Post by Shonn Bayerleyn on Mar 30, 2013 18:18:03 GMT -5
Magic - Wild
Ranger only.
The Wild spellbook is rather smaller than the regular ones, a Ranger hardly devotes itself to magic - but at times some rangers are attuned to their surroundings.
Name: Eagle Eye
Miminum Skill: 1
Spell Test: 40
Focus Test: 35
Effect: Allows the ranger to see at better distance - still cannot see through obstacles - and adds 3 Ranger Skill for the next shot.[/color]
Time: 1
Name: Feathered Paces
Miminum Skill: 1
Spell Test: 40
Focus Test: 35
Effect: When in the wilds - and the wilds only - the ranger makes so his paces are almost soundless and unable to be heard. For one single attempt of stealthing / sneaking he adds +30 to the roll. Though this does not prevent him to be seen if in open grounds.
Time: 1
Name: Mimetism
Miminum Skill: 2
Spell Test: 50
Focus Test: 50
Effect: The ranger melts in the environment, as if his clothing and skin blends in with the surroundings as long as they're natural - be it in woodlands, or rocky grounds, etcetera, making him hard to spot as long the ranger is immobile or move very slowly.
Time: Short duration. Few minutes.
Name: Animal Senses
Miminum Skill: 2
Spell Test: 60
Focus Test: 60
Effect: The ranger enhances himself with peaked smell and taste sense; and can see in the darkness as a creature of the night. This does not work with magical induced darkness or blindness.[/color]
Time: Lasts for the combat.
Name: Pursuit
Miminum Skill: 3
Spell Test: 70
Focus Test: 60
Effect: The ranger picks a choosen target - the prey - as long as the prey is escaping. The ranger will be moving swifter than the usual, and more nimbly through impairments and rough terrain as if he was a predator of the animal world.[/color]
Time: Instant, lasts until the prey is caught.
Name: Survival Instinct
Miminum Skill: 3
Spell Test: 60
Focus Test: 70
Effect: The ranger gains 1 extra melee point per each HP point the ranger has lost - compared to the HPs the ranger had at the beginning of the fight. (Not armour). [/color]
Time: Passive, triggered the round after the ranger is injured. Ends once the ranger is out of combat - even if still injured.
Ranger only.
The Wild spellbook is rather smaller than the regular ones, a Ranger hardly devotes itself to magic - but at times some rangers are attuned to their surroundings.
Name: Eagle Eye
Miminum Skill: 1
Spell Test: 40
Focus Test: 35
Effect: Allows the ranger to see at better distance - still cannot see through obstacles - and adds 3 Ranger Skill for the next shot.[/color]
Time: 1
Name: Feathered Paces
Miminum Skill: 1
Spell Test: 40
Focus Test: 35
Effect: When in the wilds - and the wilds only - the ranger makes so his paces are almost soundless and unable to be heard. For one single attempt of stealthing / sneaking he adds +30 to the roll. Though this does not prevent him to be seen if in open grounds.
Time: 1
Name: Mimetism
Miminum Skill: 2
Spell Test: 50
Focus Test: 50
Effect: The ranger melts in the environment, as if his clothing and skin blends in with the surroundings as long as they're natural - be it in woodlands, or rocky grounds, etcetera, making him hard to spot as long the ranger is immobile or move very slowly.
Time: Short duration. Few minutes.
Name: Animal Senses
Miminum Skill: 2
Spell Test: 60
Focus Test: 60
Effect: The ranger enhances himself with peaked smell and taste sense; and can see in the darkness as a creature of the night. This does not work with magical induced darkness or blindness.[/color]
Time: Lasts for the combat.
Name: Pursuit
Miminum Skill: 3
Spell Test: 70
Focus Test: 60
Effect: The ranger picks a choosen target - the prey - as long as the prey is escaping. The ranger will be moving swifter than the usual, and more nimbly through impairments and rough terrain as if he was a predator of the animal world.[/color]
Time: Instant, lasts until the prey is caught.
Name: Survival Instinct
Miminum Skill: 3
Spell Test: 60
Focus Test: 70
Effect: The ranger gains 1 extra melee point per each HP point the ranger has lost - compared to the HPs the ranger had at the beginning of the fight. (Not armour). [/color]
Time: Passive, triggered the round after the ranger is injured. Ends once the ranger is out of combat - even if still injured.