DIscern of all ranger spells for all you folks 12/12/2013 04:33 AM CST
I got all the ranger spells and did a discern spell so you could all see the new spell tree for rangers. So here it is. With now spells the first item is what you get from the guild leader when you ask about magic: After that all the discerns and what skill levels those were obtained at. Notice the new intro spells as of now. All ranger spells take up 50 spell slots now to get them all so plan ahead. Oh yes and one BUG - >discern mon - Discern Memory of Nature does not work.

>ask tomma about magic
Tomma says, "I can tell you about the See the Wind spell from the Animal Abilities book, the Athleticism spell from the Wilderness Survival book, and the Compost and Eagle's Cry spells from the Nature Manipulation book. If you are interested in more information about any of these books, ask me about it by name."

Targeted Magic: 237 34% clear (0/34)
Augmentation: 509 69% clear (0/34) Debilitation: 410 34% clear (0/34)
Utility: 409 56% clear (0/34) Warding: 404 84% clear (0/34)


>discern stw
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 ranged weaponry. Researchers argue on which specific type of animal and trait See the Wind mimics, but the usefulness is indisputable, except when using heavy hurled weapons.

This is a non-battle spell that can be cast on a single target. Non-battle spells have significantly longer preparation times than battle spells. It can be cast without a target. It requires a minimum of one mana streams, and can expand to a maximum of one hundred mana streams woven into it.

To begin to be able to cast this spell, you will need to reach the rank of a lowly novice. By the time you have mastered this spell, you will be ranked as an outstanding authority in your abilities as a caster. It requires the Augmentation skill to cast effectively.

This spell has no prerequisites. It will also cost one spell slot.

You think you could weave at least 85 mana streams into this spell.
Roundtime: 10 sec.


>discern compost
The Compost spell is one of the first spell patterns in the categories of decay and necrosis, a well-known sphere of Life magic. This spell's pattern is designed to limit itself to the decomposition of organic material that is no longer living, but is a major building block for other spells that do not carry this restriction. Once cast, Compost will quickly break down any such item within the caster's sight.

This is a non-battle spell that can be cast on a single target. Non-battle spells have significantly longer preparation times than battle spells. It can be cast without a target. It requires a minimum of one mana streams, and can expand to a maximum of one hundred mana streams woven into it.

To begin to be able to cast this spell, you will need to reach the rank of a lowly novice. By the time you have mastered this spell, you will be ranked as an outstanding professional in your abilities as a caster. It requires the Utility skill to cast effectively.

This spell has no prerequisites. It will also cost one spell slot.

You think you could weave at least 94 mana streams into this spell.
Roundtime: 9 sec.


>discern ec
The Eagle's Cry spell calls forth the life energy projection of a bold eagle to attack your opponent. It is a targeted spell, able to be directed to most parts of the opponent's body. The summoned eagle is particularly accurate, but it forgoes a degree of strength for this reason. Those struck are chilled by a rapid condensing of life energy and slashed by the eagle's claws.

This is a targeted spell, which must be TARGETed at a specific opponent. This spell does cold and puncture damage. It can be cast at other adventurers and at hostile creatures. It requires a minimum of one mana streams, and can expand to a maximum of one hundred mana streams woven into it.

To begin to be able to cast this spell, you will need to reach the rank of a lowly novice. By the time you have mastered this spell, you will be ranked as an outstanding professional in your abilities as a caster. It requires the Targeted Magic skill to cast effectively.

This spell has no prerequisites. It will also cost one spell slot.

You think you could weave at most 64 mana streams into this spell.
Roundtime: 9 sec.


>discern athleticism
The Athleticism spell grips the Life magician with a sudden infusion of energy, granting the caster the power and desire to scale massive mountains as well as the cougar, swim against a river's strong currents as well as the otter, and perform other extreme athletics feats.

This is a non-battle spell that can be cast on a single target. Non-battle spells have significantly longer preparation times than battle spells. It can be cast without a target and on other adventurers. It requires a minimum of one mana streams, and can expand to a maximum of one hundred mana streams woven into it.

To begin to be able to cast this spell, you will need to reach the rank of a lowly novice. By the time you have mastered this spell, you will be ranked as an outstanding authority in your abilities as a caster. It requires the Augmentation skill to cast effectively.

This spell has no prerequisites. It will also cost one spell slot.

