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Okay, so I posted a very ignorant, unacknowledged spell list variant for the Ranger, containing Cantrips and level 9 spells (yeah I probably should have checked the class one more time before making my list XD).

I've revised it now, and this spell list contains no Cantrips and goes up to 6 levels instead of the standard 4 for Rangers. These spells do not focus (except for like a few spells) on combat or nature manipulation, but on scouting ahead of the party and hunting down "targets," mostly favored enemies. Most of these spells do not have any affect on creatures that are not favored enemies, or the ranger and his/her companion, or are immediately "countered" by not being a favored enemy (see the asterisks below)

Ranger spell list (final?)

FIRST LEVEL

Detect Favored Enemy******
Longstrider
Endure Elements***
Detect Poison
Create Water
Mending
True Strike**
Featherfall
Detect Secret Doors
Deathwatch*
Hide from Favored Enemy****,******
Protection from Favored Enemy******

SECOND LEVEL

Arcane Mark
Find Traps
Delay Poison***
Acid Arrow
See Invisibility
Identify*
Misdirection**
Invisibility**
Darkvision***
Spider Climb***

THIRD LEVEL

Hold Favored Enemy******
Halt Favored Enemy******
Flame Arrow
Locate Object

Nondetection*,***
Haste
Arcane Sight
Clairaudience/Clairvoyance***
Water Breathing***
Water Walk***

FOURTH LEVEL

Glyph of Warding*
Fire Trap*
Detect Scrying***
Scrying**
Arcane Eye
Invisibility, Greater***
Air Walk***

FIFTH LEVEL

Prying Eyes
Seeing
False Vision****
Animal Growth***
Passwall***

SIXTH LEVEL

Scrying, Greater
Symbol of Stunning
Discern Location
True Seeing
Veil
Shadow Walk***

*May only target a favored enemy (or more than one favored enemy, but they all have to be of the same descriptor)
**Creatures that aren't favored enemies act as if this spell was never casted
***You may only target yourself and/or your animal companion with this spell
****This spell only works if a favored enemy is targeting you or your animal companion
******You may only select one of your types of Favored Enemies to target for this spell.

When it comes to spells/day progression, the ranger may cast 0 level 5 and 6 spells at 16th and 18th levels, respectively. By level 20, he can only cast 1 spell per spell levels after spell level 4. However, he still benefits from a high wisdom score as normal.

While some of these spells are obviously arcane and not divine, I'm just going to have to ask you to pretend that they're not arcane for the sake of simplicity. They'd have different names if needed (such as Divine Eye or Ranger's Eye for Arcane Eye) and they'd be the same in all ways except that any Arcane Focus would be a Divine Focus (if necessary for any spell on this list).

Okay, so I think that I'm a bit clearer now about exactly what this spell list variant is suppose to be. Any suggestions? Is it too much? Should this be in addition to the spells that the Ranger already gets? In my opinion, I think this may be a bit much, and I'm posting this on here so I can get this more balanced/whatever before I let my players cast these spells as a ranger in the campaign I'm about to start running.


So I know we all have that question about how we could make the Ranger better. I decided to craft up a spell list that, instead of dumbed down Druid spellcasting, this Ranger Spell List variant focuses on finding your enemy, getting to your enemy, some wilderness survival stuff as per usual, magic defense in case if your favored enemy has spells or spell-like abilities, and variants to various spells that specifically target ONE of your Favored Enemies for each time you cast said variant spell (Example: "Detect Favored Enemy"). Now if someone else has already done this and did a better job than me, then I'd definitely like to see it so I can use it in my campaigns (and hopefully convince my DM to let me use it for when I get to be a player).

