![d&d 3.5 geomancer handbook d&d 3.5 geomancer handbook](https://i.ebayimg.com/images/g/f74AAOSwDaVfrO9i/s-l400.jpg)
![d&d 3.5 geomancer handbook d&d 3.5 geomancer handbook](http://online.anyflip.com/ogyal/bhav/files/thumb/2.jpg)
Thus, as a 4th-level geomancer, he can cast any of his 3rd-level or lower sorcerer/wizard spells with no chance of arcane spell failure from armor. When he casts them, however, he can mix or match spellcasting parameters from any of his classes to gain the maximum possible advantage for any spell with a spell level equal to or less than his spell versatility score. He still acquires and prepares his spells in the normal manner for his individual spellcasting classes. Spell Versatility: At 1st level, the geomancer learns to blend divine and arcane magic. Since the character had more than one spellcasting class before becoming a geomancer, the player must decide to which class to add each geomancer level for determining spells per day and spells known. He does not, however, gain any other benefit a character of that class would have gained (additional wild shape options, metamagic or item creation feats, or the like). Spells per Day/Spells Known: At each geomancer level, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class to which he belonged before adding the prestige class. Weapon and Armor Proficiency: Geomancers gain no weapon or armor proficiencies.