Ranger - Spiritual Powers - Tier 1
From a combat and magical standpoint, the Ranger occupies the midpoint between Barbarian and Shaman. A Ranger is less powerful hand-to-hand than a Barbarian but more potent in fighting than a Shaman. Likewise, a Ranger easily bests a Barbarian when it comes to slinging spells but is outmatched by Shaman in spiritual matters. A Ranger can also be involved in law enforcement (but not always). However, when tasked with law enforcement, they seek to defend nature from poachers and polluters. They also often carry out search-and-rescue missions in rural or desolate regions.
Granted Powers
Rangers, by virtue of their profession, gain animal henchmen, animal empathy, and resistance to poison.
Table: Ranger Granted Powers | |||
Level | Animal Henchmen | Animal Empathy* | Range | Resist Poison** |
1 | 1 | 20% | 6// | 3% |
2 | 1 | 22% | 7// | 6% |
3 | 1 | 24% | 8// | 9% |
4 | 1 | 26% | 9// | 12% |
5 | 2 | 28% | 10// | 15% |
6 | 2 | 30% | 12// | 18% |
7 | 2 | 32% | 14// | 21% |
8 | 2 | 34% | 16// | 24% |
9 | 2 | 36% | 18// | 27% |
10 | 3 | 38% | 21// | 30% |
11 | 3 | 40% | 24// | 33% |
12 | 3 | 42% | 27// | 36% |
13 | 3 | 44% | 30// | 39% |
14 | 3 | 46% | 33// | 42% |
15 | 4 | 48% | 38// | 45% |
16 | 4 | 50% | 42// | 48% |
17 | 4 | 52% | 46// | 51% |
18 | 4 | 54% | 50// | 54% |
19 | 4 | 56% | 54// | 57% |
20 | 5 | 60% | 60// | 60% |
* Add half of standard empathy | ** Add Constitution |
If an animal henchman dies, the Ranger will eventually attract a new henchman. The time factor depends on the GM, the Ranger's adherence to his/her ethos, and the manner in which the henchman died. For example, if the henchman dies protecting the Ranger and the henchman had historically been treated well, the Ranger may attract a new henchman in days or weeks. If the henchman was neglected or abused, the Ranger may have to wait an entire year before attracting a new henchman.
Special Rules for Undead Characters
For an Undead Ranger, the character is likely to attract Undead animal companions if there are any available. However, they may also attract living animal companions as well.
Undead Rangers do accumulate poison resistance. However, being poisoned usually doesn't actually hurt an Undead Ranger.
Faith-Based Granted Powers
A Ranger is primarily a "support" fighter and has a mix of combat and spellcasting. A Ranger serves Nature and is interested in safeguarding the ecology. All of the bonuses in the table below are cumulative. Thus, if a Ranger has a Faith of 16, he/she gets all of the bonuses for 16, 15, and 14.
This table is modified from the printed (book) version: Bonuses are now cumulative, the table goes to 25. Additionally, the list of Faith-indexed Granted Powers has been rewritten from scratch in order to focus on certain Ranger signature powers.
Faith Score | Granted Power |
14 | +1 Save versus Poison (continuous) +1 damage resistance from ordinary or mutant animals (not supernatural or Undead animals). |
15 | Light sleeper: +2 on any roll required to wake up from sleeping. Can see in infrared to 6// once per day for one turn (or double infrared visual range for one turn if the character already has this ability innately) Heal an animal companion for 1d4 hit points once per day for free.. |
16 | +1 to parry against ordinary or mutant animals. Can heal self for 1d4 hit points.Can cure a disease in an animal companion once per day.Animal companions save versus poison at +1. |
17 | +1 damage, +1 to hit against Undead or supernatural animals. Can retake a failed save against any poison attack from an animal (ie, if the Ranger is stung, bitten, etc.) once per day.Can heal an animal companion for 2d4 hit points once per day.Can sense the presence of life emanations (like the Changeling ability) for one turn per day with a 12// range. If the Ranger is a Changeling, then the range is extended by 12// for one turn. |
18 | Can heal an animal companion for 3d4 damage.Can grant a 50% speed bonus to an animal companion once per day for one turn.Ranger can boost his/her own speed by 50% for one turn per day.Can grant an animal companion the ability to retake failed save once per day. |
19 | Can cast the equivalent of Total Restoration on an animal companion once per week. The recovery rate for the animal is mirrors the 7th Tier Priest Spell.Ranger can self-heal for 4d4 points once per day for free. |
20 | Animal companions can be granted an extra parry routine for one turn per day.Ranger can heal animal companions for 4d4 hit points (all companions at once) -- one time each day for free. |
21 | Triggered health transfer: The Ranger can declare up to 11 points of his/her health to automatically transfer to a mortally wounded animal companion (the animal's health falls below zero). The transfer does not take place if there is no chance of the animal surviving (ie, the Ranger's wolf gets trapped in a blast furnace).Ranger can teleport his/her animal companions to the Ranger's location once per day. |
