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RangerMagic
We Rangers use Life Magic, much like Empaths do.We get our first spell at circle 5, then every 4 circles thereafter. I would suggest a good first spell for a young Ranger to learn would be 
Sphere of Protection or Compost. When you are ready to learn Ask the Guildleader about Magic.
We have four Books of Magic we can learn from:
Protection - Animal Abilites - Wilderness Survival - Nature Manipulation

Protection

Sphere of Protection [SOP] - Requires 5th Circle. Slightly increases the defensive ability of the person it protects. With enough primary magic the protection will work for everyone in the caster's group at the time the attack happens. Min Prep - 5


Animal Abilities

See the Wind [STW] - The See the Wind spell, sometimes called `Eyes That See the Wind,' allows one to judge wind currents well enough to improve one's aim with a bow. Min Prep - 5

Eagle Vision - Requires Circle 5, Spider Climb - The Eagle Vision spell gives the caster a brief overhead view of the area, through the eyes of a soaring raptor. Their keen vision may reveal hidden people as well.

Caiman Swim - Requires See the Wind. The Caiman Swim spell mimics the abilities of its namesake, invoking the wilds to infuse the target with improved swimming skill. With higher levels of skill, the caster can also hold his breath as if he were a caiman. You may also notice that if cast in marshlands, swampy areas, or other wet places, it is more effective.Min Prep - 8

Grizzly Claw - Requires See the Wind. The Grizzly Claw spell will magically enhance your empty palm, giving it the strength and accuracy of a mighty bear! When you cast this, the energy of the sharp claw can not be held back so it will strike out immediately, but the force will be greater than what you can normally deliver." You'll also need to be close to your target or the spell will be wasted, but the trade-off is that the attack will always strike as if you were fully balanced. Sadly, this spell will not help you if you are not in the wilderness.Min Prep - 12

Senses of the Tiger [SOTT] - Requires See the Wind. Senses of the Tiger invokes the essence of its namesake, calling upon that great cat's ferally efficient hunting tactics. When under the effects of this spell, you will have improved reactions and a better ability to stalk... the very qualities of an untamed tiger. Though the spell itself is quite a basic one, ideal for younger Rangers and their first foray into spellcasting, it is very difficult to extend its power with extra mana.Min Prep - 5

Spider Climb  - Requires See the Wind. Enhances the target's ability to climb for a while. Min Prep - 8

Wolf Scent [WS] - Requires See the Wind. Enhances one's sense of smell, improving the ability to find plants and herbs when foraging.With more skill, one may find that this spell will also help your perception, and with yet greater skill, may aid your scouting abilities. Min Prep - 5

Bear Strength [BS] - Requires Grizzly Claw. Held-mana spell that increases the Strength of the caster while in effect. The more mana held, the more powerful the spell's results.

Cheetah Swiftness [CS] - Requires Grizzly Claw. Held-mana spell that increases the Agility and Reflex of the caster while in effect.

Arrith Terr  - (planned) - Has been used by Rakash packs for centuries. While in effect, this spell gives you a heightened awareness of danger, letting you know which of your enemies is most lethal.

Ironblood  - (planned) - This spell will give the Ranger an increased resistance to poisons.


Wilderness Survival

Earth Meld [EM] - The Earth Meld spell will help you blend in with your surroundings and hide more easily than you could normally. Min Prep - 8

Hands of Lirisa [HOL] - The Hands of Lirisa spell, named after the famous Ranger of Lanival's time, enhances one's ability to skin creatures for a while.Min Prep - 3

Blend - Requires Earth Meld. Lets you blend into surrounding wilderness so well you'll be invisible. But if you move a muscle, you'll betray your location.Min Prep - 12

Mesmerize - Requires Earth Meld. The Mesmerize spell will attempt to pacify a wild beast, stopping it from attacking for a while. Of course, if you attack it, it will be enraged and attack in return. It does not work on more intelligent creatures, nor on extremely aggressive ones.  Min Prep - 13

Awaken Forest  - (planned)(evasion penalty) - Requires Branch Break, SOP and ZOP. Awaken Forest is an advanced and extremely dangerous spell. Never cast it in a civilized area, be very careful about casting it even in the wilds, and under no circumstances EVER cast it at night! The forces of nature are unforgiving, neutral, and powerful, and if stirred by this spell, will attack anyone and anything nearby. The Sphere of Protection and Zone of Protection spells may help, but will not guarantee complete safety.

Stalker’s Canopy  - (planned) - Requires Blend - Provides a bonus to stalking and prevents being located by magical means. If cast while Blend is in effect, allows the Ranger to move about while invisible. Lasts as long as mana is held for the spell.


Nature Manipulation

Compost - Requires 5th Circle. Speeds up the decay of items on the ground, using them to enhance plant growth. The Life mana in the surrounding area will be increased somewhat for a short time as a result. Min Prep - 10

Branch Break [BB] - Requires Compost. In a forested area, causes a branch to break off and fall on a target. Branch Break weakens trees and overhanging rocks, causing them to fall on your foes. Be warned that it is much easier to use this spell on trees, as rocks remain sturdier against the inevitable march of Nature's passing. Using this in caverns and the like may also result in the rocks falling upon you if you lack skill! Min Prep - 6

Swarm - (evasion penalty) - Requires Spider Climb. Summons a swarm of stinging or biting insects to distract and attack the target. Since the poison from these insects can be virulent, there is thankfully no chance that they will attack anyone aside from their target. Sphere of Protection has been known to completely stop the portion of the the Swarm spell that summons the insects.Min Prep - 4

Harawep's Bonds [HB] - (evasion penalty) - Requires Swarm. Summons hundreds of poisonous spiders which swarm over the hapless victim, trapping it in a sticky web. It is possible the target may be sickened by the venomous bite of the teeming hordes of archanids, or topple over as his legs are wrapped in webbing. Min Prep - 3

Plague of Scavengers [POS] - (evasion penalty) - Requires Swarm, Compost. Summons a horde of ravenous insects to infest fleshy and skeletal undead, eating it away from the inside. It has little effect on living beings and no effect on ghostly undead, but helps the Ranger well enough in ridding nature of the putrid abominations that pollute the world.

Hobble  - (evasion penalty) (scroll) - Requires Harawep's Bonds. Concentrates the webbing on the target's legs, usually causing it to fall as well as being trapped by the sticky strands.

Pollen Cloud  - (planned) - Requires Swarm, Compost, Wolf Scent, Zone of Protection. Releases airborne pollen which causes sneezing and minor irritation in some creatures -- quite a distraction.

Nature's Watch  - (planned) - Requires Compost, level 20. Causes nature itself to hinder anyone's attempt to stay hidden in the area. Only works in the wilderness.

Dust Storm - (planned) - Requires Nature's Watch. Stirs up dust and dirt in a brief whirling cloud, revealing invisible people.

Mire - (planned)(evasion penalty) - Requires Compost. Turns the ground beneath the target's feet to mud, unbalancing it -- and may trap the target when it wears off.

Hut of Thorns - (planned) (Awaken Forest and Level 30)  - Creates a barrier of thorns around the Ranger and his party which only a ranger can navigate through.



 
Color Chart
(scroll)
The indicated spells are NOT taught by the guild and are only available on scrolls.
(evasion penalty)
Cause a higher evasion penalty than other spells.
(planned)
The spell is currently planned, but all information is subject to change.

 

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