Ranger Spells in GS4
601 - Natural Colors [NTRCOLOR]
Duration: 600 seconds +20 seconds for every Ranger spell known
Type: Defense
Description:
This spell attunes the target with their surroundings, making him or her more
difficult to see, and correspondingly more difficult to attack, giving the
caster +10 to their Defense Strength (DS).
Activities such as hiding and stalking are also easier while this spell
is in effect.
602 - Resist Elements [RESELEM]
Duration: 1200 seconds +60 seconds per Ranger spell known
Type: Defense
Description:
This spell will create an area of near-constant temperature around the caster,
offering protection against extreme forms of heat, cold, and electricity
(attack or otherwise).
603 - Foraging [FORAGE]
Duration: 15 seconds per level
Type: Utility
Description: While under the effect of this spell, the caster’s sense of the plant-life in the local area is greatly heightened. Living herbs and other plants in the area, which might otherwise be difficult to find, will become obvious to the caster. This spell is very useful on expeditions to gather herbs and other valuable plants.
Tip:
Training in the Survival skill increases the successes of foraging.
604 - Skinning [SKINNING]
Duration: 60 seconds
Type: Utility
Description:
This spell will make the caster more dexterous and better able to skin a
carcass. While this spell lasts a very short
time, it will add significantly to the caster’s skill with the skinning knife.
605 - Whispering Willow [WHISWILLOW]
Duration: 30 seconds per level
Type: Utility
Description:
This spell will allow the caster to project his or her voice over a long distance,
while having it remain but a mere whisper.
When attempting to communicate with someone who is also outdoors, the
natural surroundings of the area will carry the caster’s voice to whomever s/he
wishes to speak with.
606 - Phoen’s Strength [PHOENSTR]
Duration: 900 seconds +30 seconds per Ranger spell known
Type: Bonus
Description:
Phoen, god of the sun and husband of Oleani, lends his great strength to the
caster when this spell is cast. This
spell will increase the caster’s inner strength, giving him or her +10 to
Attack Strength (AS) for the duration of the spell. This spell may only be cast outdoors.
607 - Sounds [SOUNDS]
Duration: 120 seconds
Type: Attack
Description:
This spell creates distracting sounds all around the target, making them less
able to defend themselves. The base
penalty to the target is -20 to their defense and works best on targets up to
15 levels above the caster. For every
additional level above the caster past 15 levels, there is a 20% failure per
level until the target is 20 levels above the caster, at which point it will
not work.
Training in the Ranger Spell Circle adds a bonus to this spell, maximizing at
the 90th spell level, giving the target a maximum penalty of -50 to its
defense. The level of the target can
affect this bonus, but the penalty will always be at least -20 to the target’s
defense on a successful cast.
608 - Camouflage [CAMOUFLAGE]
Duration: Immediate
Type: Bonus
Description: While outdoors, the caster of this spell will be able to use the surroundings to blend in with such success as to be effectively invisible. This being an extreme benefit in combat, providing +30 to Attack Strength (AS), it will also make the caster significantly more likely to strike his/her target when attacking from their hidden position.
The caster of the spell can also SNEAK out of the area or STALK another player, but will lose the spell’s effects.
Tip: If
you are discovered from hiding, the +30 Attack Strength (AS) bonus does not
apply.
609 - Sunburst [SUNBURST]
Duration: Immediate
Type: Utility
Description: A great pulse of light will come from the caster’s hand when this spell is cast, causing all those hidden to become obvious to all in the room. While this will not reveal invisible targets to the caster, it will make him/her aware of their presence. Sunburst will also reveal any hidden arrows or HURLed weapons in the room and any people revealed from hiding cannot immediately hide again, similar to revealing via the POINT verb.
When CASTing AT a target player or
creature, there will be a warding roll to determine an outcome. When
successfully cast upon an undead creature, the target will incur a bit of
Roundtime (RT). When successfully cast
upon a player or living creature, the target will suffer severe perception
loss, as well as a fair reduction in evasion chance while under its effects
(they will not incur Roundtime). Casting
the spell upon a target is considered a spell of war, but the unfocused version
is not affected by sanctuaries or when the caster is subject to a calm effect.
610 - Tangle Weed [TANGLE]
Duration: Variable
Type: Attack
Description: This level-based spell will cause a vine to animate (or grow) in a particular area and begin to lash about at creatures in the area. Casting Tangle Weed from offensive stance will cause the vine to attack. The vine will attempt to knock over a target that is struck when cast from any other stance. This is naturally an outdoor spell, but may be cast indoors if the Ranger has 625 Nature’s Touch up.
Tip:
Tangle Weed does not work on all types of critters; try casting at different
monsters to figure it out!
611 - Mass Colors [MASSCOLOR]
Duration: 900 seconds +30 seconds per Ranger spells known
Type: Defense
Description: This will allow the caster’s entire group to feel the effects of the first level spell, Natural Colors, for a longer duration.
Tip:
Like Natural Colors, Mass Colors provides a +10 to Defense Strength (DS). A Ranger may only feel the effects of one or
the other, as the DS bonuses do not stack.
612 - Breeze [BREEZE]
Duration: 3 seconds per level
Type: Utility
Description: This spell will create a small whirlwind in an area, creating moderately strong breezes which will blow away many forms of clouds, including gas clouds, poison clouds, and many fog clouds. While this spell does not directly modify combat, it can be invaluable protection for some dangerous hunting environments.
