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Spirit Spells Circle
Ranger Spells Circle
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© 2001-2004

 

 

"You've got to rattle your cage door. You've got to let them know that you're in there, and that you want out. Make noise. Cause trouble. You may not win right away, but you'll sure have a lot more fun."






(updated March 2004)

Spell Number: 601 - Natural Colors
AKA: Hues

Type: Defensive

Target: self

Duration: 10 minutes +20 seconds for every Ranger spell known

Cumulative: Cumulative

Effects: +10 DS, easier hiding outdoors.

Note: Does not add to benefits gained from 611.

You read:
You seem to blend into the surroundings better.

You return to normal color.
Jocelin returns to normal color.

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Spell Number: 602 - Resist Elements
AKA: Shimmers

Type: Defensive

Target: self, others

Duration: 20 minutes +1 minute for every Ranger spell known

Cumulative: Cumulative

Effects: Reduces wind and cold damage.

You read:
The air about you shimmers slightly.
The air about Jocelin shimmers slightly.

The air about you stops shimmering.
The air about Jocelin stops shimmering.

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Spell Number: 603 - Foraging

Type: Utility

Target: self

Duration: 15 sec/lev

Cumulative: Cumulative

Effects: Enhanced foraging.

Note: While you can cast the foraging spell anywhere, you can only forage outside, so there's not much point to casting it indoors.

You read:
You feel more in tune with the natural surroundings.
Jocelin looks more aware of the surroundings.

You feel your vision return to normal.
Jocelin looks less aware of the surroundings.

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Spell Number: 604 - Skinning

Type: Utility

Target: self

Duration: 1 minute

Cumulative: Cumulative

Effects: Enhanced skinning.

You read:
You feel more nimble.
You feel less nimble.

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Spell Number: 605 - Whispering Willow

Type: Utility

Target: self, others

Duration: 30 sec/lev

Cumulative: Cumulative

Effects: Allows whispering over distance to anyone outside.

Note: Can be cast outside only, unless Nature's Touch is active.

You read:
You suddenly hear the voices of nature fill your mind.
You no longer hear voices in your mind.

Jocelin appears to be listening intently to something.
Jocelin no longer appears to be listening intently.

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Spell Number: 606 - Phoen's Strength

Type: Attack Adjustment-Automatic

Target: self

Duration: 15 minutes +30 seconds per Ranger spell known

Cumulative: Cumulative

Effects: Adds to strength. +10 AS (physical only), +2 MB.

Notes: This is a true strength adder, and helps with dragging, increases carrying capacity, reduces round time when encumbered, and helps with any other fuction of strength. Can be cast outside only, unless Nature's Touch is active.

You read:
Your body suddenly fills with a warm strength.
Jocelin gestures.
Her eyes begin to shine with an inner strength.

You feel the inner strength leave you.
Jocelin seems to lose some internal strength.

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Spell Number: 607 - Sounds

Type: Attack-Automatic

Target: opponent

Duration: 2 minutes

Cumulative: Not Cumulative

Effects: -20 DS

Notes: Hinders archers' aiming ability.

You read:
You hear strange noises come from behind and to either side of you.
You no longer hear the strange noises around you.
A banshee seems to be distracted by something.

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Spell Number: 608 - Camouflage

Type: Attack Adjustment-Automatic

Target: self

Duration: 1 attack

Cumulative: Not Cumulative

Effects: +30 AS (physical, spell, ranged). Automatic hiding, helps you stay hidden.

Note: It is not possible to sneak or stalk anyone under the effects of this spell. Can be cast outside only, unless Nature's Touch is active.

You read:
You blend into invisibility among the surroundings.

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Spell Number: 609 - Sunburst

Type: Utility

Target: area

Effects: Reveals hidden creatures, allows caster to detect invisible creatures.

You read:
A sudden burst of bright light emanates from your hand!
You reveal a banshee from hiding!

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Spell Number: 610 - Tangle Weed
AKA: Vine

Type: Mass Attack-Special

Target: opponent

Duration: Varies

Effects: Creates a long vine which entangles and may knock down any creature in the room. Creatues will receive RT when dragged to the ground. Creatures may be resistant, but not immune. Unlike other mass spells, the vine will only entangle and knock down one creature at once.

