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"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." Spell
Number: 601 - Natural Colors 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 return to normal color. Spell Number:
602 - Resist Elements 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 stops shimmering. 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 your
vision return to normal. Spell Number: 604 - Skinning Type: Utility Target: self Duration: 1 minute Cumulative: Cumulative Effects: Enhanced skinning. You read: 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: Jocelin appears to be listening
intently to something. 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: You feel the inner strength leave
you. 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: 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: Spell Number: 609 - Sunburst Type: Utility Target: area Effects: Reveals hidden creatures, allows caster to detect invisible creatures. You read: Spell Number:
610 - Tangle Weed 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: The thorny vine lashes out at
a shadow mare, but is unable to grasp it. Spell Number:
611 - Mass Colors 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 return to normal color. 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 continues to
swirl through the area. The strong breeze stops as suddenly as it arrived. 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 the aura of confidence
leave you. 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: Just before it
becomes almost unbearable, you feel the surge of power end, leaving you
drained. You gesture at
a sturdy stick. 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: The swarm continues
to pin the wasp nest to the ground. 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: Dozens of long thorns suddenly
grow out from the ground underneath a carceris! Dozens of long thorns suddenly
grow out from the ground underneath a spectral miner! 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: 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 no longer feel so dextrous. 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: 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. 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: 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. 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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