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  • Ranger Spells

    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.
    James Arrow: Potion Vendor

  • #2
    Arrow of mind - Impossible.
    Aspect of the wolf - Temporarily giving feats is not going to happen.
    Detect Favored Enemy - Possible
    Guided Shot - Impossible
    Hawkeye - Range increase impossible
    Hunter's Mercy - Impossible
    Scent - Huh?
    Stalking Brand - Possible
    Surefoot - Possible
    Towering Oak - Possible
    Align Fang - No natural weapon, does this mean your pet's?
    Exacting Shot - Impossible
    Fell the Greatest Foe - Size category checks on damage impossible
    Haste, Swift - Possible
    Align Fang, Mass - No natural weapons?
    Arrow Storm - Sort of possible, would require alot of math and crap to "Simulate" a normal attack
    Blade Storm - Sort of possible, see above
    Blade Thirst - Possible
    Decoy Image - Sort of possible
    Find the Gap - Not likely possible
    Forestfold - Too annoying to code to be possible
    Mark of the Hunter - Kind of possible
    Aspect of the Earth Hunter - No model so not possible
    Deeper Darkvision - Sort of Possible
    Foebane - Not possible
    Wild Runner - No model, so not possible

    Comment


    • #3
      Aspect of the wolf - Temporarily giving feats is not going to happen.
      Fair enough, but just being able to shapeshift into a wolf would be a fun for roleplay. Also, I was reminded that when you shapeshift your hotbar is greyed out, so you couldn't use knockdown in any case.
      Scent - Huh?
      It's a feat coded into the game that lets you track invisible creatures. Grey Orcs get it.
      Align Fang - No natural weapon, does this mean your pet's?
      Yes.
      Blade Storm - Sort of possible, see above
      Couldn't you just point the spell script to the Whirlwind attack script?
      Arrow Storm - Sort of possible, would require alot of math and crap to "Simulate" a normal attack
      I may be wrong, but I think there's an arcane archer feat that does this, similar to Whirlwind Attack. If so, could what I said about Blade Storm work?
      Forestfold - Too annoying to code to be possible
      Could you just check to see if the character is in an outdoor, natural area like the Camo feat or the Ranger HiPS does? Maybe even offer two versions so that you could cast it in an outdoor natural area or an indoor natural area, for the cave dwarf rangers.

      Thanks for looking over the spells and giving some feedback!
      James Arrow: Potion Vendor

      Comment


      • #4
        I think rangers already get a spell that's AOE, even, that gives them +10 to concealment skills.

        Comment


        • #5
          Concealment gives them a +10 to Hide only, Forestfold would buff both Hide and Move Silently.
          James Arrow: Potion Vendor

          Comment


          • #6
            Also do rangers only count 1/2 of their ranger levels as caster levels? So a 15th level ranger casts a spell that has 1 round per level duration, that duration will only last 7 rounds right? also in terms of dispelling the target dc for the dispell on a 15th level rangers buff would be 7 as well right?

            Comment


            • #7
              Correct. Kind of. The DC for dispelling is Caster Level + 11. So, in that case, they'd have to hit a 18. Depending on which Dispel spell they're using, they get 1d20 + Caster Level (max changes with spell). So, even a Lesser Dispelling has a chance of ripping off the Ranger's spells, as that's maxed at 1d20 + 5.

              Lesser Dispel is 1d20 + 5 max.
              Disple Magic is 1d20 + 10 max.
              Greater Dispel is 1d20 + 15 max.
              Mordenkainen's Disjunction is 1d20 + No Cap

              Which is why Practiced Spellcaster is your friend, for a Ranger or Paladin. That's an instant bump of 4 spellcaster levels, as long as you're at least level 8.

              There's also a custom feat on Sundren called Spell Girding. I just realized it's not on the wiki, but it can be found in these patch notes:

              Patch Notes v. 0.95

              For those of you too lazy to look:

              Spell Girding
              Type of Feat: General
              Prerequisites: Ability to cast 1st level spells.
              Specifics: Spells cast on you are particularly hardy, resisting dispel checks more readily than normal. Any dispel checks against your spells' effects are made with a -2 penalty. For paladins and rangers of 4th level or higher, this penalty is increased to -4.
              Use: Automatic.

              I'll go update the wiki.

              Comment


              • #8
                nice i guess so you can get practiced caster and this spell of girding feat, should help a lot, but in the rangers case is there any spells that are so good that you have to burn 2 feats in order to have them more likely to survive a dispelling attempt? But yeah just having the option open is nice. Also I noticed that it said spells cast on yourself so I guess this would count spells cast on you by others? This in one way makes the feat really good for retaining friendly buffs. But what about if you want to remove hostile spell effects?

                Comment


                • #9
                  Originally posted by NaturalHazard View Post
                  nice i guess so you can get practiced caster and this spell of girding feat, should help a lot, but in the rangers case is there any spells that are so good that you have to burn 2 feats in order to have them more likely to survive a dispelling attempt? But yeah just having the option open is nice. Also I noticed that it said spells cast on yourself so I guess this would count spells cast on you by others? This in one way makes the feat really good for retaining friendly buffs. But what about if you want to remove hostile spell effects?
                  That's a good point! Does it affect spells cast by others on you or just spells you have cast on yourself?
                  Originally posted by roguethree
                  If I had my way, clerics would have spell failure and a d6 hit die. And Favored Souls wouldn't exist.

                  Comment

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