All right, then, here's the Geomancy spell list. Geomancers don't use MP (usually), they roll randomly for the Rank they can access depending on the terrain. High-level geomancers can choose from different terrains and gain a whole lot of movement abilities.
Rock it.
Geomancy
Aquatic/Under Water/Beach
This environment specializes in cold and water damage, and has a few Instant Death abilities.
Habitat Aspect:+5 Swim, Underwater Breathing, deal Water damage with attacks
Underwater Breathing: Can breathe normally in liquids
Rank I: Wild Bear: Heals 1d4 hp/MAG, grants a +5 bonus to Swim checks for 1 rd.
Rank II: Waterspout: Deals 1d6 water damage/MAG to one target
Rank III: Ice Pillar: Deals 1d6 damage/MAG to one target. Damage is ½ Cold, ½ Physical
Rank IV: Sliprain: Deals 1d6 water damage/MAG plus Slow rider
Rank V: Rapids: Ejects target from battle
Rank VI: Freezeblink: Deals 1d8/MAG cold damage to all enemies
Rank VII: Frog Song: As toad spell on all enemies.
Rank VIII: Water Ball: Deals 1d10 water damage/MAG plus Toad rider
Rank IX: El Niño: Deals 2d6 water damage/MAG to all enemies
Rank X: Whirlpool: Inflicts Instant Death on all enemies
Desert
This environment is sacred to many and time appears to flow differently.
Habitat Aspect: +5 Endurance, Heatproof, deal Fire damage with attacks
Heatproof: Immune to nonlethal damage due to extreme environmental heat
Rank I: Lagomorph: Heals 1d4 hp/MAG, grants a +5 bonus to Survival (desert) checks for 1 rd.
Rank II: Sand Storm: Deals 1d4 wind damage/MAG, burrowing immune, flying 1d6/MAG to all enemies plus Obscure rider
Rank III: Mongoose: Target looses their next turn
Rank IV: Kitty: As haste on entire party
Rank V: Fire Whip: Deals 1d8/MAG fire damage plus Disable rider
Rank VI: Quicksand: Deals 1d8/MAG water damage plus Doom rider
Rank VII: Soil Evidence: Deals 1d10 earth damage/MAG to all enemies
Rank VIII: Chocobo Rush: Deals 1d12 physical damage/MAG
Rank IX: Unicorn: Heals 2d6 hp/MAG to entire party
Rank X: Star Cross: Deals 2d6 holy damage/MAG to all enemies
Forest/Swamp/Jungle
This environment specializes in air damage and has a large amount of ailment-inducing powers.
Habitat Aspect: +5 Sneak, Sustained, deal Wind damage with attacks
Sustained: No need to eat or drink
Rank I: Squirrel: Deals your damage to any creature in the encounter. Flying creatures are immune.
Rank II: Wind Slash: Deals 1d6 wind damage/MAG, burrowing immune, flying 1d8/MAG to all enemies
Rank III: Catnip: Inflicts Berserk on target; +4 MAG if creature is [feline] subtype.
Rank IV: Elf Fire: Deals 1d6 fire damage/MAG plus Sleep rider
Rank V: Kamaitachi: Deals 1d8/MAG air damage plus Disable rider, burrowing immune, flying 1d10/MAG damage
Rank VI: Hell Ivy: Deals 1d8/MAG physical damage plus Immobilize rider
Rank VII: Rage: Deals 1d12 wind damage/MAG, burrowing immune, flying 2d8/MAG to all enemies.
Rank VIII: Falcon: Deals damage equal to ¾ the target’s current hp.
Rank IX: Friend: Calls a random summoned beast to attack
Rank X: Harvester: As esuna on entire party.
Mountain/Canyon
This environment specializes in damaging others, mostly through Earth-based attacks.
Habitat Aspect: +5 Climb, Catfall, deal Earth damage with attacks
Catfall: ½ falling damage
Rank I: Wild Boar: Deals your damage to any creature in the encounter. Flying creatures are immune.
