Ranger Base Spell
Circle |
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601
· Natural Colors |
[NTRCOLOR] |
Duration:
600 sec + 20 sec/ranger spells known
This spell attunes the target with their surroundings, making
him or her more difficult to see, and correspondingly more
difficult to attack. Activities such as hiding and stalking
are also easier while this spell is in effect.
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602
· Resist Elements |
[RESELEM] |
Duration:
1200 sec + 60 sec/ranger spells known
This spell will create an area of near-constant temperature
around the caster, offering protection against extreme forms
of heat, cold, and electricity (attack or otherwise).
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603
· Foraging |
[FORAGE] |
Duration: 15 sec/lvl
While under the effect of this spell, the caster's sense
of the plant-life in the local area is greatly heightened.
Living herbs and other plants in the area, which might otherwise
be difficult to find, will become obvious to the caster. This
spell is very useful on expeditions to gather herbs and other
valuable plants.
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604
· Skinning |
[SKINNING] |
Duration: 60 sec
This spell will make the caster more dexterous and better
able to skin a carcass. While this spell lasts a very short
time, it will add significantly to the caster's skill with
the skinning knife.
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605
· Whispering Willow |
[WHISWILLOW] |
Duration: 30 sec/lvl
This spell will allow the caster to project his or her voice
over a long distance, while having it remain but a mere whisper.
When attempting to communicate with someone who is also outdoors,
the natural surroundings of the area will carry the caster's
voice to whomever s/he wishes to speak with.
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606
· Phoen Strength |
[PHOENSTR] |
Duration:
900 sec + 30 sec/ranger spells known
Phoen, god of the sun and husband of Oleani, lends his great
strength to the caster when this spell is cast. This spell
will increase the caster's inner strength, making him or her
more likely to hit a target for the duration of the spell.
This spell may only be cast outdoors.
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607
· Sounds |
[SOUNDS] |
Duration: 2 minutes
This spell creates distracting sounds all around the target,
making them less able to defend themselves. The base penalty
to the target is –20 to their defense and works best
on targets up to 15 levels above the caster. For every additional
level above the caster past 15 levels, there is a 20% failure
per level until the target is 20 levels above the caster,
at which point it will not work.
Training in the Ranger Spell Circle adds a bonus to this
spell, maximizing at the 90th spell level, giving the target
a maximum penalty of –50 to its defense. The level of
the target can affect this bonus, but the penalty will always
be at least –20 to the target’s defense on a successful
cast.
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608
· Camouflage |
[CAMOUFLAGE] |
Duration: Immediate
While outdoors, the caster of this spell will be able to
use the surroundings to blend in with such success as to be
effectively invisible. This being an extreme benefit in combat,
it will also make the caster significantly more likely to
strike his/her target when attacking from their hidden position.
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609
· Sunburst |
[SUNBURST] |
Duration: Immediate
A great pulse of light will come from the caster's hand when
this spell is cast, causing all those hidden to become obvious
to all in the room. While this will not reveal invisible targets
to the caster, it will make him/her aware of their presence.
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610
· Tangle Weed |
[TANGLE] |
Duration: Variable
This spell will cause a vine to animate (or grow) in a particular
area and begin to lash about at creatures in the area. The
vine is likely not only to attack, but also knock over any
targets if it strikes them.
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611
· Mass Colors |
[MASSCOLOR] |
Duration:
900 sec + 30 sec/ranger spells known
This will allow the caster's entire group to feel the effects
of the first level spell, Natural Colors,
for a longer duration.
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612
· Breeze |
[BREEZE] |
Duration: 3 sec/lvl
This spell will create a small whirlwind in an area, creating
moderately strong breezes which will blow away many forms
of clouds, including gas clouds, poison clouds, and many fog
clouds. While this spell does not directly modify combat,
it can be invaluable protection for some dangerous hunting
environments.
Light objects lying about the
area have a tendency to get tossed about by this spell.
