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Magic and Beseeches
Ranger magic can be either very helpful to the environment or very devestating to a creature depending on the spell. Many of our spells are survival based skills that help with with various survival abilities like swimming and climbing. To understand these spells let's first understand magic as a whole.
Mana
Mana is basicaly energy all around you in the enviroment. This energy is what basicaly powers your magic. Rangers use Life mana, this mana is produced by the fight between order and chaos. If these two opposing forces are equal there is no mana in the room. On the opposite side if one is stronger than another then you can percieve mana. In order to use this mana you must also be able to harness it. Stats play a large role here incresing your harness ability. Try just harnessing some mana. Type Harness3, this allows you collect the mana from the room and hold it which can be useful later with some spells.
Now to be able to harness mana, you must be able to see it. Power perception is the ability to percieve the amount of mana in a room. Please hear me when I say train this skill. I myself made the mistake as a younger ranger and didn't train it as much as I should have. I payed for it later. At close to 100 ranks of "pp" the caster may gather mana from the joining rooms. This increases your spell cast. To use this skill simply type perc. The following is a list of mana levels you will see when checking a room.
- vague
- hazy
- dimly flickering
- flickering
- shimmering
- slowly pulsating
- pulsating
- quickly pulsating
- fainly glowing
- glowing
- powerfully glowing
- softly shining
- shining
- luminous
- brilliant
- flaring
- glaring
- burning
- brightly burning
- blazing
- blinding
Let's discuss also magical devices. These are simply items that either hold mana to help you cast a spell or they are items that are magical themselves. Runestones are great teaching devices to help you learn magical devices. Hold the runestone in your hands and type Focus rune. You may get a message that tells you,"you attempt to focus your magical senses on the runestone and fail." Don't get discouraged, it takes time. Keep at it untill you begin focusing on it. Cambrinth is also a very good item for the ranger to have. Cambrinth is a precious metal that holds mana. This is useful when you are in a room void of mana. Hold the cambrinth in your hand and typecharge . Then you focus on your item and it's ready for use. Cambrinth can come in forms like rings, armbands, orbs, or various objects found in trader tents. Most of these items can be bought in the artifactor around the towns. Here is a list of cambrinth items and man capabilities.
- Ring - Holds around 5 mana
- Pendant - Holds around 8 mana
- Wristband - Holds around 17 mana
- Spiraling Armband - Holds around 18 mana
- Torque - Holds around 20 mana
- Tailband - Holds around 25 mana
- Armband - Holds around 25 mana
- Twisted Armband - Holds around 30 mana
- Animals - Holds around 32 mana
- Orb - Holds around 80 mana
Also, a list of runestones and thier spells.
| The Runestone |
Spell it Contains |
| Dark Asketine |
Compost |
| Colorful Elbaite |
Sphere of Protection |
| Sky-Blue Imnera |
Zephyre |
| Shining Calavarite |
Arc Light |
| Hafaltu |
Multiple Etheral Shield |
| Fiery Rhodonite |
Fire Shard |
| Clear Selenite |
Frostbite |
| Delicate Pink Erythydite |
Rejunvination |
| Ice-Blue Celestite |
Refractive Field |
| Glossy Axinite |
Mental Blast |
| Dark Azurite |
Shadows |
Okay, confused yet? If you are then it's okay. Most are because this is alot to take in and understand. Keep in mind if you're new then your not expected to know it all. Nobody ever knows it all and there is always more to learn. That's why it's up to you to research it and learn it. Let's move on to the good stuff....Spells!
- Sphere of Protection :
The Sphere of Protection spell increases the defensive ability of the person it protects, particularly toward offensive spells from the Life realm. At higher levels of skill, you will notice that this spell extends itself to all in your group, allowing you the ability to cover an entire zone of people. Requirements: 5th Circle.
- See the Wind :
The See the Wind spell, sometimes called 'The Eyes That See the Wind,' invokes the hypersensitive instincts of the animal world, allowing the caster to judge wind currents well enough to improve his aim with a bow. Researchers argue on which specific type of animal and trait See the Wind mimics, but the usefulness is indisputable.
- Caiman Swim :
The Caiman Swim spell mimics the abilities of its namesake, invoking the wilds to infuse the target with improved swimming skill. With higher levels of skill, the caster can also hold his breath as if he were a caiman. You may also notice that if cast in marshlands, swampy areas, or other wet places, it is more effective. Requirements: See the Wind.
- Grizzly Claw :
The Grizzly Claw spell will magically enhance your empty palm, giving it the strength and accuracy of a mighty bear! When you cast this, the energy of the sharp claw can not be held back so it will strike out immediately, but the force will be greater than what you can normally deliver."
You'll also need to be close to your target or the spell will be wasted, but the trade-off is that the attack will always strike as if you were fully balanced. Sadly, this spell will not help you if you are not in the wilderness. Requirements: See the Wind.
- Senses of the Tiger :
Senses of the Tiger invokes the essence of its namesake, calling upon that great cat's ferally efficient hunting tactics. When under the effects of this spell, you will have improved reactions and a better ability to stalk... the very qualities of an untamed tiger.
Though the spell itself is quite a basic one, ideal for younger Rangers and their first foray into spellcasting, it is very difficult to extend its power with extra mana. Requirements: See the Wind.
- Spider Climb :
The Spider Climb is the first in a series of spells that take on the aspects of insects. In particular, this one will enhance your ability to climb for a while. Requirements: See the Wind.