Note: Can be cast outside only, unless Nature's Touch is active. The caster must remain in the room with the vine, or it will dissolve away. Effectiveness is directly proportional to age of caster versus that of target. Dismiss a vine when done with it.

You read:
A thorny vine suddenly sprouts from the ground and begins to thrash about violently!
The thorny vine lashes out violently at a shadow mare,dragging it to the ground!

The thorny vine lashes out at a shadow mare, but is unable to grasp it.
The thorny vine suddenly stops moving, drops to the ground, and dissolves away.

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Spell Number: 611 - Mass Colors
AKA: Hues

Type: Mass Defense-Automatic

Target: group

Duration: 15 minutes +30 seconds per Ranger spell known

Cumulative: Cumulative

Effects: +10 DS to caster's group, easier hiding outdoors (same as 601 for group).

Note: Can supplement the duration of 601, but provides no addtional DS bonus.

You read:
You seem to blend into the surroundings better.
Jocelin's group seems to blend into the surroundings better.

You return to normal color.
Jocelin returns to normal color.

Top

Spell Number: 612 - Breeze

Type: Utility

Target: area

Duration: 3 sec/lev

Cumulative: Not Cumulative

Effects: Creates a gentle breeze which blows away fog,clouds and small, light objects (pelts, gems, etc.).

Note: You can only one breeze in the room at a time. The breeze will stay in the room from a few seconds to a few minutes, blowing away new clouds as they are cast, and will not harm adventuers.

You read:
A strong breeze suddenly picks up and begins to blow around in different directions through the area!

The breeze scatters the cloud.

A strong breeze continues to swirl through the area.
A brown zircon is suddenly picked up by the wind and blown north!

The strong breeze stops as suddenly as it arrived.

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Spell Number: 613 - Self Control

Type: Defense-General

Target: self

Duration: 20 minutes +1 minute per Ranger spell known

Cumulative: Cumulative

Effects: +20 DS, except Bolt DS, +1 for every 2 Ranger Spell ranks beyond 13, but spell protection as well by adding +20 TD.

You read:
You feel an aura of natural confidence surrounding you.
Jocelin is surrounded by an aura of natural confidence.

You feel the aura of confidence leave you.
Jocelin seems to lose an aura of confidence.

Top

Spell Number: 614 - Imbue

Type: Utility

Target: objects

Cumulative: Not Cumulative

Effects: Creates an imbeddable wand or rod from organic objects.

Note: Can be cast outside only, unless Nature's Touch is active. A wand will rarely be created on the first cast; usually three or more casts are required. These wands are ready to be imbed, and do not need further preparation.

You read:
You gesture at a bent stick.
Your body suddenly fills with a tingling sensation as you feel power from your surroundings channeling through your body and into the stick.
After a few moments, the bent stick begins to heat in your hand!

Just before it becomes almost unbearable, you feel the surge of power end, leaving you drained.
You feel the process has not been finished.
Your body suddenly fills with a tingling sensation as you feel great power from your surroundings channeling through you and into the stick. Suddenly, there is a blinding flash of light!
As the surge of power ends, you feel the stick has changed somehow.

You gesture at a sturdy stick.
For some odd reason, you feel lucky.
Your body suddenly fills with a tingling sensation as you feel great power from your surroundings channeling through you and into the stick. Suddenly, there is a blinding flash of light!
As the surge of power ends, you feel the stick has changed somehow.

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Spell Number: 615 - Call Swarm

Type: Attack-Special

Target: opponent

Duration: 1 sec/failure

Effects: Varies, depending on insects summoned and attack. May include induced round time, calm, knocking target to the ground, keeping it pinned to the ground, damage, poison, or disease.

Note: May fail. Success is apparently based on caster vs. target age and ranger spells known. Those with insufficient ranks in ranger will sometimes have the insects turn on them. Those casting dispel or other harmful spells at the insects will often have the insects turn on them. Can be dispelled with Breeze (612).