You think you could weave at most 81 mana streams into this spell.
Roundtime: 10 sec.


>discern ey
The yew tree has long been known for its flexibility, strength, and resilience to rot and blight. These properties are the basis for the Essence of Yew spell, which provides some protection from the debilitating effects of harmful magics. The benefits of this spell will degrade each time it protects its target, as even the heartiest of trees cannot weather a storm of prolonged duration.

This is a non-battle spell that can be cast on a single target. Non-battle spells have significantly longer preparation times than battle spells. It can be cast without a target and on other adventurers. It requires a minimum of five mana streams, and can expand to a maximum of one hundred mana streams woven into it.

To begin to be able to cast this spell, you will need to reach the rank of a lowly novice. By the time you have mastered this spell, you will be ranked as an outstanding authority in your abilities as a caster. It requires the Warding skill to cast effectively.

Before you can learn this spell, you must know Athleticism. It will also cost one spell slot.

You think you could weave at most 76 mana streams into this spell.
Roundtime: 9 sec.


>discern devolve
Each adversary you face will have strengths and weaknesses. The Devolve spell is designed to seek out your foe's strengths specifically. It is a spell to enfeeble the hearty, to confound the wise, or to hinder the quick. And while this spell is more versatile than similar magical effects, it suffers a loss of its potency from the broad range that it affects.

This is a battle spell, intended to be prepared quickly and cast on a single target while in battle. When used on opponents, this spell pits your magic against your enemy's fortitude. It can be cast at other adventurers and at hostile creatures. It requires a minimum of eight mana streams, and can expand to a maximum of one hundred mana streams woven into it.

To begin to be able to cast this spell, you will need to reach the rank of an able novice. By the time you have mastered this spell, you will be ranked as an exceptional genius in your abilities as a caster. It requires the Debilitation skill to cast effectively.

Before you can learn this spell, you must know one of Compost or Devitalize. It will also cost two spell slots.

You think you could weave at most 66 mana streams into this spell.
Roundtime: 7 sec.


>discern hol
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, and with such steady hands can improve your skill with traps and locks. Some claim they hear Lirisa's voice when they cast this, urging them on to greater deeds.

This is a non-battle spell that can be cast on a single target. Non-battle spells have significantly longer preparation times than battle spells. It can be cast without a target and on other adventurers. It requires a minimum of five mana streams, and can expand to a maximum of one hundred mana streams woven into it.

To begin to be able to cast this spell, you will need to reach the rank of a promising novice. By the time you have mastered this spell, you will be ranked as a distinguished savant in your abilities as a caster. It requires the Augmentation skill to cast effectively.

Before you can learn this spell, you must know Athleticism. It will also cost two spell slots.

You think you could weave at least 55 mana streams into this spell.
Roundtime: 8 sec.


>discern instinct
The simplest form of protection available to a Life magician, Instinct grants its subject the incredible capacity to sense and react to danger found among prey animals. While bravado inspires some Rangers to reject gifts of the prey, more dramatic displays of magic are hard pressed to match the efficacy of this simple spell for improving the subject's ability to evade attacks.

This is a non-battle spell that can be cast on a single target. Non-battle spells have significantly longer preparation times than battle spells. It can be cast without a target and on other adventurers. It requires a minimum of one mana streams, and can expand to a maximum of one hundred mana streams woven into it.

To begin to be able to cast this spell, you will need to reach the rank of a promising novice. By the time you have mastered this spell, you will be ranked as a distinguished savant in your abilities as a caster. It requires the Augmentation skill to cast effectively.

Before you can learn this spell, you must know See the Wind. It will also cost two spell slots.

You think you could weave at most 65 mana streams into this spell.
Roundtime: 8 sec.


>discern ws
The Wolf Scent spell grants the powerful scent of the wolf, increasing general outdoors and scouting abilities of the target.

This is a non-battle spell that can be cast on a single target. Non-battle spells have significantly longer preparation times than battle spells. It can be cast without a target and on other adventurers. It requires a minimum of five mana streams, and can expand to a maximum of ninety mana streams woven into it.

To begin to be able to cast this spell, you will need to reach the rank of a promising novice. By the time you have mastered this spell, you will be ranked as an outstanding authority in your abilities as a caster. It requires the Augmentation skill to cast effectively.

Before you can learn this spell, you must know See the Wind. It will also cost two spell slots.

