Ranger - Spiritual Powers - Tier 2
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. Tier 2 spells are available once the Ranger has reached 6th level.
Animal Invisibility
Tier: 2
Prayer: 2 segments
Spirit Cost: Variable cost
Range: Touch
Duration: Special
Area of Effect: The Ranger (or one animal)
Classification: Defense
This spell has a few different functions, and the cost/duration of the spell depends on how it is used. With this spell, the Ranger can ask Nature to hide himself/herself from visual and infrared detection from all animals, certain animals, or just a particular animal. Unlike normal invisibility spells, the Ranger variant also masks olfactory traces (since many animals hunt by scent). The spell is also reversible. In other words, the Ranger can choose to mask an animal from human (or humanoid) detection. In the latter instance, it is helpful in circumstances where a Ranger may need to hide a member of an endangered species of animal from trophy hunters and poachers.
The cost for casting this spell is as follows:
- Hiding the Ranger from a specific animal: 15 SP; lasts one hour per level.
- Hiding the Ranger from a certain type of animal (i.e., wolves or bears): 20 SP; lasts 1 hour per level.
- Hiding the Ranger from all animals: 30 SP; lasts one turn per level.
- Hiding an animal from a specific person: 10 SP; lasts one day per level.
- Hiding an animal from members of a certain group (i.e., a militia or a certain hunting party): 15 SP; lasts one day per level.
- Hiding an animal from all humanoids: 20 SP; lasts one day per level.
Changes from the printed (book) version: This spell combines "Animal Invisibility" and "Invisibility to Animals".
Mentor's Gift
Tier: 2
Prayer: 1 round
Spirit Cost: 10 points + cost of gifted spell
Range: Touch
Duration: Until used
Area of Effect: A Ranger of lower level
Classification: Utility
This spell permits a higher-level Ranger to gift a lower-level Ranger with the ability to access one spell that he/she would ordinarily not be able to cast. For instance, an 8th-level Ranger could gift a 2nd-level Ranger with Restore Plant or Animal. The cost of the spell is paid by the mentoring Ranger, and it remains available to the discipled Ranger until used. A mentoring Ranger can gift any number of spells. However, a discipled Ranger can only have one gifted spell on hand at any particular time. Thus, 10th-level Ranger could give one spell each to his disciple Rangers.
Of course, the casting power of the spell is based on the level of the discipled Ranger. For instance, a 2nd-level Ranger casting Restore Plant or Animal could heal a disfigured cow for 1d8 hit points and its missing leg would grow back in six weeks. As the casting cost was paid by the mentoring Ranger, the discipled Ranger would only need to roll a Faith check for the power activation.
Because the Barbarian and Shaman classes are strongly associated with the Shaman (the three classes essentially occupy three positions along the combat/magical continuum for character classes in service to Nature), the Game Master may (key word "may") rule that a Ranger can bestow the Mentor's Gift onto a Shaman or a Barbarian. If this act is permitted, the Shaman/Barbarian would be able to be endowed with Mentor's Gift and the power level would be -2 levels for Shamans and -4 levels for Barbarians (with a minimum casting level of 1).
Changes from the printed (book) version: This is a new spell.
Natural Fortification
Tier: 2
Prayer: 1 round
Spirit Cost: 15
Range: 5// line of sight
Duration: 1 hour per level
Area of Effect: One structure
Classification: Defense or Utility
While most Rangers have a permanent base of operations (such as a cabin within the boundary of a nature preserve), a Ranger's duties are such that she often spends days or even weeks away from home. To counter that challenge, a Ranger can call upon Nature to provide low-impact, temporary housing.
Natural Fortification creates a simple, sturdy cottage from plants, trees, and other materials immediately available. For example, a cottage could be formed from living trees or shrubs if the Ranger is in a forested region. If the Ranger calls upon this power while travelling through a grassland or savannah, the tiny home would be constructed from sod. A temporary house in the desert might be made from hardy scrub and cacti.
