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  1. #1
    Community Member Luis_Velderve's Avatar
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    Default More spells for Rangers!

    Rangers should have more combat and support oriented spells in a way that a player could be tempted to increase a toon's wisdom to have more spell points!

    Here is some spells that could be ADAPTED from PnP.
    More info at: http://dndtools.eu/classes/ranger/



    Curse of Arrow Attraction
    ( Player's Handbook II)

    Transmutation
    Level: Ranger 2, Cleric 3, Sorcerer 3, Wizard 3,
    Components: V, S, M,
    Casting Time: 1 standard action
    Range: Medium (100 ft. + 10 ft./level)
    Target: One creature
    Duration: 1 round/level
    Saving Throw: Will negates
    Spell Resistance: Yes

    You surround a creature in a nimbus of emerald light that seems to draw missiles toward it.
    The subject is cursed so that missile weapons veer toward him and strike with extreme force.
    The subject takes a -5 penalty to Armor Class against any ranged attack, including projectile weapons, thrown weapons, and ranged touch attacks.
    In addition, any critical threats on such attacks are automatically confirmed.



    Sniper's Shot
    ( Complete Adventurer)

    Divination
    Level: Assassin 1, Ranger 1, Sorcerer 1, Wizard 1,
    Components: V, S,
    Casting Time: 1 swift action
    Range: Personal
    Target: You
    Duration: 1 round

    When you cast this spell, you extend and sharpen your perceptions for one devastating ranged attack.
    Your next single ranged attack (if it is made before the start of your next turn) can be a sneak attack regardless of the distance between you and your target.
    This spell doesn't grant you the ability to make a sneak attack if you don't already have that ability.




    Curse of Impending Blades
    ( Miniatures Handbook)

    Necromancy
    Level: Bard 2, Ranger 2, Sorcerer 2, Wizard 2,
    Components: V, S, M, DF,
    Casting Time: 1 standard action
    Range: Medium (100 ft. + 10 ft./level)
    Target: One creature
    Duration: 1 min./level
    Saving Throw: None
    Spell Resistance: Yes

    The subject of the spell has a hard time avoiding attacks, sometimes even seeming to stumble into harm's way.
    The subject takes a -2 penalty to AC.
    The curse cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell.
    Arcane Material Component: A nail through a piece of leather.



    Brilliant Energy Arrow
    ( Champions of Ruin)

    Transmutation
    Level: Assassin 2, Ranger 2, Justice of Weald and Woe 2,
    Components: V, M,
    Casting Time: 1 swift action
    Range: Touch
    Target: One masterwork arrow or bolt
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: Yes

    This spell is cast upon a masterwork arrow or bolt, transforming its head into brilliant energy that gives off light as a torch (20-foot radius).
    A brilliant energy missile ignores nonliving matter.
    Armor bonuses to AC (including any enhancement bonuses to that armor) do not count against it because the missile passes through armor.
    It deals normal damage and has no effect on constructs, undead, and objects.
    The arrow or bolt must be fired during the same round the spell is cast, or the magic dissipates and is lost.
    The projectile is destroyed even if it misses its target.
    Material Component:Masterwork arrow or bolt.




    Arrowsplit
    ( Champions of Ruin)

    Conjuration (Creation)
    Level: Assassin 3, Ranger 3, Justice of Weald and Woe 3,
    Components: V, M,
    Casting Time: 1 swift action
    Range: Touch
    Target: One masterwork arrow or bolt
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: Yes

    This spell is cast upon a masterwork arrow or bolt, causing it to split in mid-flight into 1d4+1 identical masterwork arrows or bolts.
    All the missiles strike the same target, and you must make a separate attack roll for each missile.
    The arrow or bolt must be fired during the same round the spell is cast, or the magic dissipates and is lost.
    The projectile is destroyed even if it misses its target.
    Material Component:Masterwork arrow or bolt.



    Darkflame Arrow
    ( Champions of Ruin)

    Evocation
    Level: Assassin 3, Justice of Weald and Woe 3, Ranger 3,
    Components: V, M,
    Casting Time: 1 swift action
    Range: Touch
    Target: One masterwork arrow or bolt
    Duration: Instantaneous; see text
    Saving Throw: None
    Spell Resistance: Yes

    This spell is cast upon a masterwork arrow or bolt, engulfing its head in black fire.
    The arrow deals normal damage and wreaths the target in black flame that deals an extra 2d6 points of damage.
    The black flames continue to engulf the victim for 2 more rounds, dealing 2d6 points of damage each subsequent round (at the start of your turn), and they cannot be extinguished (although they can be dispelled).
    The arrow or bolt must be fired during the same round the spell is cast, or the magic dissipates and is lost.
    Creatures with immunity or resistance to fire take full damage from the black flames.
    The projectile is destroyed even if it misses its target.
    Material Component:Masterwork arrow or bolt.



    Inspired Aim
    ( Book of Exalted Deeds)

    Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]
    Level: Cleric 3, Ranger 3, Bard 4, Fey 3,
    Components: V,
    Casting Time: 1 standard action
    Range: 40 ft.
    Target: Allies with 40-ft.-radius emanation centered on you
    Duration: Concentration
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes (harmless)

    You inspire allies within the spell's area to focus their minds on hitting their intended targets.
    All affected allies gain a +2 insight bonus on all ranged attacks.



