. A Geomancer can reduce gravity in the area of effect to zero, or he can
  increase it to up to 10 times normal gravity. Tank stuck in the mud? Well, just
  let the Ikrini make it weightless and pull it out herself. A side effect of the use
  of this matrix is that it will destroy any anti-gravity devices that are turned on
  in the area of effect (be careful with those Heavy Belts!).
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  9
  GEOMANCER
  Sun Spots
  GENERATION TIME
  1hr
  RANGE
  100,000,000 km
  BOOST
  None
  DURATION
  30 hrs x KSR
  SMR
  None
  AREA OF EFFECT
  Target
  The controller affects sun spot activities by increasing the discharge energy
  potential on the sun’s surface, thus blocking communication transmissions
  for an entire solar system. The Geomancer may perform no other activity dur-
  ing the matrix generation time.
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SOURCE: textdata/thevault/Battlelords of the 23rd Century/Battlelords of the Twenty-Third Century Matrix Cards - Geomancer Matrices.pdf