22 | The Ranger can resurrect a slain animal companion once per week. The recovery rate for the animal companion mirrors that of the 5th Tier Priest spell "Raise Dead".The Ranger can boost the animal companion's speed by 2x for one turn per day.The Ranger can boost his/her own speed by 2x once per day.. |
23 | The Ranger becomes a figure of legend and is remembered for 4d10 generations. The Ranger's life is not extended. However, the Ranger will never again be susceptible to ordinary diseases (even ordinary fatal diseases) The Ranger will have good health until he/she has reached the normal maximum lifespan for the character's race. |
24 | The Ranger can double his/her attack and parry routines for one turn once per day. Likewise, the Ranger can double his/her animal companions attacks/parries for one turn once per day.The Ranger and the animal companions can see in infrared for one hour per day.The Ranger gains a +2 damage resistance against ordinary/mutant animals. |
25 | If slain in battle, the Ranger's spirit rises from his/her body and takes on an idealized, shimmering version of himself/herself. In this form, the Ranger can call upon any animal within a mile to aid the Ranger and his/her allies. The Ranger's spirit exudes a healing presence that restores 5 hit points per round to any animal within 50'' of the Ranger. The Ranger can cast spells with double potency and has a temporary spiritual reserve that is twice that of what the Ranger had in life. The Ranger's spirit ascends after one turn + 1 round per level. |
Ask Plant or Animal
Tier: 1
Prayer: 7 segments
Spirit Cost: 14 points
Range: 2// line-of-sight
Duration: Special (whatever time it takes to ask a question and get a reply)
Area of Effect: The Ranger (and allies at high level); 6// infrared range
Classification: Plant, Animal, Utility
While a Ranger often has his/her animal companions available for advice, sometimes a Ranger may need to ask questions of the local flora and fauna in order to get the answers that the Ranger seeks. For instance, a Ranger may ask a weeping willow tree near a bridge when the most recent traveler passed by. Or a Ranger may ask a guard dog about whose home it guards.
Most animals do not think in words (and certainly no plants do). Therefore, responses to the Ranger are in terms of images, emotion, and remembered experiences. Moreover, the response is limited by the mental capability of the life-form questioned. For instance, a tree has a very cyclical nature and could tell you how many days ago a traveler passed but not whether they were human, elf, etc. By contrast, a dog could know if a recent traveler that passed by was human or elf, male or female, but would have a hard time relaying how long ago the encounter was. Plants and animals will never purposefully lie to the Ranger.
At the base level, the Ranger can only ask one question with the spell. The number of questions increases as the Ranger ascends in level.
- Levels 1 to 4: The Ranger can ask one question.
- Levels 5 to 9: The Ranger can as two questions.
- Levels 10 to 14: The Ranger can ask three questions.
- Levels 15 to 19: The Ranger can ask four questions.
- Levels 20 and higher: The Ranger can ask five questions.
Changes from the printed (book) version: The prior manual had separate spells for questioning plants and animals. This new spell combines both powers into one.
Bramble Armor
Prayer: 3 segments
Spirit Cost: 4 points
Range: Internal to the Ranger
Duration: 1 turn per level
Area of Effect: The Ranger
Classification: Defense
While the Ranger eschews metal armor in favor of natural materials (cloth, leather, and hide), that doesn't mean that he/she doesn't get roped into hand-to-hand combat from time to time. Fortunately, a Ranger can all upon the power of Nature to temporarily enhance his/her armor with briars, bark, and vines. Aside from improving the Ranger's defenses, it also inflicts a small amount of damage against any attacker foolish enough to use bare-handed attacks (like punches, kicks, head-butts, body slams, etc.). At the base level, the bonus is +1 to AC and 1 point of damage attackers making exposed-body contact. This ability scales in power as the Ranger ascends in level.
- Levels 1 to 4: The armor enhancement offers +1 AC and 1 point of damage to foes.
- Levels 5 to 9: The armor enhancement offers +2 AC and 2 points of damage to foes.
- Levels 10 to 14: The armor enhancement offers +3 AC and 3 points of damage to foes. The brambles are interwoven with silver vines (damages Undead for 3 additional points).
- Levels 15 to 19: The armor enhancement offers +4 AC and 4 points of damage to foes. The brambles are interwoven with silver vines (damages Undead for 4 additional points) as well as cobalt vines (damages incorporeal spirits for either 4 HP or 4 SP, whichever is relevant).
