The Ranger's Skills & SpellsMost ranger spells and skills center around survival in the wilderness, and the protection of weaker peoples. There are many spells unique to rangers, due to the Dunedain's mystical legacy. Rangers should search out as many guilds in foreign lands as possible to learn all the Dunedain's knowledge, since they were a wandering race, their knowledge resides in many places. After finding a tome of a spell you can learn (same level) read the tome, this will give you an initial practice session in the spell or skill. When you advance in levels, your knowledge in the spell or skill will raise automatically. How well and to what extent you know the spells dependent on several things, such has your intelligence, and wisdom.
**Max % to know spell is the maximum percent chance that rangers can have to successfully cast a spell (never 100%). Maximum and Minimum % gain per level is the most and least percent of the spell's knowledge you can gain per level, determined within this range by your intelligence.
Max % to know spell | Max % gain per level | Min % gain per level |
90 | 15 | 10 |
The chart below shows the spells and it's attributes in order of which level the ranger can learn the spell. This chart is given to allow rangers to compare the statistics of their spells & skills conveniently and with greater ease then reading from the spell compendium. Click on the title of the spell you wish to know more about to see it's long entry in the spell compendium. Click here to quickly move to the Spell Compendium's Glossary, and view the definitions of the terms used in the chart below.
Spell Level Type Target Duration Effect Mana/Move Bandage 1 Skill - Healing Friend Instantaneous heals dying target -- Mount 1 Skill - Ability Mountable Creature until dismount mounts target -- Scan 1 Skill - Ability Area Instantaneous user can see creatures in adjacent rooms -- Cook 2 Skill - Ability Corpse Instantaneous cooks corpse for consumption -- Track 3 Skill - Ability Creature or Player Instantaneous user can see the tracks of target -- Aid 6 Spell - Protective Enchantment Self or Friend 10 hours +2 to hitroll & damroll 9-50 (+1) Rescue 10 Skill - Combat Friend Instantaneous rescues target Sense Life 12 Spell - Ability Self 1 hour per level of caster users detects invisible 10-20 (+2) Bash 14 Skill - Combat Enemy Instantaneous knocks target to the ground 20 Vitality 16 Spell - Enchantment Self or Friend 9 hours +1 movement/lvl of caster 80-150 (+5) Create Food 18 Spell - Conjuring Conjured Food Instantaneous conjures a waybread 5-30 (+4) Create Water 18 Spell - Elemental Conjuring Conjured Elemental Instantaneous fills empty container with water 5-30 (+4) Cure Light 20 Spell - Healing Self or Friend Instantaneous cures 1d8 + 4 + (caster's level/2) damage 10-30 (+2) Barkskin 22 Spell - Protective Enchantment Self or Friend 16 hours -1AC per lvl of caster 32-100 (+20) Locate Object 25 Spell - Ability Object Instantaneous caster will see location of target 20-25 (+1) Vigorize 27 Spell - Healing Self or Friend Instantaneous restores movement 60-100 (+4) Heal 30 Spell - Healing Self or Friend Instantaneous cures almost all injuries 40-60 (+3) Dodge 31 Skill - Combat Self Permanent Ability user dodges attacks -- Group Aid 32 Spell - Enchantment Group 10 hours +2 to hitroll & damroll 40-80 (+2) Blind 35 Skill - Combat Enemy Instantaneous blinds target Exhaustion 40 Spell - Offensive Enemy Instantaneous minus to target's movement 60-80 (+2) Group Heal 43 Spell - Healing Group Instantaneous cures almost all injuries 60-80 (+5) ![]()
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