The magic of the spell is such that the cottage keeps out rain and wind. The interior of the cottage is warm if the weather outside is cold, or cool inside if the weather outside is hot. The interior of the cottage has a single bed (for the Ranger) and a cot (for a guest), one table, and two chairs. The cottage has only a single door and no windows. However, the interior is illuminated with a soft bioluminescent glow. The cottage has AC(2) and five Structural Points, regardless of how it is constructed.
The spell does not damage the ecology. When the spell ends, the plants return to their original shape, size, and position. If the Ranger needs the structure to last beyond the spell's duration, the Ranger can pay the spell's maintenance cost automatically without having to roll to cast the spell.
At higher levels, the cottage also wards against Undead monsters. Of course, the Ranger can disable this feature if he/she wishes (in the event that the Ranger is Undead as well.)
At base level, the cottage has 5 Structural Points and is large enough to house the Ranger and one companion. However, the cottage grows in size as the Ranger ascends in level.
- Levels 1 to 4: The cottage has 5 StP and houses two people.
- Levels 5 to 9: The cottage has 8 StP and houses four people.
- Levels 10 to 14: The cottage has 11 StP and houses six people. The cottage repels "nuisance" creatures such as vermin and Undead of 4HD or less. The cottage has a camouflage factor of 25%
- Levels 15 to 19: The cottage has 14 StP and houses eight people. The cottage repels vermin and Undead of 7 HD or less. The cottage has a camouflage factor of 50%.
- Levels 20 and higher: The cottage has 17 StP and houses ten people. The cottage repels vermin and Undead of 10HD or less. The cottage has a camouflage factor of 75%.
Changes from the printed (book) version: The spell has been completely rewritten.
New Growth
Prayer: 1 round
Spirit Cost: 45 points
Range: 10// line-of sight
Duration: Permanent
Area of Effect: One 10'x10' area (initially)
Classification: Plant, Earth
One of the things that keep Rangers busy is repairing the damage done to the land by war, natural disasters, and pollution. On North Point in particular, the Scaxathrom War from several centuries ago have left large swaths of the continent in ruin and rubble. The work of reclamation goes slowly, but the tireless dedication of the Rangers has made a lasting difference in the land.
This power allows the Ranger to decontaminate a small swath of land and jump-start the plant growth in the purified region. At base level, the spell neutralizes industrial toxins, inorganic salts (as fiends will occasionally salt the soil to ruin it), and radiation. New Growth will heal the land of heavy metal contamination and man-made solvents. It will also create useable topsoil over barren earth.
The Ranger can choose a type of plant to grow in the topsoil. Common choices include grass, vines, moss, weeds, saplings, and wildflowers. Regardless of the choice, the greenery erupts from the soil the following morning at sunrise.
This spell can only be cast upon heavily damaged swaths of land. If cast on health land, the spell may perk up the flora already present, but that is all. It is not a "Genesis Torpedo".
Because this spell calls down Life Magic (Radiant Energy), Undead Rangers will need to make a Save vs Area Effect to avoid taking 3d8 damage from the energy backlash.
The area of effect increases as the Ranger ascends in level.
- Levels 1 to 4: Area of effect is 10'x10'; Casting range is 10//; Radiation in soil/water reduced by 25 REM.
- Levels 5 to 9: Area of effect is 20'x20'; Casting range is 12//; Radiation in soil/water reduced by 50 REM.
- Levels 10 to 14: Area of effect is 30'x30'; Casting range is 14//; Radiation in soil/water reduced by 75 REM.
- Levels 15 to 19: Area of effect is 40'x40'; Casting range is 16//; Radiation in soil/water reduced by 100 REM.
- Levels 20 and higher: Area of effect is 50'x50'; Casting range is 18//; Radiation in soil/water reduced by 125 REM.
Changes from the printed (book) version: The spell now also neutralizes radiation.