- Levels 20 and higher: The armor enhancement offers +5 AC and 5 points of damage to foes. The brambles are interwoven with silver vines (damages Undead for 5 additional points) as well as cobalt vines (damages incorporeal spirits for either 5 HP or 5 SP, whichever is relevant).
For obvious reasons, Undead Rangers do not get the "silver" aspects of Bramble Armor. Instead, they get a "shadow" aspect that allows the Ranger to ignore 3, 4, or 5 points of damage from Life Magic / Radiant Energy (depending on the Ranger's level.
Changes from the printed (book) version: The spell now scales in power to the Ranger's level.
Cold Fire
Tier: 1
Prayer: 2 segments
Spirit Cost: 3 points
Range: Touch
Duration: 1 hour per level
Area of Effect: One plant
Classification: Utility
One of the hazards of the life of the outdoorsman is arranging proper illumination for one's campsite without accidentally starting a forest fire. Fortunately, the Ranger can call upon Nature's aid in bestowing a plant with temporarily bioluminescence. Unlike a torch or a bonfire, bioluminescence generates light without also creating heat.
At base level, a plant enhanced by Cold Fire will illuminate a 10' radius. Keep in mind that the radius of illumination is actually the same, regardless of the size of the plant that the Ranger blesses. For instance, a tree that is enhanced with Cold Fire will create a soft, dim, diffuse glow while a potted plant would glow more brightly with a more concentrated light. Of course, a potted plant has the advantage of being more portable than a mature tree. The area of illumination increases as the Ranger ascends in level.
- Levels 1 to 4: The plant casts a 10' illumination radius.
- Levels 5 to 9: The plant casts a 20' illumination radius.
- Levels 10 to 14: The plant casts a 30' illumination radius (bioluminescent) and a 10' silver illumination radius (Undead must Save vs. Area Effect to cross threshold).
- Levels 15 to 19: The plant casts a 40' illumination radius (bioluminescent) and a 20' silver illumination radius (Undead must Save vs. Area Effect to cross threshold).
- Levels 20 and Higher:
- Levels 10 to 14: The plant casts a 50' illumination radius (bioluminescent), a 30' silver illumination radius (Undead must Save vs. Area Effect to cross threshold), and a 10' cobalt illumination radius (spirits must make a Save vs. Area Effect to cross threshold).
An Undead Ranger (obviously) does not have access to silver illumination. Instead, at high level, they can call forth a deep purple radiance that is disorienting to living creatures. To cross into the illuminated area, living creatures must first make a Save vs. Area Effect.
Changes from the printed (book) version: This spell now scales in power with the Ranger's level; The spell no longer consumes the plant.
Command Vegetation
Tier: 1
Prayer: 7 segments
Spirit Cost: 16 points
Range: 10// line of sight
Duration: 1 round per level
Area of Effect: Plants within a 10'x10' area
Classification: Plant or Combat
Command Vegetation is a type of spell that requires some input from the Game Master. The spell grants temporary animation to affected vegetation. Where the Game Master's discretion comes into play is determining what the affected plants can actually do. For example, casting Command Vegetation upon a well-manicured lawn will have negligible combat effect whilst casting the same spell on large rosebush would pose a slashing, piercing, and strangulation danger to the Ranger's foes. Therefore, while the Ranger can animate any kind of plant that he/she wishes, the Game Master ultimately decides upon the combat characteristics of the affected vegetation.
Like many other Ranger spells, Command Vegetation becomes more potent as the Ranger ascends in level.
- Levels 1 to 4: The spell animates a 10'x10' area.
- Levels 5 to 9: The spell animates a 20'x20' area.
- Levels 10 to 14: The spell animates a 30'x30' area; Injured plants regenerate 1 hit point per round.
- Levels 15 to 19: The spell animates a 40'x40' area; Injured plants regenerate 3 hit point per round.
- Levels 20 and higher: The spell animates a 50'x50' area; Injured plants regenerate 5 hit point per round.
Changes from the printed (book) version: The spell now requires GM input. The spell heals plants at higher Ranger levels.
Cure Poisoning
Tier: 1
Prayer: 8 segments
Spirit Cost: 12 points
Range: Touch
Duration: Touch
Area of Effect: One person, animal, or plant (and can be the Ranger)
Classification: Healing
The Ranger's calling often puts one in the path of dangerous animals. A Ranger knows full well that a venomous snake or a poisonous spider is neither evil nor malevolent, and the Ranger doesn't take it personally when injured by a wild animal. However, he/she may need to call upon the healing power of Nature to survive certain toxic encounters.
