Dungeons & Dragons 3.5 Edition Index – Ranger Spell Summaries
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Dungeons & Dragons 3.5 Edition Index – Ranger Spell Summaries http://www.crystalkeep.com/d20 Collected by Chet Erez ([email protected]) Report Suggestions or Errors at http://www.crystalkeep.com/forums/index.php December 9, 2005 Ranger Spell List..........................................2 Glossary......................................................12 Areas of Effect – Fill ..................................... 13 1st Level.............................................................2 Auras ...............................................................12 Casting Times ................................................ 13 2nd Level............................................................5 Ranges.............................................................12 Other Definitions ........................................... 14 3rd Level ............................................................7 Levels of Concealment ...................................13 Appendix ....................................................16 4th Level ............................................................9 Levels of Cover...............................................13 Revision History ............................................ 16 Spell Tables................................................11 Level of Exhaustion........................................13 Key to Sourcebooks....................................... 16 Summon Nature’s Ally...................................11 Levels of Fear .................................................13 Areas of Effect – Shape ..................................13 Dungeons & Dragons 3.5 Edition Index – Ranger Spell Summaries December 9, 2005 Ranger Spell List Wisdom-based Prepared Divine Spells Note that a Ranger’s Caster Level is half his/her Ranger Class Level. 1st Level Abjuration Divination Detect Snares and Pits(PH p220) Alarm(PH p197) Arrow Mind(CAdv p143) <Div, VS/DF, 1StdAct, Concentration up to 10min/lvl, <Abj, VS/AF(tiny bell, silver wire)/DF, 1StdAct, <Div, VSM(flint arrowhead), 1 Immediate Action, no save, no SR> Close-range, 2hrs/lvl(D), no save, no SR> Personal, 1min/lvl(D)> – The caster can see pits, deadfalls, snares, – If any creature of Tiny-size or larger passes – When using a straight bow of any size, the quicksand, a sinkhole, etc, in a 60’ Cone- through the warded 20’ radius Emanation caster threatens all hexes within his/her shaped Emanation. This spell does not locate without saying the password, an alarm normal reach, allowing Attacks of items that are obscured (i.e., behind boxes or (chosen at casting time) will sound. Opportunity with the bow. under a rug). Audible: Chimes for 1 round. Easily heard In addition, the caster does not generate Attacks The information gained increases each round: st within 60’ in typical conditions. of Opportunity when firing a bow in a 1 round – presence of a hazard. nd Mental: The chime is only in the caster’s threatened hex. 2 round – number of hazards & the location head, though he/she must be within 1 mile. Bloodhound(CAdv p144) of each one. If not in line-of-sight, the This will wake the caster, but not disturb <Div, VS, 1StdAct, Personal, 24hrs(D)> caster only knows the direction. rd his/her concentration. – If the caster fails a Survival check for the 3 + rounds – type & triggering method of Easy Trail(CAdv p147)(MoF p91) purpose of tracking a creature, he/she one specific hazard. <Abj, VS, 1StdAct, 1hr/lvl(D)> immediately get another check at the same This spell is blocked by 3’ of wood or dirt, 1’ of – All plants (but not Plant Creatures) within a DC to reestablish the trail. If this check fails, stone, 1” of metal, & any amount of lead. 40’ radius Emanation of the caster are moved the caster must spend 5 minutes (if indoors) Guided Shot(CAdv p150) aside, creating a temporary trail. This or 30 minutes (if outdoors) before making a <Div, V, 1 Swift Action, Personal, 1rnd> reduces the penalties for moving through new check. – The caster receives the following bonuses with Dense Vegetation(PH p164). Once the area of Detect Animals or Plants(PH p218) ranged attacks: effect has past, the plants return to normal, <Div, VS, 1StdAct, Long-range, Concentrations up to a) attack does not receive a penalty due to hiding the trail (+5 DC to Track checks). 