Open Path
Prayer: 6 segments
Spirit Cost: 21 points
Range: Internal to the Ranger
Duration: 1 hour per level
Area of Effect: The Ranger (initially)
Classification: Travel
As Rangers are typically protectors of natural domains and not urban settlements, getting from place to place in a hurry can be a bit of a challenge when one's surroundings do not have roads. To that end, the Ranger can call upon the power of Nature to help him/her travel unencumbered through vine-strewn forests, muddy swamps, sandy deserts, and even across lakes and streams.
While this spell does not actually increase the Ranger's base movement, it does allow the Ranger to use his/her maximum normal movement speed without any negative modifiers for terrain clutter. Thus, a Ranger can traverse a weedy swamp with the same ease as a Mathematician would have walking down the sidewalk of a university. The spell also allows the Ranger to easily cross lakes and streams (the Ranger's feet sink 3" into the water, but the Ranger isn't slowed). Likewise, traversing sand dunes is just as easy as walking on a hexstone-paved road.
One of the side effects of this spell is that vermin and trivial Undead will stay out of the Ranger's way. Any vermin, predator, insect, or Undead monster with Hit Dice that are half (or less) than the Ranger's level will avoid contact with the Ranger. With regard to Undead, this effect is not the same as a "turn". The affected monsters will simply ignore the Ranger unless attacked.
At base level, only the Ranger benefits from this spell. However, the Ranger can extend the power to Open Path to his/her allies at higher levels.
- Levels 1 to 4: Open Path aids the Ranger.
- Levels 5 to 9: Open Path aids the Ranger and two allies.
- Levels 10 to 14: Open Path aids the Ranger and four allies.
- Levels 15 to 19: Open Path aids the Ranger and six allies.
- Levels 20 and higher: Open Path aids the Ranger and eight allies.
Changes from the printed (book) version: The power scales with level. The power no longer generates a static area of effect.
Predict Weather
Tier: 2
Prayer: 1 Round
Spirit Cost: 5 points
Range: Internal to the Ranger
Duration: Instantaneous
Area of Effect: One mile radius
Classification: Utility, Divination
As Rangers spend a lot of time outdoors, being able to predict the weather makes their jobs a lot easier. Sometimes, being able to know the next day's weather makes the job safer as well. For instance, a Ranger might want to know if the next day will bring a flash flood or a blizzard. Fortunately, the Ranger has the power to call upon Nature for added insight.
As weather is fickle, fluid, and caused by numerous factors, the Ranger can never know with full certainty the exact conditions for the following day. However, the accuracy of prediction is never less than 50% and does in fact increase as the Ranger ascends in level. A weather prediction involves the following factors: temperature (high/low), wind (high/low), cloud cover (sunny, mostly sunny, mostly cloudy, cloudy), and precipitation (none, fog, mist, drizzle/flurry, rain/snow, deluge/hail/blizzard). Obviously if the weather predicts "sunny", the precipitation is automatically locked onto "none". At base level, the Ranger has a 50% possibility of getting all four factors correct. A failed roll still may give the Ranger some useful information, however.
Ranger Level | Roll 1d100 (Percentiles) | |||||
4 Factors | 3 Factors | 2 Factors | 1 Factor | 0 Factors | Days Out | |
1 to 4 | 01 to 50 | 51 to 70 | 71 to 85 | 86 to 95 | 96 to 00 | 1 |
5 to 9 | 01 to 60 | 61 to 75 | 76 to 90 | 91 to 95 | 96 to 00 | 2 |
10 to 14 | 01 to 70 | 71 to 79 | 81 to 90 | 91 to 95 | 96 to 00 | 3 |
15 to 19 | 01 to 75 | 76 to 85 | 86 to 90 | 91 to 95 | 96 to 00 | 4 |
20 and higher | 01 to 80 | 81 to 85 | 86 to 90 | 91 to 95 | 96 to 00 | 5 |
The "days out" indicates how many days into the future a Ranger can predict. A Ranger will not actually know how many predictive factors will be correct (the Player does, obviously). An example of a weather divination might be something like, "Partly sunny, high of 55, low of 35, winds ranging between 10 and 15, a period of morning drizzle". The Game Master gets to decide what the effects of an incorrect divination might be. The weather still has to make sense, however. Thus, if the Ranger gets the temperature correct but the level of precipitation incorrect, the GM cannot schedule a blizzard the next day if it is going to be 80 degrees.
