"Harnessing the power of their surroundings, they easily avoid pits and floors with damaging effects."
Attack enemies by channelling the power of the surrounding area.
Notes: Can produce up to four different attacks depending on the current background and the level of the user.
Detect holes in the floor.
Notes: Spots loose tiles in advance as opposed to tumbling down into them.
Avoid damage on floors with harmful effects.
Notes: Damage done by out-battle traps, spikes and lava are nullified for the entire team. Statuses set are also circumvented.
Horrible. Horrible! The Geomancer's only useful stat is Magic Power, at which it is not as potent as Black Mages and Summoners (itís more comparable to Blue and White Mages). It gets a little Strength and Agility boost, both of which mean nothing to it. It cannot equip Rods or Staves to boost spells. Its inherent abilities are useless. It gets a theoretical saving grace in the Rune Chime which boosts all elements except for Water, making it a grand !Black and !Summon user. This is late-game, though. Very late-game, when you don't want to use Geomancers anymore.
!Gaia is great, the others stink. !Gaia is a great ability as long as you realize that it does not boost Magic Power and should be set on Jobs with high Magic Power. !Gaia uses powerful attacks when you first get it, but the attacks used are hardly upgraded. !Gaia is a thing of the past when you get to the later stages of the game. Find Pits and Light Step are both abilities that can be ignored. Should you ever really need them (there are one or two lava floors in this game), you could just switch to a Geomancer right there, or cast the Float spell. In other words: get !Gaia, get out.
Find Pits and Light Step! Nothing to speak of.