At base level, the Ranger can neutralize an intensity-1 poison. The Ranger is still weakened for an hour (treat as half-Endurance and half movement speed) but he/she will stop losing hit points, will not slip into unconsciousness, and will stop experiencing any other effects of the poisoning. If the Ranger is of low level and the poison is of higher intensity, the Ranger can "brute force" a cure by casting the spell multiple times in succession. For instance, a 4th level Ranger could cure himself of an intensity-3 poison by casting this spell three times. The Ranger would be weakened for three hours (since the poison was intensity-3) but would still survive otherwise unscathed. The Ranger can also neutralize poison in plants and animals. For example, the Ranger could save a tree that has been poisoned by an herbicide. Or the Ranger could save the life of a dog that made the mistake of eating a whole pound of chocolate.
OF course, the spell does become more potent as the Ranger ascends in level.
- Levels 1 to 4: The spell neutralizes an intensity-1 poison.
- Levels 5 to 9: The spell neutralizes an intensity-2 poison.
- Levels 10 to 14: The spell neutralizes an intensity-3 poison; it also removes 5 REM of radiation poisoning.
- Levels 15 to 19: The spell neutralizes an intensity-4 poison; it also removes 10 REM of radiation poisoning.
- Levels 20 and higher: The spell neutralizes an intensity-5 poison; it also removes 15 REM of radiation poisoning.
Changes from the printed (book) version: The spell now neutralizes poisons rather than merely diluting them.
Declare Forest Foe
Tier: 1
Prayer: 1 round
Spirit Cost: 20 points
Range: 6// (target must be in hearing range as well)
Duration: Special (until dispelled or discharged)
Area of Effect: One person or sentient entity
Classification: Benedictions
As a guardian of Nature, a Ranger takes ecology very seriously. More often than not, reverence for Nature is the core of a Ranger's theology (although a Ranger could certainly worship the True One, Del Tannon, or any non-evil deity). A Ranger will occasionally encounter a person whose recklessness and wanton disregard for the environment merits an active and sustained response. To that end, the Ranger can impose a specific curse that declares the target a Forest Foe. This mark works just as well even if the ecology damaged was something other than a forested region.
When imposing the mark of Forest Foe, the Ranger must declare boldly and loudly the wrongs committed by the Forest Foe. Typical targets of Declare Forest Foe include: greedy property developers who flatten whole tracts of land without any attempt to find a balance between human needs (for housing) and the needs of plants and animals to have a prospering habitat; careless clods who start large forest fires by way of discarded cigarettes or improperly extinguished campfires; poachers who hunt animals for trophies and not for sustenance (particularly endangered species); people who are brazenly cruel to animals (dog fighters, people who perform experiments on live animals in which the animals experience profound suffering, and puppy mill operators). Once someone has been declared to be a Forest Foe, the mark of the curse remains on the person's face or hand (albeit visible only through magical sight). The Mark can only be removed by the Ranger who cast the spell, a higher-level Ranger, or a magical practitioner who has access to a spell that specifically removes curses. An ordinary "dispel magic" spell will not suffice to remove this mark.
Of course, the target of Forest Foe has complete control over when the curse will end. All it takes is for the person to make amends to Nature. For example, the greedy property developer could spend a significant portion of his/her financial resources to revitalize an environmentally-devastated area of Gaianar (there are plenty of choices in radioactive deserts, sinkholes of evil, and barren badlands to choose from). The clod who accidentally burned down a forest with a discarded cigarette could spend the next year or so volunteering (and not being paid for) a reforestation project to help undo the damage. The puppy mill operator could close his/her business and obtain work at an animal rights charity.
The effects of Forest Foe are not debilitating, but they are certainly noticeable and inconvenient.
- No horse (or other living mount) will willingly carry the marked person. Instead, it will use every opportunity to buck the person from the saddle.
- Dogs, cats, and other domestic animals will growl at, claw, and bite the marked person at all possible opportunities.
- When outdoors, biting insects will harry the person. Bug blocker sprays will be less effective than usual.
- Skin rashes from poison ivy and similar plants will be more severe and longer lasting (there's no game modifiers imposed, but the person will be more miserable).
- Generally, speaking, the Forest Foe will be more likely to be splattered with bird droppings from pigeons and other avian creatures.
- The Forest Foe will be more likely to become lost/disoriented in a non-urban setting (-4 penalty to reading maps or sensing direction in a forested/desert/prairie setting.)