The Ranger could obtain side-work as a weather forecaster with this power. Note, also, that if the Ranger also has the non-combat proficiency "Predict Weather", it allows the Ranger to re-roll one critical fumble per day. It also gives the Ranger one extra day of prediction.
Changes from the printed (book) version: The spell now clearly details how many weather factors can be predicted and lists accuracy percentages. It also has synergy with the non-combat proficiency of the same name.
Quicksand
Prayer: 4 segments
Spirit Cost: 20 points
Range: 10// line-of sight
Duration: 1 turn per level
Area of Effect: One 10'x10' area (initially)
Classification: Combat, Earth
There are times when a Ranger may need to immobilize or at least significantly inconvenience a foe. Perhaps the Ranger needs to escape a much more powerful enemy. Or maybe the Ranger needs to put a criminal on ice until reinforcements arrive. Sometimes, the Ranger might even use it for the target's benefit - such as keeping someone profoundly drunk or depressed from jumping off a cliff or into a deep lake. Regardless of the reason, Nature is more than willing to aid Her servants.
At base level, the Ranger can convert a 1// x 1// region of solid ground into quicksand. Unlike how quicksand was depicted in 1970s action-adventure television, anyone ensnared by this spell only sinks 3' into thick, churning muck. The victims of Quicksand can move 1' per round if they can make a successful Strength check. Moreover, they can only move as many rounds as they have points of Endurance before having to rest for five (5) rounds. For instance, a poacher with Endurance (13) could slowly wade through the much for 13 rounds before having to stop for 5 rounds. Flying creatures (such as Fey and Changelings) can attempt to extricate themselves over a period of three rounds (again, a Strength check is required to pull oneself upward one foot, just like they would have to if moving laterally.)
Should the spell end before the targets make their way out of the muck, the ground reverts to its prior state and will push the targets back up to ground level. The same is true if Quicksand is dispelled (via Dispel Magic or similar spell).
The area of effect increases as the Ranger ascends in level.
- Levels 1 to 4: Area of effect is 10'x10'; Casting range is 10//.
- Levels 5 to 9: Area of effect is 20'x20'; Casting range is 12//.
- Levels 10 to 14: Area of effect is 30'x30'; Casting range is 14//.
- Levels 15 to 19: Area of effect is 40'x40'; Casting range is 16//.
- Levels 20 and higher: Area of effect is 50'x50'; Casting range is 18//.
Restore Plant or Animal
Tier: 2
Prayer: 1 round
Spirit Cost: 24 points
Range: Touch
Duration: Instantaneous
Area of Effect: 1 plant or animal
Classification: Healing
This power is the natural extension of Heal Plant or Animal. Unlike the entry-level version of the spell, Restore Plant or Animal can cause the target to regrow severed/disfigured limbs. It also purges poisons from the target's body. On humanoids, the power does have at least some function, albeit at 1d4 points (scaling at half power follows this progression). Additionally, for humanoid targets, if the Ranger is at least 12th level, this spell can be used to some extent for the purposes of purging poisons (intensity-1) or regenerating small body parts such as an eye or a finger.
An Undead Ranger can use this spell to heal an Undead plant or animal. However, if an Undead Ranger attempts to heal a living plant or animal, the spell costs 36 Spiritual Points due to energy conversion requirements.
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); poisons of intensity-1 are neutralized; missing/disfigured/broken limbs grow back in six weeks; 10 REM purged.
- Levels 5 to 9: 2d8 healing; cures moderate illnesses (equivalent to a severe flu); poisons of intensity-2 are neutralized; missing/disfigured/broken limbs grow back in five weeks; 20 REM purged.
