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 Resource: Ranger Spells

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The House of Ainsley
Keeper of the Dark Mirror
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Male Number of posts : 2005
Age : 45
Location : The Dark Heart of Bardosylvania

PostSubject: Resource: Ranger Spells   Fri Aug 31, 2012 2:35 pm

The following is the list of spells available to the Ranger class. The Ranger's arsenal of spells hinges heavily on the arts of Conjuration, Transmutation and Divination but, as rooted in the real, living world as they are, Rangers have little use for Illusion and give no quarter to the dark, life-stripping arts of Necromancy.


1st Level
Alarm - Wards an area for 2 hours/Ranger Level, alerting the Ranger to any intruders. (Abjuration)
Animal Friendship - Helps the Ranger find permanent animal companions. (Enchantment)
Delay Poison - Stops poison from harming a subject for 1 hour/Level. (Conjuration)
Detect Animals or Plants - Reveals the presences of a certain species of plant or animal; the longer the Ranger concentrates, the more insights the Ranger gains. (Divination)
Detect Snares and Pits - Locates all nearby natural or primitive traps. (Divination)
Entangle - Animates all plants within a 40'-radius circle to ensnare all creatures within that circle. (Transmutation)
Magic Fang - Empowers one of a creature's natural weapons (such as teeth, claws, tails or stingers) as a magic weapon with a +1 enhancement to hit and damage. (Transmutation)
Pass without Trace - For each Ranger Level, one creature will leave neither footprints nor scent, foiling others' attempts to track them. (Transmutation)
Read Magic - Allows the Ranger to read spell scrolls and spellbooks. (Universal)
Resist Elements - Shields the Ranger or one touched creature from up to 12 Damage per round from one chosen energy type (Acid, Cold, Fire, Electricity or Sonic). (Abjuration)
Speak with Animals - Allows verbal communication between the Ranger and any natural animals. (Divination)
Summon Nature's Ally I - Calls forth one animal to fight the Ranger's enemies. Other commands are possible, but only if the Ranger can communicate with the animal. (Conjuration)


2nd Level
Animal Messenger - Sends a Tiny animal (such as a rat or a songbird) to a specific place; commonly used by Rangers to deliver messages or small items. (Enchantment)
Cure Light Wounds - Heals up to 1d8 +1/Level (+5 maximum) Damage. (Conjuration)
Detect Chaos - Detects and locates the presences of all Chaotic creatures or magicks. (Divination)
Detect Evil - Detects and locates the presences of all Evil creatures or magicks. (Divination)
Detect Good - Detects and locates the presences of all Good creatures or magicks. (Divination)
Detect Law - Detects and locates the presences of all Lawful creatures or magicks. (Divination)
Hold Animal - Paralyzes one animal for 1 round/Level. (Enchantment)
Protection from Elements - Absorbs up to 12 Damage/Level from one energy type (Acid, Cold, Fire, Electricity or Sonic). (Abjuration)
Sleep - Immediately puts 2d4 Hit Dice worth of creatures into a deep sleep. (Enchantment)
Snare - Creates a magical booby trap. (Transmutation)
Speak with Plants - Allows the Ranger to communicate with plants or plant creatures. (Divination)
Summon Nature's Ally II - Calls forth one or more animals to fight the Ranger's enemies or to serve the Ranger (if communication is possible). (Conjuration)


3rd Level
Control Plants - Allows both communication with and limited control over any plants or plant creatures near the Ranger. (Transmutation)
Diminish Plants - Either immediately reduces the size or thickness of vegetation in an area, or stunts its growth for the following year. (Transmutation)
Greater Magic Fang - Imbues one of a creature's natural weapons with an even stronger magic enhancement (+1 for every three Ranger Levels). (Transmutation)
Neutralize Poison - Instantly removes all poisons from the body of a poisoned creature. (Conjuration)
Plant Growth - Either drastically enlarges the size or thickness of vegetation in an area, or triples its growth and fruitfulness over the following year. (Transmutation)
Remove Disease - Cures all diseases and kills all parasites infesting the subject. (Conjuration)
Summon Nature's Ally III - Calls forth one or more animals, elementals or sylvan creatures to fight the Ranger's enemies or to serve the Ranger (if communication is possible). (Conjuration)
Tree Shape - Shapeshifts the Ranger into the form of a tree for up to 1 hour/Level. (Transmutation)
Water Walk - Allows the Ranger or one subject to tread on water, mud, quicksand, snow or other liquids (even lava and magma) as if treading on solid ground. The subject will still take damage from lava's fire and heat unless protected. (Transmutation)


4th Level
Cure Serious Wounds - Heals up to 2d8 +1/Level (+15 maximum) Damage. (Conjuration)
Freedom of Movement - Allows the Ranger or one subject to move freely and without restraint, regardless of terrain and magical impediments to movement. (Abjuration)
Nondetection - Conceals one subject from any scrying attempts or other Divination powers. (Abjuration)
Polymorph Self - Transforms the Ranger into another kind of creature, with limits to the creature's size and without the creature's supernatural powers. (Transmutation)
Summon Nature's Ally IV - Calls forth one or more animals, elementals or sylvan creatures to fight the Ranger's enemies or to serve the Ranger (if communication is possible). (Conjuration)
Tree Stride - Transports the Ranger from one living tree to another living tree of the same species (oak, yew, fir and so on). The maximum distance traveled between two trees depends on the trees' species, and the trees' trunks must be wide enough for the Ranger to enter. (Transmutation)
Wind Wall - Summons a wall of wind strong enough to deflect all gases, small creatures and small projectiles (such as arrows). (Evocation)
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The House of Ainsley
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Male Number of posts : 2005
Age : 45
Location : The Dark Heart of Bardosylvania

PostSubject: Resource: Ranger Spell Components (by Spell)   Fri Aug 31, 2012 8:35 pm

Most spells require their caster to provide specific spell components--hand gestures, verbal incantations, divine relics or material items--in order to cast that spell. These spell components can typically be divided among six types:

Verbal - A spoken incantation or words of power. The spellcaster must be able to speak in order to cast any spell with a Verbal component (unless certain special abilities or preparations--such as the Silent Spell feat--remove the need for this requisite).