    Bane Bow
    ( Complete Divine)

    Evocation
    Level: Ranger 4,
    Components: V, S,
    Casting Time: 1 standard action
    Range: Touch
    Target: Ranged weapon touched
    Duration: 1 round/level
    Saving Throw: None
    Spell Resistance: No

    This spell allows you to channel divine power into any ranged weapon you choose.
    The weapon gains a +5 enhancement bonus on attack and damage rolls, plus the bane quality (+7 enhancement bonus on attack and damage rolls, plus an additional 2d6 points of damage) against foes of a type you specify.
    You must choose one of your favored enemy categories as the type that your bane bow is effective against.
    The spell is automatically canceled 1 round after the weapon leaves your hand.
    You cannot have more than one bane bow at a time.
    If this spell is cast on a magic weapon, the powers of the spell supersede any that the weapon normally has, rendering the normal enhancement bonus and powers of the weapon inoperative for the duration of the spell.
    This spell is not cumulative with other spells that modify weapons in some way.
    This spell does not work on artifacts.
    Note: A masterwork weapon's bonus on attack rolls does not stack with a magic enhancement bonus on attacks.
    Ammunition fired from a bane bow loses its magic qualities (taking those of the bane bow instead), but it retains its
    material qualities for the purpose of overcoming damage reduction.
    For example, a bane bow can still shoot silver arrows that bypass the damage reduction of lycanthropes.



    Bloodfreeze Arrow
    ( Champions of Ruin)

    Transmutation
    Level: Assassin 4, Ranger 4, Justice of Weald and Woe 4,
    Components: V, M,
    Casting Time: 1 swift action
    Range: Touch
    Target: One masterwork arrow or bolt
    Duration: Instantaneous
    Saving Throw: Fortitude partial; see text
    Spell Resistance: Yes

    This spell is cast upon a masterwork arrow or bolt, transforming its head into blue ice.
    In addition to taking normal damage from the missile, the target takes 2d6 points of cold damage and is paralyzed.
    A successful Fortitude save negates the paralysis, and the target can make a new save each round (at the start of the caster's turn).
    Material Component:Masterwork arrow or bolt.



    Doublestrike Arrow
    ( Champions of Ruin)

    Transmutation
    Level: Ranger 4, Justice of Weald and Woe 4,
    Components: V, S, M,
    Casting Time: 1 swift action
    Range: Touch
    Target: One arrow or bolt
    Duration: 1 round
    Saving Throw: None
    Spell Resistance: No

    This spell is cast upon a single arrow or crossbow bolt, enabling it to strike two targets instead of one.
    The character firing the arrow selects the two targets, both of which must be within 30 feet of each other, and makes a separate attack roll against each target (using the same attack bonus).
    After striking or missing the first target, the arrow swerves and continues on course to the second target.
    A doublestrike missile cannot hit the same target twice, and it is destroyed even if it misses its intended targets.
    Material Component: Arrow or bolt.




    Shadow Arrow
    ( Champions of Ruin)

    Necromancy
    Level: Assassin 4, Justice of Weald and Woe 4, Ranger 4,
    Components: V, M,
    Casting Time: 1 swift action
    Range: Touch
    Target: One masterwork arrow or bolt
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: Yes

    This spell is cast upon a masterwork arrow or bolt, transforming it into pure black shadow.
    Make a ranged touch attack with the missile instead of a normal ranged attack.
    Instead of dealing normal damage, a shadow arrow deals 1d6 points of Strength damage.
    The arrow or bolt must be fired during the same round the spell is cast, or the magic dissipates and is lost.
    The projectile is destroyed even if it misses its target.
    Material Component:Masterwork arrow or bolt.
    Quote Originally Posted by justagame View Post
    I assume you're joking.

    (But just in case you're not, posts like this don't help, don't pretend to speak for others.)

  2. #2
    Community Member red_cardinal's Avatar
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    Hahah... that will be the day! :P

  3. #3
    Community Member Dagolar's Avatar
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    All divine caster classes need a larger spell selection. For a fair while now it's been focused on new elemental spells, perhaps we'll see some more love to divines once more divine prcs come out.

    Regardless, Rangers should have more variety come Druids, given that they share a lot of spells.

    See directly preceding post.

  4. #4
    Founder Aesop's Avatar
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    I'd Like to see Arrow Storm (Complete Adventurer)

    Set it up as a short duration that while active fires a cone of arrows into point blank range. Beyond Point Blank the arrows disappear except for the initial arrow which continues on as normal.

    Or else perhaps it could fire arrows and where ever the arrow(or bolt i suppose) hits arrows burst from the target in 360 degrees doing the same damage to the surrrounding targets.