10min/lvl, no SR> distance (though the maximum distance is Endure Elements(PH p226) – Caster can detect a specific animal or plant in still the same); and <Abj, VS, 1StdAct, Touch, 24hrs> Cone-shaped Emanation each round. The b) ignores AC bonus due to Cover for less – Touched subject takes no harm (i.e., no caster can change the animal / plant being than Total Cover. Fortitude saves) from being in heat up to 140 looked for each round. Healing Lorecall(CAdv p151) degrees Fahrenheit –and– cold down to –50. The information gained increases each round <Div, VSM(mint leaf), 1StdAct, Personal, 1min/lvl> Hide from Animals(PH p241) spent focusing on a single target: – When the caster casts healing spells while this st <Abj, S/DF, 1StdAct, Touch, 10min/lvl(D), no save, 1 round – detect the target’s presence or spell is in effect, the following bonuses apply: SR applies> absence. a) the caster may use his/her ranks in Heal as – One touched subject per level cannot be 2nd round – number of individual targets & the caster level of healing spells; perceived by Animals. Effected senses the healthiest one’s condition. If not in b) if the caster has 5+ ranks in Heal, one of include Blindsense, Blindsight, Scent, line-of-sight, the caster only knows the the following conditions may be removed Tremorsense, Sight, Hearing, or Smell. direction. from the target of a healing spell: Dazed, If any of the spell’s subject touches or attacks 3rd round – condition & location of each Dazzled, or Fatigued; (including with spells) any creature, the spell individual target. c) if the caster has 10+ ranks in Heal, one of ends for all the subjects. Possible conditions are ‘normal’, ‘fair’, the following conditions may be removed Resist Energy(PH p272) ‘poor’, & ‘weak’. from the target of a healing spell: <Abj, VS/DF, 1StdAct, Touch, 10min/lvl> This spell works through minor barriers, up to 3’ Exhausted, Nauseated, or Sickened (or one – The touched subject & his/her equipment are of wood / dirt, 1’ of stone, 1” of metal, but it of the conditions listed above). protected from one Energy Type. Each attack is blocked by any amount of lead. Instant Search(CAdv p153) doing damage of that type has the hp of Detect Poison(PH p219) <Div, VS, 1 Swift Action, Personal, 1rnd> damage reduced by the amount listed below. <Div, VS/DF, 1StdAct, Close-range, Instantaneous, no – The caster may make one Search check this Lvl # Lvl # Lvl # save, no SR> round as a Free Action. The check receives a up to 6th 10 7th – 10th 20 11th + 30 – Determines if one creature, one object, or one +2 Insight bonus. Surefoot(MoF p127) 5’ cube is poisonous, has been poisoned, or Locate City(RoD p167) <Abj, VS, 1StdAct, Personal, 10min/lvl> contains poison. <Div, V, 1 Round, 10miles/level, Instantaneous> – +10 Competence bonus on Balance checks. Identifying the type of poison requires a – Locates the closest community whose Conjuration Wisdom check vs. DC 20. If the caster has minimum size has been designated by the ranks in Craft(alchemy), he/she may also caster (as small as a Village or as large as a Delay Poison(PH p217) <Conj(healing), VS/DF, 1StdAct, Touch, 1hr/lvl> make a check with that skill vs. DC 20. Metropolis). The spell does not penetrate – Touched creature suppresses the effects of This spell is blocked by 3’ of wood or dirt, 1’ of solid objects, so it will not locate current or new poisons in its body until the stone, 1” of metal, & any amount of lead. underground cities. spell ends. Marked Man(DR325 p71) <Div, VSF(a piece hair or clothing from the target), Summon Nature’s Ally I(PH p288) 1Minute, Personal, 1day/lvl> <Conj(sum), VS/DF, 1Round, Close-range, 1rnd/lvl(D)> – The caster gains a +10 bonus on Search and – Summons one creature from the ‘Summon Survival checks to track the source of the Nature’s Ally I’ Table to fight the caster’s Focus object (typically a lock of hair or a enemies. The creature can attack on the piece of clothing). The caster does not need caster’s initiative starting its first round. to know the creature who left behind the focus. Ranger Spell List – 1st level Page 2 Dungeons & Dragons 3.5 Edition Index – Ranger Spell Summaries December 9, 2005 Read Magic(PH p269) Transmutation Extend Shifting(RoE p185) <Div, VSF(prism), 1StdAct, Personal, 10min/lvl> Accelerated Movement(CAdv p142) <Trans, V, 1 Swift Action, Personal, Instantaneous> – Reads scrolls & spell books at 1 page per min. <Trans, VSM(cockroach), 1 Swift Action, Personal, – If cast while the caster is using the Shifter Sniper’s Shot(CAdv p157) 1rnd/lvl(D)> Racial ability ‘Shifting’, the duration is <Div, VS, 1 Swift Action, Personal, 1rnd> – The caster may move at his/her normal speed increased by 4 rounds. – The next single ranged attack made by the when using Balance, Climb, or Move Silently After the Shifting ends, the caster is Fatigued caster within the spell’s duration may use without taking a penalty. This spell does not for 10 minutes. If he/she was already his/her Sneak Attack no matter the range affect the caster’s Run or Charge speed. Fatigued, he/she becomes Exhausted. (assuming all other Sneak Attack Branch to Branch(CAdv p144)(MoF p83) Eyes of the Avoral(BoED p99) requirements are met). <Trans, VS, 1StdAct, Personal, 10min/lvl(D)> <Trans, S, 1StdAct, Touch,