THIS IS STILL IN PROGRESS BTW

Level 0:
-Detect Magic
-Ranger's Mark (Arcane mark variant. It's analogous in all forms except it's a divine focus instead of an arcane focus)
-Identify

-Create Water
-Mending
-Detect Poison

Level 1:
-Detect Secret Doors
-Endure elements
-Animate Rope
-Expeditious Retreat
-Featherfall

-Detect Favored Enemy
-Protection from Favored Enemy
-Hide from Favored Enemy
-Deathwatch
-Bane
-Cause Fear
-Entropic Shield

-Comprehend Languages
-Disguise Self
-Sleep

-True Strike
-Magic Weapon

Level 2:
-Acid Arrow
-Align Weapon
-Ghoul Touch

-Fog Cloud
-Obscure Object
-Darkness
-Blur
-Invisibility
-Mirror Image
-Misdirection
-Alter Self
-Blindness/Deafness
-Undetectable Alignment

-Glitterdust
-Darkvision
-Rope Trick
-Spider Climb
-Detect Thoughts (willing subjects or Favored Enemies only)
-Locate Object (or Favored Enemy)
-See Invisibility
-Knock
-Phantom Trap
-Find Traps

-Bull's Strength
-Bear's Endurance
-Eagle's Splendor
-Fox's Cunning
-Owl's Wisdom

-Consecrate (only if Undead is a favored enemy)
-Desecrate (only if Undead is a favored enemy)
-Delay Poison

Level 3: (i apologize for the random change in organization of spells)

•Dispel Magic
•Magic Circle Against Favored Enemies
•Nondetection
•Sleet Storm
•Arcane Sight
•Clairaudience/Clairvoyance
•Telepathic bond, Lesser
•Deep Slumber
•Heroism
•Hold Favored Enemy
•Rage
•Displacement
•Invisibility Sphere
•Major Image
•Halt Favored Enemy
•Vampiric Touch
•Blink
•Flame Arrow
•Fly
•Haste
•Keen Edge
•Magic Weapon, Greater
•Shrink Item
•Slow
•Water Breathing

•Glyph of Warding
•Bestow Curse
•Contagion
•Water Walk

4 LEVEL

•Dimensional Anchor
•Fire Trap
•Remove Curse
•Stoneskin
•Dimension Door
•Solid Fog
•Arcane Eye
•Detect Scrying
•Locate Favored Enemy
•Scrying
•Confusion
•Crushing Despair
•Resilient Sphere
•Hallucinatory Terrain
•Invisibility, Greater
•Phantasmal Killer
•Fear
•Polymorph

•Air Walk

5 LEVEL

•Break Enchantment
•Dismissal
•Mage's Faithful Hound
•Teleport
•Contact Other Plane
•Prying Eyes
•Telepathic Bond
•False Vision
•Mirage Arcana
•Persistent Image
•Seeing
•Blight
•Symbol of Pain
•Animal Growth
•Baleful Polymorph
•Passwall

6 LEVEL

•Antimagic Field
•Dispel Magic, Greater
•Planar Binding
•Probe Thoughts
•True Seeing
•Mislead
•Permanent Image
•Programmed Image
•Shadow Walk
•Viel
•Circle of Death
•Control Water
•Disintegrate
•Transformation

7 LEVEL

•Banishment
•Sequester
•Phase Door
•Plane Shift
•Teleport, Greater
•Teleport Object
•Arcane Sight, Greater
•Scrying, Greater
•Symbol of Stunning
•Forcecage
•Invisibility, Mass
•Project Image
•Control Favored Enemy
•Finger of Death
•Symbol of Weakness
•Control Weather
•Ethereal Jaunt
•Reverse Gravity

8 LEVEL

•Dimensional Lock
•Mind Blank
•Protection from Spells
•Maze
•Planar Binding, Greater
•Trap the Soul
•Discern Location
•Prying Eyes, Greater
•Antipathy
•Binding
•Power Word Stun
•Telekinetic Sphere
•Clone
•Symbol of Death
•Polymporph Any Object

9 LEVEL

•Freedom
•Imprisonment
•Mage's Disjunction
•Prismatic Sphere
•Teleportation Circle
•Foresight
•Hold Favored Enemy, Mass
•Power Word Kill
•Weird
•Astral Projection
•Soulbind
•Wail of the Banshee
•Etherealness
•Shapechange
•Time Stop

Again, still in progress. So what are your thoughts? Of course I understand this would also probably change spells known and spells per day and all that, but I'd like to just focus on the actual spells a Ranger should be able to cast that combine and work well with the abilities he already has and such. For example (other than favored enemy), I was considering allowing a Ranger to boost his animal companion with Bear's Strength, etc., or maybe even with Magic Weapon on the companion's natural attacks, thus making it analogous with Magic Fang for the Ranger.