- Levels 10 to 14: 3d8 healing; cures serious illnesses (equivalent to diabetes); poisons of intensity-3 are neutralized; missing/disfigured/broken limbs grow back in four weeks; 30 REM purged.
- Levels 15 to 19: 4d8 healing: cures fatal illnesses (equivalent to cancer); poisons of intensity-4 are neutralized; missing/disfigured/broken limbs grow back in three weeks; 40 REM purged.
- 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; poisons of intensity-5 are neutralized; missing/disfigured/broken limbs grow back in two weeks; 50 REM purged.
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: Restore Plant and Restore Animal have been combined into one spell. The healing is no longer "all or nothing". The spell cures plant/animal diseases, neutralizes poisons, and regrows limbs. The spell offers vestigial healing for humanoids.
Sensory Enhancement
Tier: 2
Prayer: 1 segment
Spirit Cost: 14
Range: Internal to the Ranger
Duration: 1 hour per level
Area of Effect: The Ranger (initially)
Classification: Utility
A Ranger often must rely on stealth in order to do his/her job. Whether it involves following suspected poachers or if it involves observing nocturnal creatures in their natural habitat, a Ranger's travels are often unlit by design. To that end, a Ranger can call upon Nature to enhance his/her senses so as to be able to move in poorly lit conditions without the need of a light source.
Sensory Enhancement does more than just make it easier for the Ranger to see at night (although it also does do that). A Ranger's senses of hearing and smell are also augmented. At base level, the Ranger gains a bonus of +2 to any visual, hearing, or scent-related checks. The bonus structure is usually used to offset negatives to ability checks. For instance, if poor lighting imposes a -4 to sight-related activities, but the Ranger gets a +2 to visual checks due to Sensory Enhancement, then the net penalty is only -2. Scent-related checks are also useful to the Ranger. For example, a Ranger might smell a campfire before he could see it. Or perhaps a Ranger would smell a poacher's body odor from a distance.
At base level, this power only affects the Ranger. At higher levels, however, the Ranger can confer this power on select allies.
- Levels 1 to 4: The power affects the Ranger and grants +2 to sight/hearing/smell.
- Levels 5 to 9: The power affects the Ranger and one ally. Recipients gain +3 to sight/hearing/smell.
- Levels 10 to 14: The power affects the Ranger and two allies. Recipients gain +4 to sight/hearing/smell.
- Levels 15 to 19: The power affects the Ranger an three allies. Recipients gain +5 to sight/hearing/smell.
- Levels 20 and higher: The power affects the Ranger and four allies. Recipients gain +6 to sight/hearing/smell.
Changes from the printed (book) version: The spell now grants bonuses to hearing and smell. The spell scales with the Ranger's level. Allies can benefit from this spell.
Survive Extremes
Tier: 2
Prayer: 5 segments
Spirit Cost: 15 (basic) or 40 (enhanced)
Range: Internal to the Ranger (or touch)
Duration: 1 hour per level (basic) or 1 turn per level (enhanced)
Area of Effect: The Ranger and/or allies
Classification: Defense
The Ranger, being a rugged outdoors survivalist, is accustomed to frigid winters and scorching summers. However, even the Ranger sometimes needs help from Nature to avoid being harmed by the extreme weather that Gaianar is known to produce. In such circumstances, the Ranger's Survive Extremes spell will reduce the impact from weather that is too hot or cold even for hardened woodsmen to withstand.
The "basic" version of Survive Extremes provides a +2 damage reduction for any environmental effect. For example, if a Ranger was going to take 3 points of damage from hypothermia, the +2 damage reduction would reduce the damage to a single point of hypothermia damage.) Thus, this spell might keep the Ranger from getting frostbite on a cold winter's night or heat exhaustion of an extremely hot day. At this spell intensity, the Ranger is protected for one hour per level. Thus, a 6th-level Ranger could take a six-hour hike in winter and still keep all of his toes intact.
