I'm 90% sure I'm done with this now, so I shall post the versions I've got here for easier commenting. If I do make changes and forget to update though, the guaranteed updated versions will remain in the google doc.
Geomancer
Possible "Starter" Deck list
https://docs.google.com/spreadsheets/d/1UwUqNfkP6qafKx6oEMP-uTf7RTNrsiIDLgDJlm3hick/edit?usp=sharingSpell Point Limit: 120
Health: 32
Armor: 0
Channeling: 9
Creature: Gnome
Training: Trained in the Earth school and level 2 of Arcane. Air spells costs triple during Spellbook Construction.
Abilities
Subterranean: As a Quick Earth Spell, for 2 mana, you can dig into and move through the ground to another target adjacent Zone. If you move after using this ability, you can continue to dig through the ground for that move for 2 additional mana per space moved. This movement is not blocked by Walls, and anything in a Zone has no effect on you while you are moving through the ground, unless you end your movement in that Zone.
((in the case where you Quick-Cast this ability, move 3 spaces, then thanks to Fast make your last action to use Subterranean again, you are considered moving for all 4 Zones. If you use this ability during the Quickcast phase, you will be “above ground” after moving until you actually activate your mage, but will be able to move underground afterward, as long as no other actions (aside from Quickcast) have occurred.))
Being of Earth: Geomancer has the Unmovable trait and Tough -3 against Poison.
Basic Melee Attack ;; Melee ;; Quick ;; 3 Damage
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Earth Armor ;; Cost: 2/4 ;; Earth 3 ;; Enchantment ;; Quick ;; 0-2 ;;Target: Corporeal Creature
Geomancer only
Cantrip
Epic
Upkeep X
During the Upkeep, before you pay Upkeep, place 1 Earth Token on the enchanted creature. You can pay 1 mana to place an additional Earth Token. Remove all Earth Tokens on the enchanted creature when this card is removed. Each time you take Critical Damage, remove that many Earth Tokens instead.
1: You gain 1 Armor for each Earth Token on you.
2: You gain Tough -1 for every 2 Earth Tokens on you.
4: You gain Lumbering if you have 4 or more Earth Tokens on you.
6: You gain Slow if you have 6 or more Earth Tokens on you.
X equals the number of Earth Tokens on the enchanted creature.
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Earth Containment Barrier ;; Cost: 3 ;; Earth 2 + Arcane 1 ;; Conjuration - Wall ;; Quick ;; 0-1 ;; Target: Zone Border ;; Blocks Vision, Blocks Passage
Extendable
Lightning Immunity
Fire Immunity
Hydro +2
Armor: 1+X
Health: 4+2X
All Objects in adjacent Zones, or their controllers if they have none, lose 1 mana each Upkeep and you gain 1 mana if mana is lost. If they would lose more mana than they have, or have no mana, the excess mana becomes direct damage. X = the number of Earth Containment Barriers on Zone Borders adjacent to this card, +1 if the Zone is completely surrounded by Earth Containment Barriers. You may cast an Earth Containment Barrier on an Arena Wall.
((for rules clarification, if the enemy mage and 2 creatures are affected by the barrier, and all 4 are set up, if 1 of them is a familiar with channeling 2, the mage will lose 10 mana, the creature without mana will take 4 damage, and the familiar will take 2 damage and lose 2 mana. If the mage also runs out of mana (it only has 9 channeling), then it also takes 1 damage. In addition, the mage that controls the barrier gains 4 mana. An adjacent zone only includes the zones who share a border with the wall. If cast on an Arena Wall, that Arena Wall is temporarily treated as Earth Containment Barrier instead of an Arena Wall, but you still can’t leave the Arena.))
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Spike Wave ;; Cost: 9 ;; Earth 2 ;; Conjuration ;; Full ;; 0-0 ;; Target: Zone
Geomancer only
Dissipate 2
Ranged
Zone
3 Dice
3-6 Bleed
7-10 Bleed & Stagger
11+ Bleed, Stuck & Stagger
When Spike Wave is cast, or a Dissipate Token is removed, it attacks all non-flying creatures in the zone except the caster, and all creatures 1 Zone away (it does not hit conjurations). Any non-flying creature that moves in a Zone attacked by this conjuration receives this Attack before it moves or after it enters. All stuck conditions caused by this Attack end when it is removed.