Somatic - Prestidigitations, power poses, commanding gestures or other precise, ordered movements of the hands or other parts of the spellcaster's body. The spellcaster must be unrestrained and able to move freely in order to cast a Somatic spell (again, unless certain special abilities or preparations--such as the Still Spell feat--remove the need for this requisite).

Material - Physical substances or objects which are carried by the spellcaster and consumed by the spell's casting.

Focus - A prop or other physical object used in the spell's casting. Unlike Material components, Focii are not consumed in the spellcasting, and one Focus may be used to cast any number of spells.

Divine Focus - Just like an ordinary Focus, but with spiritual significance as well. A Divine Focus may be used for rites and deeds other than spellcasting alone. Clerics and Paladins almost always use the holy symbols of their gods as Divine Focii, while Druids and Rangers typically use ornaments cut or crafted from holly or mistletoe.

Divine Focii are never demanded of Arcane spellcasters; their spells substitute Arcane Focii (which, for all intents and purposes, are regular Focii) instead. As this is the Ranger spell list, all mentions of Arcane Focii have been omitted from the list (and in particular, from certain spells which come in both Divine and Arcane forms).

Experience - The most powerful and most demanding spells may consume a portion of the caster's power, memory, psyche or lifeforce. This is represented as a loss of Experience, a specific amount of Experience consumed whenever the spell is cast (and whether the spell succeeds or fails). Such spells are not to be cast lightly.

Some material spell components (such as leather thongs or animal food) are so common that we can safely assume that any Ranger with a spell component pouch routinely gathers these materials and replenishes his or her supply of them while biding time in any area where such components may be found. Others (such as a pinch of diamond dust) are less common; the Ranger may need to go out of his or her way to acquire them, and their use will be stringently tracked. And still other components are so rare that finding them may be a quest in itself; fortunately for Rangers, none of their basic spells are quite this demanding (though rare and exotic Ranger spells unearthed during the course of the campaign may just change that).

The Ranger's spells--and the components required for casting these spells--are listed below:


1st Level
Alarm - Verbal, Somatic, Divine Focus
Animal Friendship - Verbal, Somatic, Material (a piece of food which the intended animal species likes to eat)
Delay Poison - Verbal, Somatic, Divine Focus
Detect Animals or Plants - Verbal, Somatic
Detect Snares and Pits - Verbal, Somatic
Entangle - Verbal, Somatic, Divine Focus
Magic Fang - Verbal, Somatic, Divine Focus
Pass without Trace - Verbal, Somatic, Divine Focus
Read Magic - Verbal, Somatic, Focus (a clear crystal or mineral prism)
Resist Elements - Verbal, Somatic, Divine Focus
Speak with Animals - Verbal, Somatic
Summon Nature's Ally I - Verbal, Somatic, Divine Focus


2nd Level
Animal Messenger - Verbal, Somatic, Material (a morsel of food which the animal likes)
Cure Light Wounds - Verbal, Somatic
Detect Chaos - Verbal, Somatic, Divine Focus
Detect Evil - Verbal, Somatic, Divine Focus
Detect Good - Verbal, Somatic, Divine Focus
Detect Law - Verbal, Somatic, Divine Focus
Hold Animal - Verbal, Somatic
Protection from Elements - Verbal, Somatic, Divine Focus
Sleep - Verbal, Somatic, Divine Focus
Snare - Verbal, Somatic, Divine Focus
Speak with Plants - Verbal, Somatic
Summon Nature's Ally II - Verbal, Somatic, Divine Focus


3rd Level
Control Plants - Verbal, Somatic, Divine Focus
Diminish Plants - Verbal, Somatic, Divine Focus
Greater Magic Fang - Verbal, Somatic, Divine Focus
Neutralize Poison - Verbal, Somatic, Divine Focus
Plant Growth - Verbal, Somatic, Divine Focus
Remove Disease - Verbal, Somatic
Summon Nature's Ally III - Verbal, Somatic, Divine Focus
Tree Shape - Verbal, Somatic, Divine Focus
Water Walk - Verbal, Somatic, Divine Focus


4th Level
Cure Serious Wounds - Verbal, Somatic
Freedom of Movement - Verbal, Somatic, Material (a leather thong bound around the Ranger's arm or other appendage), Divine Focus
Nondetection - Verbal, Somatic, Material (a pinch of diamond dust worth at least 50 Gold Pieces)
Polymorph Self - Verbal
Summon Nature's Ally IV - Verbal, Somatic, Divine Focus
Tree Stride - Verbal, Somatic, Divine Focus
Wind Wall - Verbal, Somatic, Divine Focus
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