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Rangerspell

The spells listed below are added to the ranger spell list given in the Pathfinder Core Rulebook. New spells are marked with an asterisk (*).

Spell SummariesEdit

1st–Level Ranger SpellsEdit

Cooling Canopy*: Summons a cloud to provide shade and prevent dehydration.
Nurturing Seeds*: Makes 10 seeds or cuttings hardy and easy to transplant.
Plant Renewal*: Brings one plant back from near destruction.

2nd–Level Ranger SpellsEdit

Echo of the Lirr*: Stuns creatures in a cone.
Footsteps of the Quarry*: Track a specific creature or person.
Sting of the Gold Scorpion*: Enlivens scorpion barb to strike with poison of real scorpion once.

3rd–Level Ranger SpellsEdit

Claws of the Tembo*: Deals 1d6 Str damage and transfers hp.
Eye of the Storm*: Protects 30 ft. radius from effects of storm for 1 hour/level.
Surface Walk*: Subject treads on unstable surfaces as if solid.
Worm’s Breath*: Subjects can breathe underwater, in silt or earth.
Water Walk: Replaced by surface walk.

Spell DescriptionsEdit

Cooling CanopyEdit

Conjuration (Creation) [Water]
Level: Clr 1, Drd 1, Rgr 1, Wiz 1
Components: V, S, M, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 12 hours
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

A blue cloud gathers in the sky above your target, providing shade from the sun’s searing rays.

When cooling canopy is cast, a 30‐ft.–radius blue cloud gathers in the sky far above the target’s head. This cloud blocks the direct rays of the sun and provides shade for anyone within the spell’s radius. Those so protected need only one–half their normal water ration (or one–quarter if resting instead of traveling) needed to prevent dehydration. A creature must spend the majority of the 12 hours underneath the cooling canopy to decrease their required water intake.
Material Component: A drop of water.
Focus: A filmy bit of material (anything will do) stretched over the top of a stick or twig.

Claws of the TemboEdit

Transmutation (Polymorph)
Level: Drd 3, Rgr 3, Wiz 4
Components: V, S, M
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level (D)

You feel an intense pain as vicious claws spring forth from your hands, similar to those of a tembo.

You grow vicious claws similar to those of a tembo. You may make two claw attacks per round, each dealing 1d6 (1d8 if you are Large, or 1d4 if you are Small) points of damage plus your Strength modifier. Like the dreaded tembo, your claws can drain a victimʹs life force and transfer it to you. Every time you hit with a claw, the creature struck must make a Fortitude save. If it fails, it takes an additional 1d4 points of damage, and you heal that many hit points. If the transferred hit points bring your total above your normal maximum, the additional hit points are temporary hit points. You are unable to cast spells with somatic components while this spell is in effect.
Material Component: A scale from a tembo.

Echo of the LirrEdit

Evocation [Sonic]
Level: Drd 2, Rgr 2
Components: V, S, F
Casting Time: 1 standard action
Range: 30 ft.
Area: Cone–shaped burst
Duration: Instantaneous (see text)
Saving Throw: Fortitude negates
Spell Resistance: Yes

You open your mouth and mimic the forceful roar of the lirr. A sound wave ripples the air in a cone before you, stunning your enemies.

Creatures caught in the cone of sound you emit must make a successful Will save or be stunned for 1d3 rounds. Creatures that cannot hear are not stunned.
Focus: A lirr scale.

Eye of the StormEdit

Abjuration
Level: Wiz 2, Clr 3, Drd 3, Furious Storm 2, Rgr 3
Components: V, S, M, DF
Casting Time: 1 standard action
Range: 30 ft.
Area: 30‐ft.–radius emanation centered on you
Duration: 1 hour/level.
Saving Throw: None
Spell Resistance: No

You create a magical calm in the center of the storm, an area safe from powerful winds, rain and sand.

You create a pocket of calm in a 30 ft. radius centered on you. The circle moves with you. Within the circle, the
air is calm, and people may converse at a normal volume. Outside the circle, there may be a raging sand storm or a terrifying Tyr–storm. Like the eye of a hurricane, the area affected by the spell remains unharmed. The storm roars by but has no effect on those within the sheltered eye. Eye of the storm does not exclude storms created by spells or the storm–like abilities of creatures.
Material Component: A few grains of sand thrown into the wind.

Footsteps of the QuarryEdit

Divination
Level: Rgr 2, Tmp 2, Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level (D)

If your quarry has passed through here during the last 24 hours, its path shall be revealed to you in the form of ghostly footprints.