((
Picture this, but with stone. stops at 3:12, and going in all directions. Also, keeps hurting stuff if it tries to move.))
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Wall Barrage ;; Cost 10 ;; Earth 4 ;; Conjuration - Wall ;; Quick ;; 0-1 ;; Target: Zone Border ;; Blocks Vision, Blocks Passage, Attacks
Geomancer only
Extendable
Reinforce 2 (max 4) (see below)
Lightning Immunity
Fire Immunity
Hydro +2
Armor: 1
Health: 6
Zone
X Dice
1-4 Push
5-9 Push & Slam
10+ Push & Stun
Once per round, before or after a friendly creature acts, you may spend 2 mana to move this Wall to any border of a Zone adjacent to it. If it moves to a border that is not adjacent to it, all objects in the Zone between these two locations is hit by the Attack. X = this card’s Health.
((Reinforce: a trait I’m making up for this card, and which I may use again in the future now that I’ve thought it up. Basically, Pay X mana when you cast the spell, which is always given with Reinforce, so in this case 2, and the card gains 1 reinforce token. Each grants 1 Armor. You cannot pay more mana than the max. This means for 14 mana, this card has 3 armor and 6 health.))
((To picture the way this works, put an image of a zone in your head. You play this card on the top of that zone. Then you spend 2 mana and move it to the left of the zone. This would not attack the objects in the zone. Let’s say instead you moved it to the bottom of the zone. This WOULD attack the creatures.)
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Barrier of Earth ;; Cost: 2/4 ;; Earth 2 ;; Enchantment ;; Subtype: Earth, Barrier ;; Quick ;; 0-1 ;; Target: Corporeal Creature
Geomancer only
Magebind +2
Damage Barrier ;; Damage Barrier ;; Earth ;; 1 Dice ;; d12 1-4 Daze, 5-8 Daze + Stagger, 9+ Remove 1 Stone Wall Token from this card, and make the Stone Wall Strike attack against that target.
Unavoidable
Stone Wall Strike ;; Ranged ;; 0-1 ;; Earth ;; X Dice ;; You may cast 1 Earth Wall from your Spellbook on a target Zone Border in the zone the attacker is in as long as it is in range, then deal this attack to them. The enemy gains 1 Bleed and Stunned condition. X is half the mana cost of the wall.
Unavoidable
When revealed, place 4 Stone Wall Tokens on it and reduce any damage taken from an attack this is revealed in response to by 4. You roll for this Damage Barrier even if the enemy makes a ranged attack against you, but do not apply any effects or damage unless you roll 9 or higher on the D12 roll against a ranged attack.
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Mud Wall ;; Cost: 4 ;; Earth 1 + Water 1 ;; Conjuration - Wall ;; Quick ;; 0-1 ;;Target: Zone Border ;; Blocks Vision, Passage Attacks
Extend
Lightning Immunity
Fire Immunity
Hydro +2
Incorporeal
Reinforce 1 (max 3)
Armor: None
Health: 4
Mud Trap ;; Melee ;; 0-0 ;; Earth ;; 0 Dice ;; d12 5-9 Slow, 10+ Stuck
If this attack Slows a creature, it gains 2 Mud Tokens. If a creature gets Stuck by this attack, it gains 1 Suffocate marker during each Upkeep Phase until it is not stuck, and is moved back to it’s previous Zone. Mud Tokens give +1 Armor and Slow. Remove 1 Mud Token during each Upkeep Phase. If you Reinforce Mud Wall, it loses Incorporeal and gains Passage Blocks, and 1 Health per mana paid for Reinforce. Hydro attacks gain the Ethereal trait against Mud Wall.
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Deep Pit ;; Cost: 7 ;; Earth 2 ;; Conjuration - Terrain ;; Subtypes: Underground ;; Quick ;; 0-1 ;; Target: Zone
Creatures in this Zone are considered 1 Zone further away. It takes no Movement Action to enter this Zone, but a Full Action for non-Flying creatures to leave it. Creatures in this Zone treat every other Zone as 1 Zone further away.