The "enhanced" version of the spell is typically used for crisis mitigation. The damage resistance is +8 and the spell lasts only one turn per level. The most common incident that calls for this spell is fighting wildfires. A Ranger protected with an enhanced Survive Extremes would be much less likely to be injured by flame or smoke inhalation while trying to extinguish a forest fire. Likewise, the enhanced Survive Extremes could help a Ranger rescue a fool from the city who decided to go skiing during a blizzard.
At base level, only the Ranger is protected. However, the Ranger can also begin protecting allies once he/she attains higher levels of experience.
- Levels 1 to 4: The Ranger is protected at +2 (basic) and +8 (enhanced).
- Levels 5 to 9: The Ranger and one ally is protected at +3 (basic) and +9 (enhanced).
- Levels 10 to 14: The Ranger and two allies are protected at +4 (basic) and +10 (enhanced).
- Levels 15 to 19: The Ranger and three allies are protected at +5 (basic) and +11 (enhanced).
- Levels 20 and higher: The Ranger and four allies are protected at +6 (basic) and +12 (enhanced).
Changes from the printed (book) version: The complicated mathematical formula determining reduction of damage was replaced by a much easier-to-implement system.
Verdant Gateway
Tier: 2
Prayer: 1 segment
Spirit Cost: 26
Range: Internal to the Ranger
Duration: Instantaneous
Area of Effect: The Ranger
Classification: Travel
- Levels 1 to 4: The Ranger can define three destinations and teleport two companions.
- Levels 5 to 9: The Ranger can define four destinations and teleport four companions.
- Levels 10 to 14: The Ranger can define five destinations and teleport six companions.
- Levels 15 to 19: The Ranger can define six destinations and teleport eight companions.
- Levels 20 and higher: The Ranger can define seven destinations and teleport ten companions.
Changes from the printed (book) version: This spell has been rewritten from scratch.
Wanderlust
Tier: 2
Prayer: 1 round
Spirit Cost: 21
Range: 6//
Duration: 1 hour per level (primary) and 1 day/level (secondary)
Area of Effect: One or more foes
Classification: Charm
A Ranger can sometimes use a poacher's or interloper's greed to her advantage. Most intruders on nature preserves are looking for a quick buck -- an animal head trophy, a pelt from an endangered species, a rare plant that can be used to make illicit drugs, etc. Wanderlust allows the Ranger to convince intruders that even greater treasure lies elsewhere and that the current domain is, in fact, slim pickings. As a side note, if the Ranger has the Acting or Mob Control non-combat proficiencies, the spell lasts an extra hour (primary) and extra day (secondary). The bonus stacks if the Ranger has both skills.
To cast this spell, the Ranger need only verbally confront the intruders and spin some tale of greater treasure that allegedly awaits plucking somewhere else. Popular destinations include the Deadwoods, the Forbidden Zones, and Scaradom. In truth, those locations are packed with treasure, but few who travel there come out alive and/or sane.
If the target(s) of the spell fail a Save versus Sleep/Charm, they will unconditionally vacate the Ranger's vicinity in favor of the suggested destination. During the period of primary spell activity, the targets will use the best and fastest means of travel to get to the destination suggested by the Ranger. They will not, of course, endanger their lives to get there (ie, they will navigate around sinkholes, streams, and lakes). During the secondary period, the targets will no longer feel compelled to travel to the place that the Ranger commanded them to go, but they will also refrain from returning to the Ranger's domain.
At base level, up to four people can be compelled to vacate using Wanderlust. At higher levels, the spell affects more people.
- Levels 1 to 4: The spell affects four people.
- Levels 5 to 9: The spell affects six people.
- Levels 10 to 14: The spell affects eight people.
- Levels 15 to 19: The spell affects ten people.
- Levels 20 and higher: The spell affects twelve people.
Changes from the printed (book) version: Targets of the spell will now retain a sense of self-preservation and thus is no longer a "murder" spell.
Things to Consider
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