This spell allows you to follow the tracks of a specific creature or person named at the time of casting. The
person so named must have traveled through the area within the last 24 hours. The spell creates a line of footprints that lead in the direction taken by the person being tracked. The footprints fade into invisibility once you have passed. You receive a +20 bonus on Survival checks to follow tracks of you quarry. If the quarry travels in a way other than on land, the trail ceases. Only after the quarry has resumed traveling by land does the trail continue. This spell works against trackless step or other forms
of concealing tracks.
Material Component: A piece of straw and a bone needle.

Nurturing SeedsEdit

Abjuration
Level: Drd 0, Rgr 1
Components: V, S, M, DF
Casting Time: 1 standard action
Range: Touch
Target: Up to 10 seeds touched
Duration: Permanent
Saving Throw: None
Spell Resistance: No

With utmost care you prepare a dung casing to protect the delicate seeds and cuttings, so that they may be transported elsewhere and sprout new plants.

You render up to 10 cuttings or seeds dormant and suitable for transport. The seeds or cuttings can then be taken to an area where inclement weather, lack of moisture, or other problems have kept plants from growing. The dormant seeds or cuttings are planted there and will magically take root and can be used to start new patches of vegetation, anchoring the soil and creating an environment suitable for more plants to survive. This spell protects the transplants from normal weather conditions, but defilers, hungry animals, or unnatural phenomenon (like Tyr–Storms) can still destroy the plants.
Material Component: A tiny bit of dung and a drop of water.

Plant RenewalEdit

Transmutation
Level: Drd 1
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: One plant
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

Your caring touch restores the dying plant to life. Its color returns, and the air feels fresher for a moment.

You revive a single plant that has been mostly wilted or dried out, but not completely turned to ash. The plant may have suffered from a lack of water, partial defilement, or insect predation that has left it on the verge of destruction. This spell revives it and makes it hardy enough to transplant elsewhere. If the plant then receives proper care, it will survive and thrive, living out its appointed time and possibly leaving seeds from which other plants may grow. If neglected or misused, the plant does not remain artificially alive. This spell has no effect on plant creatures.
Material Component: A drop of water.

Sting of the Gold ScorpionEdit

Necromancy
Level: Drd 2, Rgr 2, Wiz 2
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: Living creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates; see text
Spell Resistance: Yes

The dried out barb of the gold scorpion once more seethes with poison as you finish casting your spell, being careful not to hurt yourself on the barb.

You magically enliven the barb of a gold scorpionʹs tail and immediately make a normal melee attack against
a living creature. (You are considered armed and do not provoke an attack of opportunity.) If you hit the target
with the scorpion barb, the victim suffers as if he had been stung by a real gold scorpion. He must make a Fortitude save immediately or suffer 1d6 points of temporary Strength damage. The victim must make a second
Fortitude save 1 minute later. If the secondary save fails, the victim suffers 1d4 points of temporary Strength
damage. This spell does not affect creatures immune to natural venoms or poisons. The barb becomes useless once it is used.
Material Component: The barb of a gold scorpion.

Surface WalkEdit

Transmutation
Level: Clr 3, Drd 3, Rgr 3, Tmp 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: 1 touched creature/level
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

As the spell is completed, the recipients feel lighter, as if they are floating on air. They hover slightly above the ground, allowing them to walk on any surface.

The transmuted creatures can tread on an unstable surface as if it were firm ground. Mud, oil, silt, snow,
quicksand, running water, ice, and even lava can be traversed easily; since the subjects’ feet hover an inch or
two above the surface (creatures crossing molten lava still take damage from the heat). The creatures can walk, run, charge, or otherwise move across the surface as if it were normal ground. If the spell is cast underwater or under silt (or while the subjects are partially or wholly submerged in whatever liquid they are in), the subjects are borne toward the surface at 60 feet per round until they can stand on it.
Note: This spell replaces the water walk spell from the Pathfinder Core Rulebook.

Worm’s BreathEdit

Transmutation
Level: Clr 3, Drd 3, Rgr 3, Tmp 3, Wiz 3
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Touch
Target: Living creatures touched
Duration: 2 hours/level (see text)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The skin crawls and sharp pain stings in the chest, as the body ceases to breathe with its lungs, instead absorbing oxygen into the capillaries under the skin’s surface.

The transmuted creatures can breathe freely regardless of being submerged in water, silt, or earth. Divide the duration evenly among all the creatures you touch. The subjects can breathe normally in silt–filled air (commonly known as the gray death), but otherwise get no benefits against inhaled poisons or gaseous contact poisons of any sort. This spell does not make creatures unable to breathe air.
Arcane Material Component: A worm.

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