Detect Unnatural Animal
Tier: 1
Prayer: 5 segments
Spirit Cost: 10 points
Range: Internal to the Ranger
Duration: 1 turn per level
Area of Effect: 6// radius (initially)
Classification: Utility
Gaianar is a realm with a wide variety of interdimensional holes (called Stillpoints). Sometimes creatures from other realms pass through and it is up to the Ranger to determine what effect the intruder may have on the ecology. Likewise, a Ranger may be interested in knowing if there are mutant animals in his/her domain. The presence of Undead animals makes for an existential threat to man and beast alike. Finally, cybernetically enhanced animals would likely be injurious to an otherwise healthy ecology. For that reason, the Ranger may find it useful to call upon Nature for the gift of detecting unnatural animals.
Specifically, this spell detects the distance, type, and quantity of the following types of animals: alien (an otherwise normal animal that is native to another world/plane); mutant (an animal whose DNA has been fundamentally altered by accident or on purpose); Undead (once-living, but now animated by dark magic); cybernetically-enhanced (living animals who have been implanted with man-made augments like sensors or weapons); invasive species (a natural animal that does not belong in the ecology and was brought in by people).
Of course, just because an animal is mutated, alien, enhanced, or invasive does not mean that the Ranger should feel compelled to destroy the animal. for instance, a cyborg animal could be returned to an urban setting where it most likely belongs; a mutant animal may be medically treated (or perhaps it is determined that the Ranger doesn't have to do anything); the Ranger may be able to capture an alien animal and find a way to send it back to its proper habitat (same for an invasive species). Undead animals will, however, almost always have to be destroyed.
This spell does not detect Constructs that just so happen to be shaped like animals. If the creature was never a living animal, then this power will not detect it. A shape-shifted humanoid will erroneously be detected as a "mutant animal" since the humanoid's DNA will not match the proper DNA for the temporary animal form. This spell will not detect Werites in any form since they are natural beings and their genetic mutation transpired so long ago that their current configuration is now "normal".
While the initial sensory radius is 6//, this power does increase as the Ranger ascends in level.
- Levels 1 to 4: The sensory radius is 6//.
- Levels 5 to 9: The sensory radius is 12//.
- Levels 10 to 14: The sensory radius is 18//. It also detects if an animal is bound to another Ranger.
- Levels 15 to 19: The sensory radius is 24//. The spell also detects bound animal companions and animals in spirit form (or otherwise out-of-phase).
- Levels 20 and higher: The sensory radius is 30//. The spell also detects bound animal companions and animals in spirit form (or otherwise out-of-phase). It detects avatars (spiritual entities that have temporarily assumed physical form as an animal.
Changes from the printed (book) version: The spell now detects cyborg animals instead of Constructs. The power scales with the Ranger's level.
Extinguish
Tier: 1
Prayer: 1 segment (or can be used as an interrupt)
Spirit Cost: 10 points (15 SP if used as an interrupt)
Range: 10// line of sight
Duration: Instantaneous
Area of Effect: 3// spherical volume (initially)
Classification: Elemental (Fire or Air)
Putting out fires is a pretty routine task that most Rangers face. From lightning strikes to careless hikers, the forest is always vulnerable to being burned to the ground. To that end, the Ranger may call upon Nature to cause out-of-control blazes to fizzle out.
At base level, the Ranger can snuff out all sources of open flame within a 3// spherical volume. This affects only natural fire (like candles, torches, bonfires, and the like). It does not suppress magical fire (like from direct spell effects) but it can extinguish secondary fires caused by magical flame. Likewise, Extinguish does not inflict damage on fire elementals, but it can stun them for 1 round per level of the Ranger if the entity fails a Save vs Area Effect.
This spell can also be used as an interrupt. This means that the Ranger can call upon this spell as a substitute for the current round action or in place of the next round's action. An interrupt bypasses the normal initiative rules. A Ranger may consider using this spell as an interrupt under very specific circumstances. For example, an interrupt could suppress a bomb's explosion if used at the exact moment of detonation. Likewise, it could be used to jam up a flame thrower if used at the exact moment that the trigger is pulled.
Like make Ranger spells, the power increases as the Ranger ascends in level.
- Levels 1 to 4: Range is 10//, area of effect is a 3// sphere.
- Levels 5 to 9: Range is 15//, area of effect is a 6// sphere.
- Levels 10 to 14: Range is 20//, area of effect is a 9// sphere.
- Levels 15 to 19: Range is 25//, area of effect is a 12// sphere.
- Levels 20 and higher: Range is 30//, area of effect is a 15// sphere.
Changes from the printed (book) version: The spell affects fire elementals; the spell scales with the Ranger's level; the spell can be used as an interrupt.
