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RANGER

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Proficient in unarmed, blunt, ranged & bladed weapons

(See [Combat Rules] for weapon info)

Combat abilities:

Spells: All rangers have access to the Ranger Spell List (Natural Magic). They do not require an implement to cast their spells. The spellbook is the spells your class can use. You decide the flavor of casting and whether to learn each spell over time or know them all as an expert spellcaster from the start.

See the Combat Rules page for how casting works!

Tracking: All rangers are able to track and hunt on an expert level and can roll against their target for clues that may have gone unseen by others. 

 

Wild Empathy: Once per day a ranger may roll to influence the attitude of an animal domestic or wild (20m maximum radius for AOE effect)

Animal companion: Rangers may acquire an animal companion (Aquatic rangers may have an aquatic companion, but keep in mind your fish friend may not be able to go on land.) If the ranger releases their companion or it dies, they can acquire a new one through a 24 hr ceremony deep in the woods. (Animal companions are subject to NPC combat rules.)

 

Woodland Stride (Passive): All rangers are able to navigate any kind of terrain with the ease of walking normally.

 

Camouflage: Blend in and hide among any type of natural terrain, even if the terrain does not provide cover or concealment for it.

 

Hide in plain sight: Hide or be looked over, even while being observed by another. 

Spellbook:

Offense

Magic Fang: Unarmed attack will do 2DMG for duration of encounter.

Summon Nature’s Ally: Calls an animal to fight for you. (Follow NPC Combat Rules)

Spike Growth: (2 post) Creatures in 20m area take damage. (1DMG)

Manipulation

Calm Animals: Calms animals.

Charm Animal: Make one animal your friend.

Hold Animal: Paralyzes one animal for 1 round.

Command Plants: (2 post) Sway the actions of one or more plant creatures.*

Trap

Snare: (2 post) Creates a magic booby trap.*

Entangle: (2 post) Plants entangle everyone in a 20M circle.*

Repel Vermin: Insects, spiders, and other vermin stay 10m away.

Alarm: Wards an area against intruders. If set conditions are violated, a high pitched alarm will sound.

Heal

Cure Light Wounds: Cures 1HP.

Cure Moderate Wounds: (2 post) Cures 2HP.*​

Cure Serious Wounds: (2 post) Cures 3HP.*

Soothe

Detect Poison: Detects poison in one creature or object.

Delay Poison: Stops poison from harming the subject for 1 IC hour.

Neutralize Poison: Cures subject against poison, detoxifies venom in or on subject.

Remove Disease: Cures all diseases affecting subject.

Endure Elements: Exist comfortably in hot or cold environments.

Communication

Speak with Animals: You can communicate with animals.

Animal Messenger: Sends a Tiny animal to a specific place.

Speak with Plants: You can talk to normal plants and plant creatures.

Find

Detect Animals or Plants: Detects kinds of animals or plants.

Commune with Nature: Learn about terrain for 20M per casting.

Detect Snares and Pits: Reveals natural or primitive traps.

Seeing

​Darkvision: See 20M in total darkness.

Hide

Pass without Trace: One subject leaves no tracks.

Hide from Animals: Animals can’t perceive one subject.

Tree Shape: You look exactly like a tree for 1 hour.

Nondetection: Hides subject from divination, scrying.

Movement

Jump: Subject can jump higher than normal for species.

Water Walk: Subject treads on water as if solid.

Tree Stride: Step from one tree to another far away. (20M, more if noncombat) Cannot be used to post into scenes.

Utility

Contingency: Sets trigger conditions for another spell.

Animal Growth: One animal doubles in size.

Reduce Animal: Shrinks one willing animal.

Diminish Plants: Reduces size or blights growth of normal plants.​

 

Plant Growth: Grows vegetation, improves crops.

Build
Create Tent: Creates tent for a party of 5.

Expand Space: Transforms the inside of a tent or room into a larger space, leaving the outside the same.

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