Rangers of the North
Ranger Base Spell Lists
1. Trickle — By turning to the signs and growths in an area, the Ranger may locate any natural source of running water, exposed groundwater and such exceeding 4 liters. Experience allows the caster to intuit approximate size and quality of source
2. Kindle — Neither snow nor rain nor sleet nor gloom of night can stay the fire-making skill of a Ranger. By using the most primitive of tools the caster can build and light a fire (1’R). The fire will then last as long as there is fuel. A target in the 1’R will take an A Heat critical. Caster may only target a specific location, not an individual, with this spell. Note that the fire is not magical per se, only the ability to light it when it ordinarily would not be possible.
3. Physic — The caster may intuit how to properly deal with any wound or ailment. Caster gains a +20 bonus to all First Aid or Herbalism maneuvers.
4. Touch — By taking a round to attune himself to the natural environs, the caster gains a +50 bonus to any roll to notice a trap. It is the disturbances and discrepancies of the natural order of things that manifests themselves through the Ranger’s harmony with nature. The caster can concentrate on a different area each round. There must be living plants or animals in the area of effect or no information will be gained.
5. Forage — Spoors, growths and familiarity of the land – the Ranger’s understanding of these signs give precise indications for how, when, where and what to scrounge. Caster learns location, type, and approximate quantity of edible food (e.g., dead animal matter, plants, etc.). The food source must exceed 1 pound to be detectable.
6. Cleanse — The caster pronounces a blessing taught from master to novice, one of the Gifts of the Gods available only to Rangers and other initiates of similar orders. Allows caster to purify one liter of water per level of the caster.
7. Burrow — The landscape is a map for he who has the ken on how to read it, or a cloak for he who knows how to wear it. The caster intuits the location, type, and approximate size of any waterproof, covered space exceeding 125 cubic feet based on his understanding of the lay of the land. This shelter must have an entry (exceeding 2’R) opening onto open air.
8. Snare — By arranging components found in the immediate vicinity (10’R) and addressing favourable spirits or deities, this spell allows the caster to mystically craft a minor, normal trap even without the complex mechanisms ordinarily required. The trap can deliver up to a B critical strike (must be either a Slash, Krush or a Puncture; specified by the caster at time of casting) to any one target. The size of the trap may vary from 1’R to 10’R. The time to construct this trap is 1 round per 1’R.
9. Augur — The experienced Ranger can read a whole book in the movements and behaviours of the beasts and birds around him. By considering these omens the caster has a 95% chance of predicting time, type, and severity of weather over the next three days. Requires there to be any animals to observe.
10. Ward — The caster ensconces himself in a thicket of vegetation, and enters a form of trance in which he attunes himself to the language of the land itself. He will then gain a mystical awareness of movements, subtle and overt, of anything animate in an area of 100’R for as long as he concentrates. Caster cannot move while concentrating. Caster does not receive a picture of what is movement, just an awareness of the movement. This will allow distinguishing general size and shape of a moving object. Someone staying still, but breathing, will be detected, but only a very general idea of size would be determinable.
1. Heed — Allows caster to understand the basic mannerisms of an animal, thereby gauging its immediate intentions.
2. Bluster — The caster intimidates one type of creature by asserting himself as dominant and driving them off. On a failure the creatures will naturally attack.
3. Scent — Caster can locate members of any 1 species of animal, or he can find out what species are in the area.
4. Speak — Allows caster to understand and “speak” the language of any 1 animal species. The communication is limited to any given creature’s intelligence, and it will relate through its own perceptions.
5. Bond — The caster can “tame” a wild animal in much the same way as a domestic dog or horse, and it will remain faithful to the caster as if domesticated. In all other respects the beast is still a wild animal, and may appear reticent or even hostile to others as it normally would. It is extremely hesitant to enter any area where it does not naturally belong, such a wolf in a city (GM’s discretion). The caster can Bond with one animal per level.
6. Task — Allows caster to charge an animal with a task that is not completely alien to it (e.g., no suicide suggestions, no blinding himself, etc.).
7. Beckon — Caster can nonverbally communicate with an animal he has previously Bonded with. Both caster and target must be able to see each other, and to read each other’s body language or microexpressions.
8. Ride — This ability allows the caster to merge his consciousness with a creature he has previously Bonded with. As such, the caster can invoke a trance-like state, and mystically see, hear and feel through his animal companion. Although the caster can nudge the animal to certain actions, the animal is in control, grudgingly allowing the ride-along. Should the animal feel threatened by the caster’s presence he is immediately expelled back into his own body. The Ride is limited mainly by the caster’s concentration and the animal’s willingness to act as host, but the caster’s body is vulnerable in his trance state. Side-effects to long Rides can be displaying mannerisms and reactions akin to the animal for a short period.
9. Shift — The caster may take control of an animal he has Bonded with. The animal is not in control of its own body as the spellcaster is a formidable presence in its mind. Usually, this is still done with the animal’s assent, but the caster can now force it (make a RR), and the beast can not expel him. Should the caster’s body perish in his absence, he cannot leave the animal’s body. The caster may cast no spells while Shifted, and is limited to the animal’s natural capabilities (i.e. he cannot speak).
10. Muster — Caster can Task a group of animals (of one type, one animal per level of caster) with a suggested act that is not completely alien to them (e.g., no suicide suggestions, no blinding themselves, etc.). The beasts can be made to patrol an area, or act as spies, and they can even attack foes. They are able to relate information gathered to the caster through their own understanding of it.
1. Brace I – The caster’s mystical bond with his deity allows him to resist natural heat up to 75˚C. He also got a +20 DB vs magical heat and cold attacks (i.e Fire balls & bolts).