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613
· Self Control |
[SELFCONTR] |
Duration:
1200 sec + 60 sec/ranger spells known
This powerful spell will allow the caster to focus his or
her will, as well as energy from the natural surroundings,
and set up a powerful protection field around themselves.
This spell will not only offer physical protection (+25 DS)
but spell protection as well (+20 STD).
At certain points in training, the Ranger will gain the added
ability to control both themselves and the energy around them.
At 35 spell ranks, the Ranger will receive an additional +5
DS and STD, and again at 50 spell ranks, another +5 DS and
STD, for a total of +35 DS/+30 STD.
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614
· Imbue |
[IMBUE] |
Duration: Immediate
When cast on a piece of natural, organic material (such as
a tree branch), the ranger casting this spell will channel
powerful energy into the object, changing its basic structure.
The result will allow the affected object to be turned into
a magical item by someone with the 20th level minor elemental
spell. The higher level the ranger, the greater magic the
object can hold.
Some organic objects, due to their
structure, may be unaffected by this spell.
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615
· Call Swarm |
[CALLSWARM] |
Duration: Special
Using his/her innate ability to interact with nature, the
ranger summons insects from the surrounding area to swarm
against a foe. The venomous bites of the swarm of insects
and their distracting noise aid the ranger on the battleground.
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616
· Spike Thorn |
[SPIKETHORN] |
Duration: Immediate
This spell will cause large, spiked thorns to grow under
the target which will very likely damage him/her/it. The amount
of damage depends not only on the ranger's level, but also
the target's level, and the conditions under which it was
cast. This spell can be very difficult to ward against.
While this spell will work indoors,
it is more powerful when used where there is already vegetation
present in the area.
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617
· Sneaking |
[SNEAKING] |
Duration:
300 sec + 20 sec/ranger spells known
When active, this spell will allow the caster to control
all sound that emanates from his or her body, allowing a greater
chance of hiding, sneaking, and stalking. When the caster
also has the Natural Colors spell active, the two together
make the caster nearly imperceptible when outdoors, thus allowing
him or her to move from room to room unnoticed by all except
only the most perceptive.
Although this spell allows the
caster to move around mostly unnoticed, if a creature or player
specifically looks around the room for a new target, the caster
will still be noticed as the combination of the two spells
does not allow for perfect invisibility.
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618
· Mobility |
[MOBILITY] |
Duration:
900 sec + 30 sec/ranger spells known
This spell will increase the ranger's reaction times and
reflexes, allowing him or her to dodge "special"
attacks, such as flying webs or acid attacks. This spell also
will provide some slight protection against certain specific
types of spells such as Tangle Weed.
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619
· Mass Calm |
[MASSCALM] |
Duration: Variable
An experienced ranger is adept in all forms of animal empathy.
With this spell, the ranger takes the right non-threatening
actions, says the correct soothing words, and makes calming
gestures in order to sedate all creatures in the room. Although
this spell has a short duration, it is very difficult to ward
against.
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620
· Killer Weed |
[KILLERWEED] |
Duration: Variable
This powerful spell is similar in nature to the 10th level
spell, Tangle Weed, and when cast indoors
will create a vine nearly identical to that of the one generated
by that spell outdoors. When this spell is cast outdoors,
the thorny vine which grows from the ground will become much
more animated and violent, actually injuring the target as
the vine drags him/her/it to the ground.
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625
· Nature's Touch |
[NATURETCH] |
Duration:
300 sec + 10 sec/ranger spells known
Once cast, the ranger with this spell active will feel the
power of nature surround him or her no matter where they are.
This means the caster will be able to summon the energy to
cast a lower level spell as if they were outside, even if
they are inside.
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630
· Animal Companion |
[ANIMALCOM] |
Duration: Special
Once a ranger is attuned enough to nature to cast the 30th
level spell in their circle, they are able to summon forth
a beast of the wild to serve as their companion. The Animal
Companion spell will call one of four types of animals (canine,
rodent, feline, avian). A ranger may establish an affinity
with the animal, befriend it, and develop a long-lasting bond
with their companion.
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