Find Plant or Animal
Tier: 1
Prayer: 5 segments
Spirit Cost: 5 points (generic scan) or 10 points (specific plant or animal)
Range: Internal to the Ranger
Duration: 1 turn per level
Area of Effect: 50// radius
Classification: Plant, Animal, Divination, Utility
The Ranger's calling often includes mundane tasks such as evaluating the health of his/her domain by counting what kinds of creatures are residing within a given territory. For example, a Ranger may want to know how many wolves are present in a region and thus have an idea of whether there are sufficient checks on the rabbit population. Likewise, it is useful to know how many snakes are around since they keep the rodent population under control. By virtue of this power, the Ranger can know the quantity of any particular plant or animal within the area of effect of this spell. Moreover, the Ranger can know the direction and distance of the closest detected creature. For example, a divination of "How many snow owls are in this forest?" might yield an answer of "16 and the closest one is 35' north-west of your location". Note, however, that the Ranger doesn't get the answer in whispered words. The Ranger just knows. This spell is likewise quite handy for tracking down medicinal herbs and/or food-producing plants.
Because the power lasts for one turn per level, the Ranger can either keep detecting the same animal (or plant) whilst walking or riding (and thus poll a larger area than the spell would ordinarily allow), or the Ranger can pay an additional 1 SP to change the divination. Thus, the Ranger could detect wolves in one round and then rabbits on the following round by paying an extra spirit point.
This spell can also be used to find a specific plant or animal. For instance, for 10SP, the Ranger can attempt to find Clubber the Family Dog as opposed to simply polling for all dogs in the area of effect. Again, paying an additional spirit point would allow the Ranger to switch targets (for instance, once Clubber is found, the Ranger could look for Clawful the House Cat without having to cast the spell again). If the specific plant or animal is in the area of effect, the Ranger gleans a general direction and distance (i.e., 450' south-west of your position).
The area of effect for this spell does increase as the Ranger ascends in level.
- Levels 1 to 4: The area of effect is a 500' radius
- Levels 5 to 9: The area of effect is a 1,000' radius
- Levels 10 to 14: The area of effect is a 1,500' radius
- Levels 15 to 19: The area of effect is a 1/2 mile radius
- Levels 20 or higher: The area of effect is a 1-mile radius
Changes from the printed (book) version: Find Plant and Find Animal have been combined into one spell; The duration is 1 turn per level and there is the option to change targets; Specific plants or animals can now be located; the power scales with the Ranger's level.
Find Water
Tier: 1
Prayer: 3 segments
Spirit Cost: 4 points
Range: Internal to the Ranger
Duration: 1 turn per level
Area of Effect: 50// radius
Classification: Elemental Water, Divination, Utility
Rangers, preferring the Great Outdoors, often have to scrounge around for sources of potable water. Fortunately, they do have the power to call upon Nature for guidance when looking for something to drink. When this spell is cast, the Ranger can know the distance and general direction of the closest source of drinkable water. Moreover, the Ranger can also know the quality of that water source. The quality levels are as follows:
- Pure: This is water that only contains good ol' H2O. This is rarely found in nature. But the Ranger might find a pallet of purified, distilled water with this spell.
- Fresh: This is water that is readily drinkable, tastes clean, and will not pose any threats to health.
- Acceptable: This is water that might taste funky because it is heavily mineralized and may not necessarily be clear. It is fine in limited quantities and will do in a pinch.
- Marginal: This is water that is contaminated but can be made safe to drink if boiled for a period of time.
- Toxic: This is a water source that cannot be easily rendered safe to use.
- Levels 1 to 4: The area of effect is a 500' radius
- Levels 5 to 9: The area of effect is a 1,000' radius
- Levels 10 to 14: The area of effect is a 1,500' radius
- Levels 15 to 19: The area of effect is a 1/2 mile radius
- Levels 20 or higher: The area of effect is a 1-mile radius
Changes from the printed (book) version: This spell now detects the quality of the water source in addition to direction/distance. The area of effect scales with the Ranger's level.
Heal Plant or Animal
Tier: 1
Prayer: 1 round
Spirit Cost: 12 points
Range: Touch
Duration: Instantaneous
Area of Effect: 1 plant or animal
Classification: Healing
While Priests excel at providing healing to humanoids, the Ranger excels in healing plants and animals. For example, a Ranger can heal a scorch mark on a tree that has been struct by lightning. A Ranger could heal the leg of a wolf that had been maimed by a trap. At base level, the spell heals 1d8 hit points and cures minor illnesses. The curative power, of course, improves as the Ranger increases in level. On humanoids, the power does have at least some function, albeit at 1d4 points (with no scaling for level).
The healing power of this spell adheres to the following progression:
- Levels 1 to 4: 1d8 healing; cures minor illnesses (equivalent to the common cold).
- Levels 5 to 9: 2d8 healing; cures moderate illnesses (equivalent to a severe flu)
- Levels 10 to 14: 3d8 healing; cures serious illnesses (equivalent to diabetes).