2. Brace II – The caster’s mystical bond with his deity allows him to resist natural cold down to -20˚C. He also got a +20 DB vs magical cold attacks (i.e Ice balls & bolts).
3. Brace II – The caster’s mystical bond with his deity allows him to resist natural light and light changes, instantly adjusting vision to changing light intensity to never be blinded by glare, sudden light, or sudden darkness. He also receives +20 to all RRs vs. light or electricity spells/attacks and a +20 to DB vs. elemental light/electricity attacks.
4. Grit I – Caster can ignore a penalty due to injury of up to -10 or subtract that amount from a more severe penalty (e.g., if the caster was suffering wounds causing a -45 penalty, he would only experience a -35 penalty).
5. Mettle I – Caster gains a +10 bonus to all RRs.
6. Grit II – As Grit I, except caster ignores up to -30 in penalties.
7. Fervor – Caster gains a +10 bonus to his DB.
8. Mettle II – As Mettle, except bonus is +20.
9. True Grit – As Grit I, except caster ignores up to -50 in penalties.
10. Tenacity – If the caster receives any form of Stun result, he may make a Hard Body Development maneuver (which does not require any % Activity). If this maneuver is successful, the caster does not suffer the Stun result.
1. Scout – Caster can examine a path and make an fairly accurate educated guess as to the origin and nearest “destination”.
2. Gague – Caster knows which way is north, which way is up, and a sense of distance above or below the ground’s surface.
3. Track – Caster gets a +50 bonus to all Tracking maneuvers.
4. Stalk – Caster can examine the tracks upon a path to mentally envision anyone venturing upon it in the last 1 hour in the past per level of the caster. Mark that the caster cannot physically see the targets, but can determine quite a few bits of information about them, such as number, size and weight, injuries, condition of equipment (footwear), speed, etc.
5. Trail – Caster can use animal spoors, the lay of the land, and other natural signs to determine the location(s) of any path(s) within 1 mile. This spell does not reveal a path’s course.
6. Seek – Caster gains an understanding of the origin of one set of tracks, and can mentally envision the one who left them (he cannot see them physically). Caster will gain a +25 bonus when tracking this particular being or animal.
7. Trail II – As Trail I, except range is 5 miles.
8. Leafread – Plants and vegetation can tell many things to those who ken how to listen. The caster attunes himself to the plants in the area, and by smelling, tasting and feeling the vegetation is able to “read” the psychic imprint on the foliage of what has transpired there. Since plants do not have eyes or ears, it is more of a metaphysical experience than an understanding.
9. Seek II – As Seek I but includes all beings or animals who left tracks in the area. This provides a +50 bonus when later tracking any of these beings or animals. If more than one being or animal has left tracks, the caster will see get a sense of them at a time, one per round (starting with the oldest sense).
10. Stonespeech – Certain old ruins, such as the stones of Ost-in-Edhil in Eregion, still sing or give off mental images of their histories to those attuned to them. The caster can attune himself to the psychic imprints that is housed in such stones, or stones possessing any mental qualities (e.g., caster could speak to a holy stone which possesses some sort of intelligence).
1. Veil – The caster can with a glance determine the precise angle and location in which to place himself to seemingly take on the physical coloration of any 1 organic object. The caster must be in contact with the object when the spell is cast, and it needs to have the approximate physical size as the caster. In many situations, this will give a +10 to +50 bonus (GM’s discretion) to Hiding attempts provided he does not move. Note that the caster does not physically change colour, but tricks of the light may make it appear so.
2. Stalk – Similar to Veil, the caster can judge and utilize shadows and darkness within the area of effect to move about unseen, as if the shadows themselves actually deepen. This gives all hiding maneuvers a +25 bonus and giving all stalking maneuvers a +10 bonus.
3. Freeze – A Ranger or other initiate of similar orders have a mystical connexion with their deity. The caster can call upon this connexion to channel a small blessing through soft song. Up to 1 cubic foot per level of a liquid is cooled to freezing at rate of 1 cubic foot per minute. This spell will not lower the temperature below -20°F [-29°C], so it cannot freeze every liquid, but will lower the temperature of liquids with lower freezing points to -20°F.
4. Stride – Attuning himself to his environs, the caster can determine precisely how to place his feet in such a way as to not cause any sound. This is a study of self-control. The caster can move silently, so long as he does not create a sound originating more than 1’ from his body. This typically provides a +10 to +50 bonus (GM’s discretion) to Stalking and Hiding maneuvers.
5. Cloak – As Veil, but counting the entire surrounding terrain, providing a +75 bonus to Hiding attempts. Caster may not move (appreciably) without destroying this effect.
6. Haunt – As Shade, the caster is an expert at moving with with the darkness so as to appear to almost be a shadow and is almost invisible in dark areas (e.g., in many situations this could be handled with a Stalking/Hiding bonus between +25 and +75).
7. Study Form – Caster studies and memorizes the form of one type of animal or plant for use with spells later on this list. The caster can only have as many forms studied as he has levels plus his Memory stat bonus. Each level of an appropriate Lore or Science skill allows an additional memorized form. For example, if a 7th level Ranger has a +2 Memory bbonus and has five ranks in Lore: Flora, then he can learn 9 forms of any type, plus five additional forms of plants only. Caster may choose to forget a studied form at any time to make room for replacements.
8. Plant Facade – Allows caster to appear as any one type of plant that he has studied. This is purely a visual illusion: caster will still sound, smell, and feel the same, and the caster undergoes no physical change.
9. Animal Thoughts I – For the duration of this spell, the caster’s mental patterns will appear to be those of any animal he has studied. The caster cannot move while this spell is active.
10. Study Form True – As Study Form, except a particular animal or plant form may be studied. For example, the woodsman’s dog (as opposed to just a dog) may be studied.