Rank II: Earth Heal: Heals 1d6 hp/MAG as earth elemental
Rank III: Local Quake: Deals 1d6/MAG earth damage plus Muddle rider, flying immune, burrowing 1d8/MAG damage
Rank IV: Gusty Wind: Deals 1d6/MAG wind damage plus Slow rider
Rank V: Sonic Boom: Reduces one target’s current hp by ½ plus Knocked Down rider
Rank VI: Heavy Dust: Deals 1d8/MAG earth damage plus Immobilize rider
Rank VII: Prominence: Deals 1d10/MAG fire damage to all enemies
Rank VIII: Land Slide: Deals 2d6/MAG earth damage to a single target.
Rank IX: Ice Storm: Deals 1d12/MAG cold damage to all enemies
Rank X: Earthquake: Deals 2d8/MAG earth damage to all enemies, flying immune, burrowing 2d10/MAG damage
Plains/Sky/Savannah
This environment specializes in damaging others, mostly through Air-based attacks.
Habitat Aspect: +5 Perception, Stormproof, deal Electricity damage with attacks
Stormproof: Immune to nonlethal damage due to environmental precipitation.
Rank I: Air Blade: Deals 1d6 wind damage/MAG, burrowing immune, flying 1d8/MAG
Rank II: Shining Air: Deals 1d4/MAG air damage plus Obscure rider
Rank III: 100% Wool: +MAG bonus to MND and VIT for caster
Rank IV: Bees: Deals 1d6/MAG physical damage to all enemies
Rank V: Sun Bath: Heals 1d6 hp/MAG for the entire party
Rank VI: Plasma: Deals 1d10/MAG electricity damage to a single target
Rank VII: Tempest: Deals 1d10/MAG electricity damage to all enemies
Rank VIII: Wild Tornado: Deals 2d6/MAG air damage to all enemies, burrowing immune, flying 2d8/MAG damage
Rank IX: Shadow Flare: Deals 2d8/MAG shadow damage to one target
Rank X: Earthquake: Deals 2d8/MAG non-elemental damage to all enemies.
Tundra/Glacier
This environment is good at healing and has a few all-or-nothing style attacks
Habitat Aspect: +5 Tumble, Freezeproof, deal Cold damage with attacks.
Freezeproof: Immune to nonlethal damage due to environmental cold.
Rank I: White Flame: Heals 1d4/MAG damage, grants +5 bonus to Endurance checks
Rank II: Sheep Count: Afflicts all enemies with Sleep status
Rank III: Snowball: Reduces target’s current hp by ¼
Rank IV: Blizzard: Deals 1d6/MAG cold damage plus Seal rider
Rank V: Evil Gaze: Deals 1d6 hp/MAG shadow damage plus Muddle rider
Rank VI: Ice Rabbit: Heals 1d8 hp/MAG for the entire party
Rank VII: Deluge: Deals 1d10/MAG water damage to all enemies
Rank VIII: Snare: Instant Death to one target
Rank IX: Surge: Deals 2d6/MAG cold damage to all enemies
Rank X: Cuisine: Heals all hit point damage for one target
Urban/Artificial/Cave
This environment is heavy in status-altering effects and many Instant Death effects
Habitat Aspect: +5 Diplomacy, Night Vision, deal Shadow damage with attacks
Night Vision: Can see normally in environmental darkness.
Rank I: Poison Frog: Deals 1d4/MAG damage plus Venom rider
Rank II: Flame Burst: Deals 1d6/MAG fire damage to one enemy
Rank III: Specter: Afflicts all enemies with Muddle ailment
Rank IV: Pitfall: Deals 1d6/MAG earth damage plus Immobilize rider
Rank V: Cave In: Reduces target’s current hp by ¼
Rank VI: Carve Model: Heals 1d8 hp/MAG plus Petrify rider
Rank VII: Magma: Deals 1d10/MAG fire damage to all enemies
Rank VIII: Black Hole: Causes Instant Death to one target
Rank IX: Lava Ball: Deals 1d12/MAG fire damage with Instant Death rider
Rank X: Tapir: As esuna on entire party