You think you could weave at most 73 mana streams into this spell.
Roundtime: 7 sec.


>discern griz
The Grizzly Claw spell will magically enhance your arms with the ferocity of a mighty bear! When you cast this, the energy of the claws can not be held back and will strike out immediately, knocking down and back your foes."
"You'll also need to be close to your targets or the spell will be wasted. Sadly, this spell will not help you if you are not in the wilderness.

This is a battle spell, intended to be prepared quickly and cast on an area or group while in battle. When used on opponents, this spell pits your spirit against your enemy's fortitude. It affects yourself and hostile creatures. It requires a minimum of fifteen mana streams, and can expand to a maximum of one hundred mana streams woven into it.

To begin to be able to cast this spell, you will need to reach the rank of an experienced practitioner. By the time you have mastered this spell, you will be ranked as a master in your abilities as a caster. It requires the Debilitation skill to cast effectively.

Before you can learn this spell, you must know See the Wind, and be circle 20. It will also cost three spell slots.

You think you could weave at most 37 mana streams into this spell.
Roundtime: 8 sec.


>discern SOTT
The Senses of the Tiger spell weaves a morphing pattern upon the caster, calling upon that great cat's ferally efficient hunting prowess. When under the effects of this spell, you will have improved reactions and heightened senses... the very qualities of an untamed tiger.

This is a non-battle spell that can be cast on a single target. Non-battle spells have significantly longer preparation times than battle spells. It can be cast without a target and on other adventurers. It requires a minimum of ten mana streams, and can expand to a maximum of one hundred mana streams woven into it.

To begin to be able to cast this spell, you will need to reach the rank of a promising novice. By the time you have mastered this spell, you will be ranked as an outstanding authority in your abilities as a caster. It requires the Augmentation skill to cast effectively.

Before you can learn this spell, you must know See the Wind. It will also cost two spell slots.

You think you could weave at least 73 mana streams into this spell.
Roundtime: 10 sec.


>discern COTC
The Claws of the Cougar spell offers the Ranger the power of the mountain cat. As a cougar strikes with a mighty claw, so will the Ranger strike with his melee weapons, including when he or she is brawling.

This is a non-battle spell that can be cast on a single target. Non-battle spells have significantly longer preparation times than battle spells. It can be cast without a target and on other adventurers. It requires a minimum of fifteen mana streams, and can expand to a maximum of one hundred mana streams woven into it.

To begin to be able to cast this spell, you will need to reach the rank of a proficient practitioner. By the time you have mastered this spell, you will be ranked as an exalted savant in your abilities as a caster. It requires the Augmentation skill to cast effectively.

Before you can learn this spell, you must know Sense of the Tiger. It will also cost two spell slots.

You think you could weave at least 51 mana streams into this spell.
Roundtime: 7 sec.


>discern hb
The spell called Harawep's Bonds summons thousands of spiders which swarm over the hapless victim, trapping it in a sticky web. It is possible the target may topple over as his legs are wrapped in webbing. The spiders sometimes renew their webs, making it difficult to fully remove the webbing from this spell.

This is a battle spell, intended to be prepared quickly and cast on a single target while in battle. When used on opponents, this spell pits your magic against your enemy's reflex. It can be cast at other adventurers and at hostile creatures. It requires a minimum of ten mana streams, and can expand to a maximum of one hundred mana streams woven into it.

To begin to be able to cast this spell, you will need to reach the rank of a skilled practitioner. By the time you have mastered this spell, you will be ranked as a distinguished savant in your abilities as a caster. It requires the Debilitation skill to cast effectively.

Before you can learn this spell, you must know Eagle's Cry. It will also cost two spell slots.

You think you could weave at most 41 mana streams into this spell.
Roundtime: 9 sec.


>discern bb
The Branch Break spell summons the power of the natural world to strike out at the Ranger's foes. This spell does not damage part of nature itself, but briefly calls forth an object native to the terrain before returning it to the earth. Due to this, it can be cast anywhere that is not too "corrupted". Upon a strike, it will stun your foe. If your spell is strong enough, they will be knocked unconscious instead.

This is a battle spell, intended to be prepared quickly and cast on a single target while in battle. When used on opponents, this spell pits your magic against your enemy's reflex. It can be cast at other adventurers and at hostile creatures. It requires a minimum of fifteen mana streams, and can expand to a maximum of one hundred mana streams woven into it.

