Thanks to modern geology, we know that the world's form was carved through natural processes over millions of years and not all at once by gods gone on a mad bender. The mountain out back is an exception, which I shall tell you about when you're older.

Geomancers sculpt and reform the landscape, turning the world into their sandbox. This archetype requires a fair amount of creativity to use to its fullest potential but can be quite useful even in its simplest and most straightforward form. Since many Geomancer abilities make the landscape more difficult to deal with, also taking a level or two as an Acrobat can minimize any difficulties experienced by the Geomancer personally.

Geomancer Reform the terrain.
caret-right Megalith Change more at once.
caret-right Permanency Your changes last longer.
caret-right Pillar Raise solid columns.
caret-right Pit Make holes in the ground.
caret-right Sculptor Rearrange the landscape.

Geomancer

Utility plus-circleMire: As an action, you can create a mire in any space within throwing range (0-10 meters). The target space and all other spaces within 2 meters become difficult terrain (like sticky mud, deep snow, shifting sands, or similar) until the end of the current exploration turn. Creatures take an impairment when moving through difficult terrain and all attacks against a creature in difficult terrain deal +2 damage.

minus-circleSupplies: Roll a trigger die when creating a mire. If the result is 1-3, then doing so costs 1 Supplies. You cannot use this ability if you have no Supplies remaining.
Utility plus-circleSmooth Floors: As an action, you can smooth out an area in any space within throwing range (0-10 meters). The target space and all other spaces within 2 meters are smoothed until the end of the current exploration turn. Smoothing removes any difficult terrain that was in the area and makes it perfectly accessible to wheeled vehicles, even if it was too rough and uneven before.

plus-circleSmooth Walls: You can also choose to smooth out any walls in the area of effect, making them more difficult to climb. Especially easy to climb surfaces now have no special handholds, meaning that only creatures with the Acrobat archetype can climb them. Anything that already required the Acrobat archetype to climb is now the approximate roughness of a brick wall, which requires the Spider Climb ability from the Acrobat archetype. Anything that already required the Spider Climb ability is now the approximate smoothness of a pane of glass.

minus-circleSupplies: Roll a trigger die when smoothing an area. If the result is 1-3, then doing so costs 1 Supplies. You cannot use this ability if you have no Supplies remaining.

flow zone? condition areas? firebug already kind of has such

Megalith

Utility plus-circleAmbitious Landscaper: When you create either mire or smoothing effects using the Geomancer ability, the target space and all other spaces within 10 meters are affected instead of only the target space and all others within 2 meters.
Utility plus-circleMonumentous: When you create either pit or pillar effects using the Pit or Pillar abilities respectively, you may affect up to three spaces at once instead of only one. All spaces must be adjacent to at least one other affected space but can be in any arrangement you find pleasing.
Utility plus-circleClick And Drag: When you swap the positions of different parts of the landscape using the Sculptor ability, each portion can encompass a target space plus all other spaces within 2 meters rather than only adjacent ones.

Permanency

Utility plus-circleAspect of Stone: Effects created via Geomancer abilities now last until the end of the current session instead of only for the current exploration turn.
caret-right Alternative plus-circleTrue Permanency: You can choose to make your Geomancy-effected changes completely permanent; they never revert on their own.

minus-circleSubject To Effort: Permanent Geomancy effects are no more or less durable than their natural counterparts and can be destroyed through any method that could normally destroy such things (for example, a crew of dudes with shovels can clean up and remove a permanent mire given time).

minus-circleAdditional Cost: Making a Geomancy effect truly permanent costs 1 Supplies. This is in addition to any costs that creating it in the first place may have incurred.

Pillar

Utility plus-circleRaised Barrier: As an action, you can pull up a solid column from the earth (or other solid surface of similar or lesser toughness than stone) in any space within throwing range (0-10 meters). The target space rises to create a pillar 1 meter wide, 1 meter thick, and up to 3 meters tall which remains until the end of the current exploration turn. The pillar fills the target space entirely and acts as an obstacle like any solid object would.

minus-circleSafe Raise: The pillar is raised slowly and smoothly. Any creatures in the area of effect when the pillar is raised are moved to an adjacent space instead of being lifted by it (or if they prefer, they are lifted lightly and end up standing on top). Any creature that's on the pillar when it recedes is softly dropped back down to the ground.

plus-circleI Can See My House From Here: Any creature that gets forcefully thrown off a pillar takes falling damage (1 point per 3 meters fallen, applied directly to Flesh). The walls of the pillar are rough but lack obvious handholds, meaning that a creature must have the Acrobat archetype in order to climb it.

plus-circleFlexible Application: Pillars can be made wider or taller by re-using the ability. Multiple pillars will merge seamlessly with each other and with any other adjacent walls or solid objects (but not creatures). You can also use this ability on vertical surfaces to create 1x1x3 blocks in order to create bridges or other structures (referee adjudicates exactly how strong these end up being). Pillar and Pit effects cancel each other out.

minus-circleCostly Raise: Using this ability costs 1 Supplies.

Pit

Utility plus-circleYawning Gap: As an action, you can open up a hole in the earth (or other solid surface of similar or lesser toughness than stone) in any space within throwing range (0-10 meters). The target space splits open and reveals a pit up to 3 meters deep which remains open until the end of the current exploration turn. If this ability is used in an area where the floor is less than 3 meters thick, it simply opens up a hole leading to whatever's underneath.

minus-circleSafe Opening: The pit opens slowly and smoothly. Any creatures in the area of effect when the pit was opened are moved to its edge instead of being dropped directly inside (or if they prefer, they are lowered softly to its bottom). Any creature that's inside the pit when it closes is harmlessly ejected.

plus-circleGet In There: Any creature that gets forcefully thrown in a pit takes falling damage (1 point per 3 meters fallen, applied directly to Flesh). The walls of the pit are rough but lack obvious handholds, meaning that a creature must have the Acrobat archetype in order to climb out.

plus-circleFlexible Application: Pits can be made deeper or wider by re-using the ability. You can also use this ability on vertical surfaces to create 1x1x3 tunnels. Pit and Pillar effects cancel each other out.

minus-circleCostly Dig: Using this ability costs 1 Supplies.

Sculptor

Utility plus-circleDistributed Touch: When you create a Geomancy effect, you can choose to affect only the spaces within the target area that you want without changing the others.
Utility plus-circleRearranger: As an action, you can switch the positions of two different portions of the landscape (plus whatever's sitting on/under them). The two portions of landscape keep all interesting features and fixtures (such as a telephone pole, pit, pile of apples, prime parking spot, etc); the only difference is that what used to be here is now over there and vice versa. The effect lasts until the end of the current exploration turn before reverting.

minus-circleLimits: Both portions of landscape must occupy the same number of spaces, and cannot be any larger than a target space and all the spaces adjacent to it. Both portions of landscape must be within 10 meters of your position and no more than 5 meters apart from each other.

minus-circleHarmless: This ability cannot directly harm creatures. If a creature is totally within the area that is moved, they are moved along with it. If only partially, maybe they get moved and maybe not (referee's call, depends how much of their body is inside the area) but they don't get sliced in half or anything.

minus-circleEarthworks: Anything made of material tougher than stone (such as most metals) cannot be split or rearranged by this ability. Such objects are treated like creatures for purposes of if/when they can be moved by it.

minus-circleShenanigans: In the hands of a creative player, this ability can cause a lot of very weird situations and potentially catastrophic consequences. The referee gets to make the call as to exactly what happens in such cases.

minus-circleSupplies: Rearranging the landscape this way always costs 1 point of Supplies.