- Levels 15 to 19: 4d8 healing: cures fatal illnesses (equivalent to cancer).
- Levels 20 or higher: 5d8 healing: cures any illness and will resurrect a plant/animal that has died within 1 round per level of the Ranger.
Note: If the plant or animal has been cured of a disease, the organism remains in a weakened state for one day per intensity of the cured illness.
Changes from the printed (book) version: Heal Plant and Heal Animal have been combined into one spell. The healing is no longer "all or nothing". The spell cures plant/animal diseases. The spell offers vestigial healing for humanoids.
Identify Life Form
Tier: 1
Prayer: 5 segments
Spirit Cost: 4 points
Range: 1// line-of-sight
Duration: 5 rounds
Area of Effect: One plant, animal, or other organic life form
Classification: Plant, Animal, or Utility
Most Rangers do not actually rely on this spell for their day-to-day work. Being protectors of the natural world, they already have a vast knowledge of plants and animals. However, a Ranger may sometimes travel to an unfamiliar domain (or even an unfamiliar dimension). Thankfully, the Ranger can petition Nature for assistance in learning about an unfamiliar plant or animal. The Ranger must be within 10' of the target life form (so that it can be carefully studied). Over a period of five rounds, the Ranger can learn the following:
- Round 1: Type of organism - plant, animal, mold, fungus, virus, or something entirely different/unknown. If the organism is an animal, the Ranger will also know if it is a mammal, reptile, amphibian, etc. The sex (if applicable) of the organism is also known.
- Round 2: Primary characteristics - edible, medicinal, venomous, poisonous, etc.
- Round 3: Heath of the organism - young, adult, old; healthy, marginal, sick, dying; injured/uninjured; average lifespan.
- Round 4: Preferred diet and terrain - herbivore, insectivore, omnivore, carnivore; aquatic, burrowing, desert, forest, prairie, etc.
- Round 5: Disposition and intelligence - friendly, wary, hostile, timid, docile, etc; unthinking (most plants), insect-like, low-awareness animal (like a fish or a lizard), high-functioning animal (like a dog or a camel), semi-sentient (like a chimpanzee), sentient (like a human or dolphin), super-sentient (like an advanced Construct).
Changes from the printed (book) version. This spell replaces Identify Plant and expands the use to all life forms.
Insect Swarm
Tier: 1
Prayer: 8 segments
Spirit Cost: 15 points
Range: 10// line of sight
Duration: 1 round per level
Area of Effect: 1// sphere around specified target
Classification: Combat, Animal
While Rangers are solid fighters, they don't often seek lethal solutions the way Warriors, Barbarians, and Cavaliers often do. Sometimes compelling an enemy to retreat is the best course of action. To that end, the Ranger can call upon Nature to harass a foe into making a swift retreat.
The power of this spell causes a swarm of buzzing, biting insects to target a specified foe. The hostile bugs generally occupy a 1// sphere around the targeted individual. If the foe makes a successful Save vs Magical Weapon, he/she can become untethered from the spell. In that event, the insects will still swarm in a 1// bubble but will not pursue the target. Otherwise, the insects will follow the target and always match the target's speed.
If the foe chooses to retreat, the bugs do nothing but buzz angrily and perhaps crawl on the target's skin. If the target remains active in combat or simply chooses not to retreat, the target takes one hit point of damage per round from insect bites (and will have a nasty rash that will last several days). Moreover, the bugs cause enough distraction that the target takes a -4 penalty to all relevant actions (attacks, parries, spell casting, ability checks, and the like). Anyone else stepping into the 1// area of effect will incur -2 to all ability checks but will not be stung by any insects. This is a magical summoning spell, so insects will still manifest even if the spell is cast indoors or during winter. If the insects are sourced from extra-planar locations, they are returned to their native habitat when the spell ends.
Like many other Ranger spells, the power of Insect Swarm does increase as the Ranger ascends in level.
- Levels 1 to 4: The spell generates a single 1// sphere and can affect one target.
- Levels 5 to 9: The spell generates two 1// spheres and can affect two targets.
- Levels 10 to 14: The spell generates three 1// spheres and can affect three targets; -5 to all combat/ability/spell checks.
- Levels 15 to 19: The spell generates four 1// spheres and can affect four targets; -6 to all combat/ability/spell checks.
- Levels 20 and higher: The spell generates five 1// spheres and can affect five targets; -6 to all combat/ability/spell checks.
Changes from the printed (book) version: The spell's purpose has been redefined as a "compulsion to retreat" spell. This spell also scales with the Ranger's level.