To begin to be able to cast this spell, you will need to reach the rank of a proficient practitioner. By the time you have mastered this spell, you will be ranked as a distinguished savant in your abilities as a caster. It requires the Debilitation skill to cast effectively.

Before you can learn this spell, you must know Compost. It will also cost two spell slots.

You think you could weave at least 49 mana streams into this spell.
Roundtime: 10 sec.


>discern swarm
The Swarm spell places a pattern of magic upon those in the area which attracts and angers stinging insects. This in turn impedes the ability to focus, rendering the victims' senses and ability to be or remain stealthy.

This is a battle spell, intended to be prepared quickly and cast on an area or group while in battle. When used on opponents, this spell pits your magic against your enemy's fortitude. It affects yourself and hostile creatures. It requires a minimum of ten mana streams, and can expand to a maximum of one hundred mana streams woven into it.

To begin to be able to cast this spell, you will need to reach the rank of a full novice. By the time you have mastered this spell, you will be ranked as a distinguished savant in your abilities as a caster. It requires the Debilitation skill to cast effectively.

Before you can learn this spell, you must know Harawep's Bonds, and be circle 20. It will also cost three spell slots.

You think you could weave at least 52 mana streams into this spell.
Roundtime: 8 sec.


>discern EM
The Earth Meld spell will forge a connection to your surroundings, thereby revealing places of concealment you may otherwise miss.

This is a non-battle spell that can be cast on a single target. Non-battle spells have significantly longer preparation times than battle spells. It can be cast without a target and on other adventurers. It requires a minimum of twenty mana streams, and can expand to a maximum of one hundred mana streams woven into it.

To begin to be able to cast this spell, you will need to reach the rank of a full novice. By the time you have mastered this spell, you will be ranked as a true genius in your abilities as a caster. It requires the Augmentation and Utility skills to cast effectively.

Before you can learn this spell, you must know Athleticism and Wolf Scent. It will also cost two spell slots.

You think you could weave at most 41 mana streams into this spell.
Roundtime: 10 sec.


>Discern wotp
The Wisdom of the Pack spell shares the gained knowledge of wolf packs throughout the realms, passing on basic knowledge of governing oneself better and insight into dealing with dangers.

This is a non-battle spell that can be cast on a single target. Non-battle spells have significantly longer preparation times than battle spells. It can be cast without a target and on other adventurers. It requires a minimum of ten mana streams, and can expand to a maximum of one hundred mana streams woven into it.

To begin to be able to cast this spell, you will need to reach the rank of a proficient practitioner. By the time you have mastered this spell, you will be ranked as a distinguished savant in your abilities as a caster. It requires the Augmentation skill to cast effectively.

Before you can learn this spell, you must know Wolf Scent. It will also cost two spell slots.

You think you could weave at least 58 mana streams into this spell.
Roundtime: 10 sec.


>discern devi
The Devitalize spell strikes your opponent with a potent form of the blue-green energy patterns, causing a rapid condensing of life energies. This draining effect is too much for living beings and all corporeal undead to safely handle, causing strange and potentially fatal reactions within them. However, we are still not entirely certain the full effects of the blue-green energies, despite the myriad ways we use it. What we know is that through this application, it will generally result in freezing and twisting the target's body from within. This magic is in no way Necromancy, nor does it harm Nature in any fashion to use it.

This is a targeted spell, which must be TARGETed at a specific opponent. This spell does cold and impact damage. It can be cast at other adventurers and at hostile creatures. It requires a minimum of five mana streams, and can expand to a maximum of one hundred mana streams woven into it.

To begin to be able to cast this spell, you will need to reach the rank of a lowly novice. By the time you have mastered this spell, you will be ranked as an outstanding authority in your abilities as a caster. It requires the Targeted Magic skill to cast effectively.

Before you can learn this spell, you must know Instinct. It will also cost one spell slot.

You think you could weave at most 52 mana streams into this spell.
Roundtime: 10 sec.


>discern Carrion Call
Another spell that fashions itself toward hastening the forces of natural decay; the Carrion Call spell is the natural extention of what Compost does, but applied toward more complex organic structures. The spell, stylized after the vulture, a well-known scavenging bird, manifests multiple streams of energy infused with highly concentrated Life energy and directs them towards the target. The streams of energy swirl and twist about the target before striking. Though this energy cannot be finely comtrolled, it does tend to seek out injuries that are present in the victim causing normal bodily functioning to cease. This results in a sudden, rapid decay to the location it affects.