You read:
A faint buzzing sound begins then grows louder as a small dark cloud forms and begins to move about wildly!
The swarm drives heedlessly toward a wasp nest, the insects slipping through its defenses to inflict painful bites!
The swarm encircles the wasp nest until it falls to the ground.
The swarm buzzes around the wasp nest, keeping it pinned to the ground.

The swarm continues to pin the wasp nest to the ground.
The wasp nest flails on the ground, surrounded by the dark mass of insects.
The swarm masses furiously in front of the wasp nest, obscuring its vision.
The insect swarm disperses and the buzzing subsides.

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Spell Number: 616 - Spike Thorn

Type: Attack-Special

Target: opponent

Cumulative: Not Cumulative

Effects: Crits will target victim's legs until victim is prone. Once prone, may cause death.

Note: More effective when cast outside, unless Nature's Touch is active. Effectiveness increases with number of spells known in the Ranger Circle. The most significant change to Spikethorn is a change in the handling of level differential between the caster and the target. It won't be a very effective spell against targets 10+ levels over the caster's level. Targets that avoid the spikes by a substantial margin will take no damage. Targets 10+ trains over caster will have a chance to actually dodge the spikes (similar to boil earth.) It will still be very effective against like-level opponents.

You read:
Several long thorns suddenly grow underneath your feet!
One of the thorns jabs into you!
... hits for 11 points of damage!
... 25 points of damage!
Well placed shot pierces knee, that hurt!
You are knocked to the ground!
You are stunned for 5 rounds!

Dozens of long thorns suddenly grow out from the ground underneath a carceris!
Several of the thorns jab into it!
... hits for 9 points of damage!
... 45 points of damage!
Blow shatters knee and severs lower leg!
A carceris screams and falls to the ground grasping her mangled left leg!
The carceris is stunned!
... hits for 12 points of damage!
... 45 points of damage!
Strike to left arm cleanly severs it at the shoulder!
The carceris's mangled shield falls to the ground.
... hits for 8 points of damage!
... 50 points of damage!
Strike to wrist severs right hand!
... hits for 12 points of damage!
... 50 points of damage!
Shot to back shatters bone and vertebrae!

Dozens of long thorns suddenly grow out from the ground underneath a spectral miner!
One of the thorns jabs into it!
... hits for 2 points of damage
The spectral miner is immune to punctures.

Top

Spell Number: 617 - Sneaking

Type: Utility

Target: self

Duration: 5 minutes +20 seconds per Ranger spells known

Cumulative: Not Cumulative

Effects: Quieter hiding, sneaking and stalking. Helps you stay hidden.

Note: It is not possible to lead a group under the effects of this spell.

You read:
You begin to move with cat-like grace.
You are no longer moving silently.
You notice Jocelin just moved stealthily into the room.
You hear very soft footsteps.

Top

Spell Number: 618 - Mobility

Type: Defense Adjustment-Maneuver, Special, Utility

Target: self, others

Duration: 15 minutes +30 seconds per Ranger spells known

Cumulative: Cumulative

Effects: Improves climbing, hiding, dodging maneuver-based attacks, and Voln Fu attacks (+20 MB).

This spell will increase the Ranger's ability to react to maneuver attacks by providing the defense equivalent of 20 Dodging skill ranks, +1 for every Ranger spell known over 618.

With the increased bonus comes an increased mana cost. The base mana cost is 18, +1 for every 5 bonus.

You read:
You suddenly feel much more dextrous.
Jocelin suddenly looks much more dexterous.

You no longer feel so dextrous.
Jocelin seems to lose some dexterity.

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Spell Number: 619 - Mass Calm

Type: Mass Attack-Special

Target: area, opponent

Duration: Varies

Effects: Calms all monsters in the room. A mass version of 201 (Calm).

Note: Attacks will enrage and wake up the victims.

You read:
A calm washes over an arctic wolverine.
A calm washes over a coyote.
A calm washes over a grizzly bear.
A calm washes over a caribou.

