Ranger Spells in GS4

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.

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