This is a targeted spell, which must be TARGETed at a specific opponent. This spell does fire and slice damage. It can be cast at other adventurers and at hostile creatures. It requires a minimum of fifteen mana streams, and can expand to a maximum of one hundred mana streams woven into it.

To begin to be able to cast this spell, you will need to reach the rank of a proficient practitioner. By the time you have mastered this spell, you will be ranked as a distinguished savant in your abilities as a caster. It requires the Targeted Magic skill to cast effectively.

Before you can learn this spell, you must know Compost and Eagle's Cry. It will also cost one spell slot.

You think you could weave at most 26 mana streams into this spell.
Roundtime: 9 sec.


>discern blend
The Blend spell lets you blend into surrounding wilderness so well you'll be invisible. Be careful not to fidget too much though, as you'll betray your location.

This is a non-battle spell that can be cast on a single target. Non-battle spells have significantly longer preparation times than battle spells. It can be cast without a target. It requires a minimum of twelve mana streams, and can expand to a maximum of ninety-six mana streams woven into it.

To begin to be able to cast this spell, you will need to reach the rank of a proficient practitioner. By the time you have mastered this spell, you will be ranked as a distinguished savant in your abilities as a caster. It requires the Utility skill to cast effectively.

Before you can learn this spell, you must know Earth Meld. It will also cost two spell slots.

You think you could weave at most 49 mana streams into this spell.
Roundtime: 9 sec.


>discern stampede
The Stampede spell conjures forth multiple life energy projections of the powerful horse from somewhere, calling those projects to stampede towards the target. It is a targeted spell resulting in multiple, low-cost strikes at a target. As any multi-strike spell, it is fairly accurate, but not particularly strong. The Stampede spell strikes forcibly, and the target is burned by the orange-hued energies. This spell cannot be finely targeted.

This is a targeted spell, which must be TARGETed at a specific opponent. This spell does impact and fire damage. It can be cast at other adventurers and at hostile creatures. It requires a minimum of one mana streams, and can expand to a maximum of one hundred mana streams woven into it.

To begin to be able to cast this spell, you will need to reach the rank of a lowly novice. By the time you have mastered this spell, you will be ranked as a 64th degree expert in your abilities as a caster. It requires the Targeted Magic skill to cast effectively.

Before you can learn this spell, you must know one of Devitalize, Compost or Eagle's Cry. It will also cost one spell slot.

You think you could weave at most 87 mana streams into this spell.
Roundtime: 9 sec.


>discern af
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.

This is a non-battle spell that can be cast on a single target. Non-battle spells have significantly longer preparation times than battle spells. It can be cast without a target and at hostile creatures. It requires a minimum of fifteen mana streams, and can expand to a maximum of one hundred mana streams woven into it.

To begin to be able to cast this spell, you will need to reach the rank of an experienced practitioner. By the time you have mastered this spell, you will be ranked as a master in your abilities as a caster. It requires the Utility skill to cast effectively.

Before you can learn this spell, you must know Branch Break, and be circle 30. It will also cost two spell slots.

You think you could weave at most 44 mana streams into this spell.
Roundtime: 8 sec.


>discern cotw
The Curse of the Wilds creates vines formed of life energy to wrap around the target. If the target cannot tough out their onslaught, the vines wrap around the victim like chains and potentially seriously hinder their offensive and defensive capabilities.

This is a battle spell, intended to be prepared quickly and cast on a single target while in battle. When used on opponents, this spell pits your spirit against your enemy's fortitude. It can be cast at other adventurers and at hostile creatures. It requires a minimum of fifteen mana streams, and can expand to a maximum of ninety mana streams woven into it.

To begin to be able to cast this spell, you will need to reach the rank of a skilled practitioner. By the time you have mastered this spell, you will be ranked as an exceptional genius in your abilities as a caster. It requires the Debilitation skill to cast effectively.

Before you can learn this spell, you must know Devitalize and Devolve. It will also cost three spell slots.

You think you could weave at most 48 mana streams into this spell.
Roundtime: 9 sec.