- Wolf Scent :
The Wolf Scent spell enhances one's sense of smell, improving the ability to find plants and herbs when foraging. With more skill, one may find that this spell will also help your perception, and with yet greater skill, may aid your scouting abilities. Requirements: See the Wind.
- Bear Strength :
The Bear Strength spell requires channeling mana streams, and draws on the power of the beast for which it is named. The more mana held in a localized stream, the more powerful the spell's results. Requirements: Grizzly Claw.
held mana
- Cheetah Swiftness :
The Cheetah Swiftness spell boosts your reflexes and agility while you hold mana for it. The more mana you hold, the more effective it is. Requirements: Senses of the Tiger.
- Wisdom of the Pack :
The Wisdom of the Pack spell shares the gained knowledge of wolf packs throughout the realms, passing on basic knowledge of governing oneself better. At higher levels of magic skill the spell offers an insight into traps and animalkind.
Requirements: 13th Level, Wolf Scent.
- Claws of the Cougar :
The Claws of the Cougar spell offers the Ranger the power of the big cat. As a cougar strikes with a mighty claw, so will the Ranger strike with his best melee weapon. As the cougar's claw slices through the annoying webs of the wolf spider, so shall the ranger be able to better escape his bonds. Requirements: Cheetah Swiftness, 30th circle.
- Earth Meld :
The Earth Meld spell will 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 it's strongest when first cast, it's effects lessening over time...
- Hands of Lirisa :
The Hands of Lirisa spell is named after the famous Ranger of Lanival's time, devout follower of Kuniyo. She was a great tracker and tireless hunter, and like most Rangers, very adept at surviving the wilds. As such, this spell enhances the caster's ability to skin creatures for a while. Some claim they hear Lirisa's voice when they cast this, urging them on to greater deeds.
- Blend :
The Blend spell lets you blend into surrounding wilderness so well you'll be invisible. But if you move a muscle, you'll betray your location. Requirements: Earth Meld.
- Compost :
The Compost spell 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. Requirements: 5th Circle.
- Branch Break :
The Branch Break spell is an extension of the flow of Nature. In time, even the mightiest of oaks falls, and the tallest of mountains crumbles. Much as Compost hurries decay in an area, Branch Break weakens trees and overhanging rocks, causing them to fall on your foes. Be warned that it is much easier to use this spell on trees, as rocks remain sturdier against the inevitable march of Nature's passing. Using this in caverns and the like may also result in the rocks falling upon you if you lack skill! Requirements: Compost.
- Swarm :
The Swarm spell is aptly named, for it summons an angry horde of stinging hornets to distract and attack the target. Since the poison from these insects can be virulent, there is thankfully no chance that they will attack anyone aside from their target. Sphere of Protection has been known to completely stop the portion of the the Swarm spell that summons the insects. Requirements: Spider Climb.
- Harawep's Bonds :
The spell called Harawep's Bonds summons thousands of poisonous spiders which swarm over the hapless victim, trapping it in a sticky web. It is possible the target may be sickened by the venomous bite of the teeming hordes of archanids, or topple over as his legs are wrapped in webbing. Requirements: Swarm.
- Awaken Forest :
The forces of nature are intimidating, neutral, and powerful. If roused by one with the proper knowledge, they will manifest themselves as a physical entity and rise up to battle anyone and anything nearby. Requirements: Branch Break, 30th Circle.
- Plague of Scavengers :
The Plague of Scavengers spell summons a horde of ravenous insects to infest fleshy and skeletal undead, eating it away from the inside. It has little effect on living beings and no effect on ghostly undead, but helps the Ranger well enough in ridding nature of the putrid abominations that pollute the world. Requirements: Swarm, Compost.
This list is the circles in which you are able to get a new spell.
Spell Levels. As you can see from this list you get your first spell at circle 5. Every spell after that is at 4 rank intervals.
| 5 |
9 |
13 |
17 |
21 |
25 |
29 |
33 |
37 |
41 |
| 45 |
49 |
53 |
57 |
61 |
65 |
69 |
73 |
77 |
81 |
| 85 |
89 |
93 |
97 |
101 |
105 |
Beseeches
Beseeches differ from magic in that they do not use mana. Besseches use part of your spirit in order to cast them. Most are very beneficial and aid in anything from drying herbs to preventing you to bleed to death. Some beseeches also require that you perform quests in order to recieve them.
- Beseech Sun to Dry : Generally used to dry herbs in order to make them more important, though it can be used to dry the beseecher as well.
- Beseech Elanthia to Imbue : Used for imbuing a rock either for use as a ranger signing translater for non-rangers or in the use of personal trailmarkers.
- Beseech Wind to Clean : Used to remove all the items on the floor.
- Beseech Elanthia to Cradle: When the beseecher is in critical shape due to bleeding, this beseech can be used to stabilize them. It does leave you on the ground and prone and must be used in an outdoors type area.
- Beseech Wind to Preserve : Preserves meat for a ranger's wolf beyond the normal hour.
- Beseech Elanthia to Petrify : Used to increase armor absorption for a fairly short amount of time.
- Beseech Dark to Sing : Gives a ranger the ability to see in the dark.
- Beseech Elanthia to Seal : Increases the length of time a grave will sit before decaying.
- Beseech the Water to Solidify : Creates a bridge to cross water for a ranger and his party.
- Beseech Wind to Refresh : Helps restore vitality.
- Beseech Elanthia to Transfer : Increases the ranger bonus.

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