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Spell Number: 620 - Resist Nature

Type: Utility

Duration: varies

Effects: This spell allows a ranger to infuse leather armors with resistances to weeds, spikethorns, and elements. Similar to a Wizard's Enchant ability, this utility spell is a process of due diligence. It is possible for the effects of Resist Nature to wear off the organic-based armor if the armor is subject to severe integrity loss (breakage) or catastrophic damage.

Once the ranger has obtained a suitable set of armor to be made resistant, the spell is cast upon it. Various factors play a role in the success of this initial cast. If the cast is successful, the ranger will know the armor is ready for the next step. It is important for the ranger to know the armor that he or she is casting upon, as attempting this spell on already-resistant armor may result in an unfavorable situation.

The selection of resistance type is made by applying the appropriate potion to a prepared armor. These potions are created from special plants that may be gathered from certain locations. A NPC herbalist prepares the potions from the plants gathered. The various styles of armor require varying amounts of potion to be applied. The potions are somewhat volatile, and will lose their effectiveness after a reasonable period of time. It is in the ranger's best interest to use a potion as soon as possible after receiving it from the NPC.

After the proper amount of potion has been applied to the armor, the ranger must cast the spell again upon the armor to seal the resistance in. There is a chance of failure on this cast as well. Additionally, it is important to ensure you have used the proper amount of potion for the armor type before attempting to seal the armor. Failure to do so may result in yet another unfavorable situation.

In any event, the armor used during the attempt will not be harmed.

The resulting armor will have a Resistance Strength and a Resistance Life, which are determined by a number of factors. Resistance Strength (RS) is defined as the actual amount of resistance provided against criticals of the type infused in the armor. Resistance Life (RL) is defined as the amount of resistance left in the armor.

The RS of the armor does not degrade with use; however, the RL decreases as the armor absorbs damage of the type the resistance is intended to protect against. When the RL is exhausted, the resistance is no longer inherent in the armor.

Additionally, resistant armor that is physically damaged may have its RL shortened depending on how badly it is damaged. Keeping the armor in good repair will provde for the best RL.

Any ranger who obtains this spell may attempt to use it with no further training in any of the skills that affect it. A few of the ranger's stats play a part in this spell, but the skills mentioned here serve as bonuses to the final result of the spell. In addition to the listed stats/skills below, there may be other factors that influence the result as well.

Aura, Discipline, and Wisdom stat bonuses will play a part, though not equal ones, in this spell.

The study of Elemental Lores enhances the effects of Resist Nature. Fire aids with fire resistance, Water enhances cold resistance, Water and Fire together help steam resistance.

The study of Spiritual Lore, Blessings also enhances the effects of Resist Nature. Blessings aids with nature resistance (Spike Thorn, for example).

The resistance life, or how long strikes will be absorbed into the armor, is aided by Mana Control. Mana Control, Elemental enhances the resistance life for fire, cold, and steam. Mana Control, Spiritual enhances the resistance life for nature.

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Spell Number: 625 - Nature's Touch

Type: Utility

Target: self

Duration: 5 minutes +10 seconds per Ranger Spells known

Cumulative: Not Cumulative

Effects: Allows casting of outdoor-only spells indoors. +0-25 TD.

Note: +1 Spirit TD per 2 Ranger ranks beyond 25, max +12 Spirit TD at 49 Ranger ranks.

You read:
Jocelin looks charged with power.

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Spell Number: 630 - Animal Companion

Type: Utility

Target: self

Effects: 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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Spell Number: 640 - Wall of Thorns

Type: Defense

Target: self

Duration: Variable

Cumulative: Not Cumulative

Effects: Casting this spell creates a wall of living thorns around the ranger. This wall will provide a +20 Defense Strength (DS) bonus as well as possibly block incoming attacks with the thorns. The chance the wall of thorns will block the ranger from an incoming attack is a flat percentage that is not affected by additional factors.

This spell will be most successful when used in an appropriate climate and terrain. When the ranger attacks, the wall of thorns will part to allow the ranger freedom of movement.

Note: Extreme climates and terrain's will decrease the duration while moderate climates and terrain's will increase the duration of the spell.

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