>discern cs
The Cheetah Swiftness spell weaves a morphing pattern upon the caster for as long as mana fuels it, aiding one's natural speed and balance. As seen from the spell's name, the spell pattern focuses on the Cheetah, making one more agile, improving balance, and sometimes even righting those who have fallen.

This is a non-battle spell that can be cast on a single target. Non-battle spells have significantly longer preparation times than battle spells. This is a cyclic spell. To cast this kind of spell, prepare it at the amount of mana you wish to cast it at, and then cast it. This spell will continually pulse as long as you have harnessed enough mana to fuel the mana requirements. Cambrinth also works as a source of fuel for cyclic spells, as does your raw attunement if you have the Raw Channeling feat. It can be cast without a target. It requires a minimum of ten mana streams, and can expand to a maximum of twenty-five mana streams woven into it.

To begin to be able to cast this spell, you will need to reach the rank of a 28th degree adept. By the time you have mastered this spell, you will be ranked as a transcendent savant in your abilities as a caster. It requires the Augmentation and Utility skills to cast effectively.

Before you can learn this spell, you must know Sense of the Tiger and Athleticism. It will also cost three spell slots.

You don't think you are able to cast this spell.
Roundtime: 10 sec.


>discern forestwalker's boon
Many a ranger has ventured beyond the bounds of civilization only to find themselves facing wild beasts defending their territory or hunting for food. The Forestwalker's Boon spell masks a ranger's natural scent with a pheromone that attempts to calm all but the most aggressive or cunning wild animals.

This is a battle spell, intended to be prepared quickly and cast on a single target while in battle. It can be cast without a target. It requires a minimum of fifteen mana streams, and can expand to a maximum of one hundred mana streams woven into it.

To begin to be able to cast this spell, you will need to reach the rank of an experienced practitioner. By the time you have mastered this spell, you will be ranked as a master in your abilities as a caster. It requires the Warding skill to cast effectively.

Before you can learn this spell, you must know Instinct. It will also cost two spell slots.

You think you could weave at most 36 mana streams into this spell.
Roundtime: 9 sec.


>discern bear strength
The Bear Strength spell weaves a morphing pattern upon the caster for as long as mana fuels it, aiding one's natural physical prowess. As seen from the spell's name, the spell pattern focuses on the Bear, making one stronger and heartier, but also sometimes allows one to shake certain conditions that may be affecting them.

This is a non-battle spell that can be cast on a single target. Non-battle spells have significantly longer preparation times than battle spells. This is a cyclic spell. To cast this kind of spell, prepare it at the amount of mana you wish to cast it at, and then cast it. This spell will continually pulse as long as you have harnessed enough mana to fuel the mana requirements. Cambrinth also works as a source of fuel for cyclic spells, as does your raw attunement if you have the Raw Channeling feat. It can be cast without a target. It requires a minimum of ten mana streams, and can expand to a maximum of forty mana streams woven into it.

To begin to be able to cast this spell, you will need to reach the rank of a 28th degree adept. By the time you have mastered this spell, you will be ranked as a grand master in your abilities as a caster. It requires the Augmentation and Warding skills to cast effectively.

Before you can learn this spell, you must know Cheetah Swiftness and Athleticism. It will also cost three spell slots.

You don't think you are able to cast this spell.
Roundtime: 9 sec.


>discern mon - Discern Memory of Nature does not work
The Memory of Nature spell allows one who is already in tune with the natural world, when he or she is in a place filled with the essence of the wilds, to bring a small fragment of that with them. This fragment, the eponymous memory, serves to assist the Ranger in keeping in touch with the wilderness even when they travel to areas filled with the taints of civilization. Its effect can only do so much, as Nature is always displeased with those who spend too long away from Her.

This is a non-battle spell that can be cast on a single target. Non-battle spells have significantly longer preparation times than battle spells. It can be cast without a target. It requires a minimum of thirty mana streams, and can expand to a maximum of one hundred mana streams woven into it.

To begin to be able to cast this spell, you will need to reach the rank of a 28th degree adept. By the time you have mastered this spell, you will be ranked as a grand master in your abilities as a caster. It requires the Utility skill to cast effectively.

Before you can learn this spell, you must know Blend and Athleticism, and be circle 40. It will also cost one spell slot.

You don't think you are able to cast this spell.
Roundtime: 10 sec.




Ranger Pfanston and his soggy pup.
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