Other than Longstrider, Curse of Impending Blades and Polymorph, Rangers don't have any fun spells. The Spell Compendium source book that Obsidian referenced for spells like the Orbs of Acid, Living Undeath, Mass Aid and others has a bunch of neat spells for rangers.
I know the Dev team is working hard on new stuff, but I'd just like to post a few spells from there that I think could work in the NWN2 engine without much (if any) tweaking.
Level 1:
Arrow Mind: For the duration of the spell, while wielding a projectile weapon, you threaten squares adjacent to you in combat and do not provoke attacks of opportunity.
Aspect of the Wolf: You shapechange into a wolf and can make a trip attack (temporarily give knockdown?)
Claws of the Bear: Your hands become weapons you can use in combat to deal 1d8 damage.
Detect Favored Enemy: You can sense if your favored enemies are within 60 ft quarter circle.
Guided Shot: You ignore distance, cover, concealment penalties with your ranged attacks for 1 round.
Hawkeye: Increase range increments by 50%, +5 on Spot checks.
Hunter’s Mercy: Your next hit with a bow is automatically a critical hit.
Scent: Grants the scent special ability.
Stalking Brand: Subject marked with symbol only you can see despite disguises.
Surefoot: +10 bonus on Balance, Climb, Jump, and Tumble checks.
Towering Oak: +10 bonus on Intimidate checks
Level 2:
Align Fang: Natural weapon becomes good, evil, lawful, or chaotic.
Exacting Shot: Your ranged weapon automatically confirms critical hits against favored enemies.
Fell the Greatest Foe: Deal extra damage to creatures larger than you.
Haste, Swift: Move faster, +1 on attacks, AC, Reflex saves.
Level 3:
Align Fang, Mass: Allies’ natural weapons become good, evil, lawful, or chaotic.
Arrow Storm: You make one ranged attack against each foe within one range increment.
Blade Storm: You make melee attacks against every foe you threaten.
Blade Thirst: Slashing weapon glows and gains +3 bonus.
Decoy Image: Figment mimics you and allies.
Find the Gap: Your attacks ignore armor and natural armor.
Forestfold: You gain +10 competence bonus on Hide and Move Silently checks in one type of terrain.
Mark of the Hunter: Rune on creature makes it easier to attack.
Level 4:
Aspect of the Earth Hunter: Change into bulette and gain some of its abilities.
Deeper Darkvision: Subject can see 90 ft. in magical darkness.
Foebane: Your weapon becomes +5 and deals +2d6 damage against a favored enemy.
Wild Runner: Change into centaur, gain some abilities.
Although a few of these spells are very powerful, I'd like to point out that rangers only get a few spell slots,a nd they have to be lvl 15 just to get lvl 4 spells. Also, the durations on quite a few of these are 1 round/level, sometimes 1/minute per level. They also, quite a few of them, require the ranger to be in lose combat to even be useful, so it would necessitate rangers to put some points in concentration and use defensive casting now and again, as well as differentiate rangers from fighter/rogues a bit more.
I know the Dev team is working hard on new stuff, but I'd just like to post a few spells from there that I think could work in the NWN2 engine without much (if any) tweaking.
Level 1:
Arrow Mind: For the duration of the spell, while wielding a projectile weapon, you threaten squares adjacent to you in combat and do not provoke attacks of opportunity.
Aspect of the Wolf: You shapechange into a wolf and can make a trip attack (temporarily give knockdown?)
Claws of the Bear: Your hands become weapons you can use in combat to deal 1d8 damage.
Detect Favored Enemy: You can sense if your favored enemies are within 60 ft quarter circle.
Guided Shot: You ignore distance, cover, concealment penalties with your ranged attacks for 1 round.
Hawkeye: Increase range increments by 50%, +5 on Spot checks.
Hunter’s Mercy: Your next hit with a bow is automatically a critical hit.
Scent: Grants the scent special ability.
Stalking Brand: Subject marked with symbol only you can see despite disguises.
Surefoot: +10 bonus on Balance, Climb, Jump, and Tumble checks.
Towering Oak: +10 bonus on Intimidate checks
Level 2:
Align Fang: Natural weapon becomes good, evil, lawful, or chaotic.
Exacting Shot: Your ranged weapon automatically confirms critical hits against favored enemies.
Fell the Greatest Foe: Deal extra damage to creatures larger than you.
Haste, Swift: Move faster, +1 on attacks, AC, Reflex saves.
Level 3:
Align Fang, Mass: Allies’ natural weapons become good, evil, lawful, or chaotic.
Arrow Storm: You make one ranged attack against each foe within one range increment.
Blade Storm: You make melee attacks against every foe you threaten.
Blade Thirst: Slashing weapon glows and gains +3 bonus.
Decoy Image: Figment mimics you and allies.
Find the Gap: Your attacks ignore armor and natural armor.
Forestfold: You gain +10 competence bonus on Hide and Move Silently checks in one type of terrain.
Mark of the Hunter: Rune on creature makes it easier to attack.
Level 4:
Aspect of the Earth Hunter: Change into bulette and gain some of its abilities.
Deeper Darkvision: Subject can see 90 ft. in magical darkness.
Foebane: Your weapon becomes +5 and deals +2d6 damage against a favored enemy.
Wild Runner: Change into centaur, gain some abilities.
Although a few of these spells are very powerful, I'd like to point out that rangers only get a few spell slots,a nd they have to be lvl 15 just to get lvl 4 spells. Also, the durations on quite a few of these are 1 round/level, sometimes 1/minute per level. They also, quite a few of them, require the ranger to be in lose combat to even be useful, so it would necessitate rangers to put some points in concentration and use defensive casting now and again, as well as differentiate rangers from fighter/rogues a bit more.
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