Tentative Ranger Magic 3.0 Spell List 10/18/2010 08:48 PM CDT
In the spirit of advanced notice, and because we want some player feedback on something this large, we are now posting the Ranger tentative spell list for Magic 3.0!

A couple rules for the discussion:

#1) Constructive criticism. I'm going to ask the Mods to be a bit harsher than usual on posts that are just 'this sucks!' without offering any sort of positive feedback. If you think something is bad, it's fine to say so, just try to politely explain reasoning.

#2) Don't yell at each other.

#3) Slot cost is not part of this discussion, but spells no longer have to be created equal. Therefore not all of the spells on this list cost the same amount of slots to learn. We're not going to be answering questions about it, but if a spell seems to have less (or more) effects, it may cost less (or more) spell slots.

#4) If an effect is on a spell, it will be at capped strength for your guild. What this means is that if the skill or stat it boosts is considered to be in your 'sphere of influence' it will produce a maximized boost. If it is not it will produce a somewhat smaller boost.

#5) Stacking boosts of the same type is strictly disallowed. If you have for example an evasion booster, then said evasion booster is as powerful as the guild is allowed to get and you won't be allowed to have a second evasion booster somewhere else.

#6) Prerequisites are not listed, but they won't be the same. We haven't even begun to look at that yet.

Okay, I think that's enough advance rules, let's get on with the list.

Opening notes: I will list spells as Introductory, Basic, Advanced, and Esoteric. These are in order of difficulty to cast, but their power levels are not expressly different. What one is, is simply based on what the spell does. Niftier effects go to the harder side, whereas simple skill buffs tend towards the easier side.

I will also list spells as Augmentation, Debilitation, Targeted, Warding, or Utility. This is the new Magic skill it will use along with PM. If you're confused by this or the above, you may want to go find previous GM posts on Magic 3.0 because I don't want to type it all again.




Protection:


Sphere of Protection
Removed in place of Natural Grace.

Forestwalker's Boon
Advanced Utility. Makes caster 'friendly' to quadruped living creatures unless attacks first. Open to suggestions on how to improve this more without it turning into a buff of a stat/skill.

Natural Grace
Introductory Augmentation. Evasion booster



Animal Abilities:



Wolf Scent
Basic Augmentation. Scouting, Gathering boosters

Spider Climb
Removed in favor of new spell.

Cheetah Swiftness
Esoteric Cyclic Augmentation. Agility boost, pulsing balance boost, pulsing auto stand-up.

Bear Strength
Esoteric Cyclic Augmentation. Strength + Stamina boost, occasional status protection

Caiman Swim
Removed in favor of new spell

Grizzly Claws
Advanced Debilitation. AoE knockback and knockdown + short RT. Spirit vs Fortitude.

Senses of the Tiger
Advanced Augmentation. Reflex Boost, Perception Boost

Wisdom of the Pack
Advanced Augmentation. Wisdom Boost, Lock/Trap boost.

Claws of the Cougar
Advanced Augmentation. Melee Weaponry Boost, Brawling Damage Boost



Wilderness Survival:



Hands of Lirisa
Introductory Augmentation. Skinning Boost

Earth Meld
Basic Augmentation / Utility. Stealth Boost, instant Hide attempt.

Blend
Basic Augmentation. Self - Invisibility, fluff verbs. Can move around now.

Nature's Canopy
Removed due to Blend's changes

Athleticism (needs a better name)
Basic Augmentation. Athletics boost. This is Climb + Swim

See the Wind
Basic Augmentation. Ranged weaponry booster



Nature Manipulation:



Compost
Basic Targeted. Single Target multi-hit damage. Can still clean up garbage.

Swarm
Advanced Debilitation. AoE perception debuff, stealth debuff. Magic vs Fortitude.

Harawep's Bonds
Basic Debilitation. Single target web, unbalance. Magic vs Reflex.

Awaken Forest
Advanced Utility. Summonable, attracts enemies to itself

Branch Break
Advanced Debilitation. Single target stun. Can unconscious if stunned. Magic vs Reflex.

Eagle's Cry
Introductory Targeted. Single target direct damage.

Devitalize
Basic Targeted. Single target direct damage

Curse of the Wilds
Esoteric Debilitation. Single target offense and defense debuff. Spirit vs Fortitude.

Memory of Nature
Esoteric Augmentation. Slightly improves personal urbanclass rating, must be cast in high wild.

Plague of Scavengers
Esoteric Targeted. AoE direct damage.





-Z
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