Tip:
Light objects lying about the area have a tendency to get tossed about by this
spell.
613 - Self Control [SELFCONTR]
Duration: 1200 seconds +60 seconds per Ranger spells known
Type: Defense
Description:
This powerful spell will allow the caster to focus his or her will, as well as
energy from the natural surroundings, and set up a powerful protection field
around themselves. This spell will not
only offer physical protection by adding +20 Defense Strength (DS) +1 for every
2 Ranger Spell ranks beyond 13, but spell protection as well by adding +20
Spirit Target Defense (STD).
At certain points in training, the Ranger will gain the added ability to
control both themselves and the energy around them. At 35 spell ranks, the Ranger will receive an
additional +5 DS and STD, and again at 50 spell ranks, another +5 DS and STD,
for a total of +30 DS/+30 STD before adding in the bonuses.
614 Imbue [IMBUE]
Duration: Immediate
Type: Utility
Description:
Imbue allows a Ranger to take a piece of natural, organic material and alter it
by channeling energy into the object, changing its basic structure. The result will allow the object to be turned
into a magical item by someone with the spell Magic Item Creation. The amount of mana the new magical item will
hold is dependent upon a dedication to the Ranger Spell Circle as well as the
Mana Control, Spiritual skill.
Rangers can cast imbue at foraged items such as sticks, tree bark, wyrmwood
bark and wiregrass. Below is a table
that describes the item that can be imbued, the magical item it can become, and
the maximum amount of mana it can hold.
|
Item |
Magical Item |
Max Mana |
|
stick |
wand |
40 |
|
stick |
rod |
80 |
|
tree/wyrmwood bark |
amulet |
50 |
|
wiregrass |
bracelet/anklet |
50 |
Tip:
Some organic objects, due to their structure, may be unaffected by this spell.
615 - Call Swarm [CALLSWARM]
Duration: Special
Type: Attack
Description:
Using his/her innate ability to interact with nature, the ranger summons
insects from the surrounding area to swarm against a foe. The venomous bites of the swarm of insects
and their distracting noise aid the ranger on the battleground.
616 - Spike Thorn [SPIKETHORN]
Duration: Immediate
Type: Attack
Description: This spell will cause large, spiked thorns to grow under the target which will very likely damage him/her/it. The amount of damage depends not only on the ranger’s level, but also the target’s level, and the conditions under which it was cast.
Tip:
While this spell will work indoors, it is more powerful when used where there
is already vegetation present in the area.
617 - Sneaking [SNEAKING]
Duration: 300 seconds +20 seconds per Ranger spells known
Type: Utility
Description: When active, this spell will allow the caster to control all sound that emanates from his or her body, allowing a greater chance of hiding, sneaking, and stalking. When the caster also has the Natural Colors spell active, the two together make the caster nearly imperceptible when outdoors, thus allowing him or her to move from room to room unnoticed by all except only the most perceptive.
Tip:
Although this spell allows the caster to move around mostly unnoticed, if a
creature or player specifically looks around the room for a new target, the caster
will still be noticed as the combination of the two spells does not allow for
perfect invisibility.
618 - Mobility [MOBILITY]
Duration: 900 seconds +30 seconds for every Ranger spells known
Type: Bonus
Description:
This spell will increase the ranger’s reaction times and reflexes, allowing him
or her to dodge “special” attacks, such as flying webs or acid attacks. This spell also will provide some slight
protection against certain specific types of spells such as Tangle Weed.
619 - Mass Calm [MASSCALM]
Duration: Variable
Type: Attack
Description:
An experienced ranger is adept in all forms of animal empathy. With this spell, the ranger takes the right
non-threatening actions, says the correct soothing words, and makes calming
gestures in order to sedate all creatures in the room. Although this spell has a short duration, it
is very difficult to ward against.
620 - Resist Nature [RESISTNATURE]
Duration: Variable
Type: Utility
Description:
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 provide 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 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.
Successfully cast Resist Nature will provide the Ranger with the same learning as if he has killed a creature that provides a sufficient challenge to his skills. He can, however, only obtain this learning five times a week.
Lore
benefits: 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).
625 - Nature’s Touch [NATURETCH]
Duration: 300 seconds +10 seconds per ranger spells known
Type: Utility
Description:
Once cast, the ranger with this spell active will feel the power of nature
surround him or her no matter where they are.
This means the caster will be able to summon the energy to cast a lower level
spell as if they were outside, even if they are inside.
630 - Animal Companion [ANIMALCOM]
Duration: Special
Type: Attack/Utility
Description:
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.
635 - Nature’s Fury
Duration: Immediate
Type: Attack
Description: Only Rangers are able to channel the chaos found in nature. Using this powerful, mass attack spell, the Ranger is able to draw upon the forces of nature to wipe out his foes. Those not in the Ranger's group are subject to damage based on both the climate and terrain of the area.
Lore
Benefits: Training in Spiritual Lore, Summoning provides the chance to
increase the number of damage cycles done by Nature’s Fury.
640 Wall of Thorns [WALLTHORNS]
Duration: Variable
Type: Defense
Description: 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. 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.
Tip:
Extreme climates and terrains will decrease the duration while moderate
climates and terrain’s will increase the duration of the spell.
650 Unnamed
Not yet implemented
Nothing is yet known about this spell.