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· spell lists · ranger
guild · magic guide |
| Protection |
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Sphere of Protection
Slightly increases the defensive ability
of the person it protects.
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Zone of Protection
Offers a defense against Life Magic attacks.
The protection works for everyone in the caster's group at
the time the attack happens. Requires
SOP. |
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| Animal
Abilities |
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Wolf Scent
Enhances one's sense of smell, improving
the ability to find plants and herbs when foraging. |
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See the Wind
The See the Wind spell, sometimes called
`Eyes That See the Wind,' allows one to judge wind currents
well enough to improve one's aim with a bow. Requires
WS. |
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Spider
Climb
Enhances the target's ability to climb
for a while. Requires STW. |
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Cheetah Swiftness
Boosts your reflexes and agility while
you hold mana for it. The more mana you hold, the more effective
it is. Requires Spider
Climb. |
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Bear
Strength
Enables you to reach into the heart of
the wilds and call forth the mighty spirit of the bear to
bolster your own body's strength. With greater skill, you
will find the bear's stamina will become your own as well.
You must be infused with life energy for the spirit to enter
and stay with you. The more life energy you harness, the stronger
the bear spirit within you will be! Requires
CS. |
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Otter Swim
Calls upon the spirit of the wilds to
infuse the target, enhancing the ability to swim for a while.
Requires Bear Strength. |
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| Nature
Manipulation |
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Compost
Speeds up the decay of items on the ground,
using them to enhance plant growth. The Life mana in the surrounding
area will be increased somewhat for a short time as a result.
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Swarm
Summons a swarm of stinging or biting
insects to distract and attack the target. However, there
is a danger that the insects will turn away from their victim
and take an interest in someone or something else in the area. |
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Harawep's Bonds
Summons hundreds of spiders which swarm
over the hapless victim, trapping it in a sticky web. They
might even be poisoned by the bite of one or more of the spiders.
Requires Swarm. |
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Hobble
A variant of the Harawep's Bonds spell.
The spiders will specifically bind the victim's legs, most
likely causing a fall as well as effectively trapping it.
However, poisoning is less likely. Requires
HB. |
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Plague of Scavengers
Infests a fleshy undead beast with a
horde of ravenous worms and beetles, eating it away from the
inside. It has little real effect on living beings and no
effect at all on ghostly undead. Requires
Compost, Swarm.
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| Wilderness
Survival |
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Hands of Lirisa
The Hands of Lirisa spell, named after
the famous Ranger of Lanival's time, enhances one's ability
to skin creatures for a while. |
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Earth Meld
Forge a connection to your surroundings,
thereby revealing places of concealment you may otherwise
miss. It is important to note that the more energy you make
available to the pattern, the more powerful it will become.
It is at its strongest when first cast, its effects lessening
over time. Requires HOL. |
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Mesmerize
Will attempt to pacify a wild beast,
stopping it from attacking for a while. Of course, if you
attack it, it will be enraged and attack in return. It does
not work on more intelligent creatures, nor on extremely aggressive
ones. Requires EM. |
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Blend
Lets you blend into surrounding wilderness
so well you'll be invisible. But if you move a muscle, you'll
betray your location. Requires EM. |
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Breathe Water
Allows the caster to breathe water as
if it were air. The adjustment takes some time and is uncomfortable
at best, but causes no permanent damage. The spell lasts for
about an anlas, and will give a clear warning sign before
it fades. Heed this warning, for if your head is not above
water when the spell ends, you will almost certainly drown.
The spell will also end if you surface at any time. |
| legend
· spellbooks · ranger
guild · magic guide |