Infravision
Tier: 1
Prayer: 2 segments
Spirit Cost: 7 points
Range: Internal to the Ranger (or Touch at high levels)
Duration: 1 hour per level
Area of Effect: The Ranger (and allies at high level) ; 6// infrared range
Classification: Utility
Being able to see into the infrared spectrum is a common feature in a wide variety of animals. The Ranger can temporarily take on that ability by petitioning the power of Nature. Unlike a Protector's ability to see without light, the Ranger's vision enhancement spell causes the Ranger's eyes to become sensitive to infrared wavelengths. Thus, mammals and birds would glow brightly, lizards and reptiles less so, and corpses not at all.
Of course, flashes of intense heat (such as canister of fuel exploding) may temporarily dazzle the Ranger's infravision. Likewise, the if the Ranger natively has infrared vision, this spell is additive. The power of the spell increases as the Ranger ascends in level.
- Levels 1 to 4: The infrared visual range is 6//.
- Levels 5 to 9: The infrared visual range is 12//.
- Levels 10 to 14: The infrared visual range is 18//. One ally can also be granted infrared sight.
- Levels 15 to 19: The infrared visual range is 24//. Two allies can also be granted infrared sight.
- Levels 20 and higher: The infrared visual range is 30//. Three allies can also be granted infrared sight.
Changes from the printed (book) version: The power scales to the Ranger's level; Additional allies can be granted infravision at higher levels.
Know Direction
Tier: 1
Prayer: 1 segment
Spirit Cost: 3 points
Range: Internal to the Ranger
Duration: 1 hour per level
Area of Effect: The Ranger
Classification: Utility
There are plenty of times when a Ranger may have difficulty knowing which direction he/she faces. Perhaps it is an excessively foggy day. Or maybe the forest canopy is so dense that it completely obscures the sun. Or maybe the Ranger is scurrying through an underground cavern. Fortunately, a Ranger can call upon Nature's guidance at times such as these.
At lower levels, the spell essentially replicates the function of a compass. The Ranger can know which cardinal direction he/she faces (or is travelling) with respect to magnetic north. The value is in one of eight standard directions (north, north-east, east, south-east, etc.) and not in radians or degrees. The spell is susceptible to excessively strong local magnetic interference. A refrigerator magnet will not deflect the spell but an industrial-strength magnet (the variety that picks up derelict vehicles in salvage yards) might.
At low levels, the spell only detects magnetic north and assumes that the world is round and actually has a magnetic field. At higher levels, the Ranger has other options:
- Levels 1 to 4: The spell detects magnetic north.
- Levels 5 to 9: The spell detects magnetic north and can also be used to detect geographic (spin axis) north.
- Levels 10 to 14: The spell also detects up/down and angle of inclination (useful if travelling in a cave or a submarine)/
- Levels 15 to 19: he spell detects clockwise/counterclockwise direction as well as octant if the Ranger happens to be located on a world shaped like a ring.
- Levels 20 and higher: The spell yields useful directional information that matches the physical configuration of the world in question (whether it is shaped like a sphere, ring, cube, or panel).
Changes from the printed (book) version: The power now lasts one hour per level instead of one turn per level. The power scales with the Ranger's level.
Tree Travel
Tier: 1
Prayer: 2 segments
Spirit Cost: 18 points
Range: Touch
Duration: 1 turn per level
Area of Effect: 1 tree
Classification: Travel
This spell allows the Ranger to step into a tree's trunk and be completely hidden from view. This spell is useful for times when the Ranger would like to observe his/her surroundings without being observed. For instance, the Ranger may want to study how a bear cares for her cubs without being attacked by the bear. Of perhaps the Ranger wishes to observe a party of campers to make sure they pick up their trash and extinguish all campfires when leaving. The Ranger can see and hear while concealed. The Ranger's senses of smell, touch, and taste do not function while concealed.
The Ranger can also travel from tree-to-tree with this spell. If the tree that the Ranger is currently occupying is in physical contact with another tree (either by branches touching or roots touching), the Ranger can move to that tree at will. If the closes tree is less than 5// away, the Ranger can pay 1 SP and transfer to that tree. A jump takes one round. However, if the Ranger is lucky enough to be concealed in a dense forest with a fully developed canopy, the Ranger can move tree-to-tree at normal walking speed (but never at running speed).
The jump range increases as the Ranger ascends in level.
- Levels 1 to 4: The jump range is 5//.
- Levels 5 to 9: The jump range is 10//.
- Levels 10 to 14: The jump range is 15//.
- Levels 15 to 19: The jump range is 20//.
- Levels 20 and higher: The jump range is 25//.
Changes from the printed (book) version: The duration now depends on the Ranger's level and not the tree's hit dice. This spell no longer injures the host tree. The power scales with the Ranger's level.
Things to Consider
|