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Move Earth ;; Cost 2X ;; Earth 1 + Arcane 1 ;; Incantation ;; Subtype: Force ;; Quick ;; 0-2 ;; Target: Earth Object and Zone or Zone Border
Geomancer Only
Target 1 Friendly Earth Object, and a Zone or Zone Border (if it’s a Wall) anywhere in the Arena. Move the targeted object to the targeted Zone or Zone Border if it’s a Wall. X = the number of Zones between the targeted Object and the targeted Zone.
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Surprise Wall ;; Cost: 2/2 ;; Earth 2 ;; Enchantment ;; Quick ;; 0-2 ;; Target: Creature
Geomancer Only
When this creature moves, before it moves, you may reveal this card and move it to the Zone Border the creature would have moved over, attaching it there as a Conjuration - Wall with the following stats, and that creature takes 3 dice of Unavoidable damage. Then roll d12: 7-9 Daze, 10+ Stagger + Slam, and it loses the rest of it’s turn.
Blocks Vision, Blocks Passage
Armor: 2
Health: 5
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Clay Golem ;; Cost: 8 ;; Earth 1 + Arcane 1 ;; Creature ;; Subtype: Golem ;; Full ;; 0-0 ;; Target: Zone
Armor: 1
Health: 7
Reinforce 1 (max 5)
Lightning Immunity
Fire Immunity
Stone Fist ;; Melee ;; Quick ;; X dice ;; d12 7-10 Daze, 11+ Stun ;; +2 vs Corporeal Conjurations
Throw “Rock” ;; Ranged ;; Full ;; 0-2 ;; X+2 ;; d12 9-10 Bleed, 11+ Bleed + Stun
When Throw Rock is used, reduce the number of Reinforce Tokens on Clay Golem by 1 afterward. X = Clay Golem’s Armor. While 3 or more Reinforce Tokens are on Clay Golem, it gains Lumbering. While 5 or more Reinforce Tokens are on Clay Golem, it gains Slow. The effect rolls gain a bonus equal to the Reinforce Tokens on Clay Golem.
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Malleable Stone ;; Cost: 4 ;; Earth 3 ;; Incantation ;; Subtype: Transform ;; Quick ;; 0-2 ;; Target: Zone or Object
Geomancer Only
Reinforce 3 (max 9)
Magecast
When this spell is cast, choose 1 of the following, and this spell becomes that Type with the listed stats and effects.
Creature: 0 Armor ;; 5 Health ;; Attack - Punch: Melee, Quick 2+1 per Reinforce Token Dice, d12 7+ Stagger
Conjuration - Wall: 1 Armor ;; 6 Health ;; Block Vision ;; Block Passage ;; Lightning Immunity ;; Fire Immunity ;; During the Upkeep Phase, you may Reconstruct Malleable Stone for upto X damage. X = the number of Reinforce Tokens on this card.
Equipment: Chest Piece ;; Mage gains +3 Life. The Mage gains their choice of the following for each Reinforce Token this gains, in addition to the Armor bonus (they stack): Fire -1, Lightning -1, Wind -1, Arcane -1, Poison -2, Daze -2, Stun -2.
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Move Zone ;; Cost: X ;; Earth 1 + Arcane 2 ;; Incantation ;; Subtype: Force;; Full ;; 0-3 ;; Target: 2 Zones
Geomancer Only
Epic
Teleport everything in and bordering the first target Zone to the second target Zone. X = 1 for each object moved plus 2 for each Zone moved away from its current zone.
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Ring of Stone ;; Cost 2 ;; Earth 1 ;; Equipment: Ring ;; Subtype: Mana ;; Quick ;; 0-2 ;; Target: Mage
Once per round, this Mage may pay 1 less mana when he casts an Earth Wall, Earth Conjuration with an Attack, or Earth Attack Spell.
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Stone Helm ;; Cost: 3 ;; Earth 1 ;; Equipment: Helmet ;; Quick ;; 0-2 ;; Target: Mage
This mage gains Armor +1 and Tough -1.