    Also Blade Storm (Complete Adventurer)

    Short duration buff that increases double strike chance by something like 5-10% and maybe a proc a Cleave every 2 sec

    Aesop
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  5. #5
    Community Member Cloista's Avatar
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    Some good ideas. Some potentially very nice ones you missed tho:

    Hunter's Eye
    ( Player's Handbook II)

    Divination
    Level: Ranger 2,
    Components: V, S,
    Casting Time: 1 swift action
    Range: Personal
    Target: You
    Duration: 1 round

    Your vision blurs for a moment.
    When it clears, you can see through your enemies' skin to spot their arteries, organs, and other vulnerable points.
    Your slice into a foe with uncanny precision, allowing you to strike a foe's vulnerable points and deal extra damage.
    This spell grants you the sneak attack ability.
    You deal an extra 1d6 points of damage per three caster levels.
    If you already have the sneak attack ability, this damage stacks with it.


    Could see that working as a short term buff (maybe 6s/cl), a Ranger's low SP would mean you'd have to be intelligent about when you used it.

    Nature's Favor
    ( Complete Adventurer)

    Evocation
    Level: Druid 2, Ranger 2,
    Components: V, S, DF,
    Casting Time: 1 standard action
    Range: Touch
    Target: Animal touched
    Duration: 1 minute
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes (harmless)

    By calling on the power of nature, you grant the subject animal a +1 luck bonus on attack and damage rolls for every three caster levels you possess, to a maximum bonus of +5 at 15th level.

    Silvered Weapon
    ( Book of Exalted Deeds)

    Transmutation
    Level: Paladin 1, Ranger 2,
    Components: V, S,
    Casting Time: 1 standard action
    Range: Touch
    Target: One weapon or projectile touched
    Duration: 1 round/level
    Saving Throw: Fortitude negates (object, harmless)
    Spell Resistance: Yes (object, harmless)

    This spell transforms a single weapon or projectile you are holding into a silvered weapon.
    The weapon may be magical, masterwork, or nonmagical, but it must be in hand when the spell is cast.
    You can't cast this spell on a natural weapon, such as an unarmed strike (instead, see silvered claws).
    The spell cannot be cast on more than one weapon or on multiple projectiles.
    If the weapon targeted by the spell is made of another special material (cold iron or adamantine, for example), it
    loses the benefits of its original special material for the spell's duration.
    Silvered weapon can be made permanent with a permanency spell.

    Mark of the Hunter
    ( Complete Divine)

    Divination
    Level: Ranger 3,
    Components: V, S, M,
    Casting Time: 1 standard action
    Range: Medium (100 ft. + 10 ft./level)
    Target: One creature, which must be a favored enemy of the caster
    Duration: 10 min./level
    Saving Throw: Will negates
    Spell Resistance: Yes

    By pointing your figure at a favored enemy of yours, you mark it with a glowing rune that only you can see.
    Your favored enemy bonuses against a foe with a mark of the hunter are +4 higher than they would otherwise be.
    Furthermore, the rune limns your enemy, making him easier for you to attack.
    The subject of a mark of the hunter gains no bonus to Armor Class against your attacks from any cover less than total cover, nor does it gain a miss chance against your attacks from any concealment less than total concealment.
    Other effects that grant a miss chance (such as incorporealness) work normally.
    Material Component: A bit of skin or bone from the relevant favored enemy type.
    Knight of the Silver Legion, part of Guild Medieval

  6. #6
    Community Member Luis_Velderve's Avatar
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    Quote Originally Posted by red_cardinal View Post
    Hahah... that will be the day! :P
    This summer! Druids!
    Quote Originally Posted by justagame View Post
    I assume you're joking.

    (But just in case you're not, posts like this don't help, don't pretend to speak for others.)

  7. #7
    Community Member licho's Avatar
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    definetly rangers should have enought good spells to fil all the slots, some choice will make it even better. Now i have the feeling that there are like 7 ranger spells which im happy to have.

  8. #8
    Community Member Silverwren's Avatar
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    While I like the idea of Rangers having more spells to cast, and I like most of the spells suggested, I'm concerned that dumping more points into WIS to get more SP will detract from the DEX a Ranger needs to be effective with their bows. CON could also suffer as well.

    If this were to be implemented great thought and care should be devoted to it beforehand so that a good balance can be achieved.

    An idea like this could go a long way toward "fixing" the "problems" with Rangers.
    Last edited by Silverwren; 02-13-2012 at 04:49 PM.
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  9. #9
    Community Member Luis_Velderve's Avatar
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    Quote Originally Posted by Silverwren View Post
    While I like the idea of Rangers having more spells to cast, and I like most of the spells suggested, I'm concerned that dumping more points into WIS to get more SP will detract from the DEX a Ranger needs to be effective with their bows. CON could also suffer as well.

    If this were to be implemented great thought and care should be devoted to it beforehand so that a good balance can be achieved.

    An idea like this could go a long way toward "fixing" the "problems" with Rangers.
    Zen archery come to mind, an option but it will affect reflex save. There are items Cannith, random , GS ,etc that can add spell or regenerate spell points. Options are available.
    Quote Originally Posted by justagame View Post
    I assume you're joking.

    (But just in case you're not, posts like this don't help, don't pretend to speak for others.)

  10. #10
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    More spells past level 4 please... the Driud spells would work (its a no brainer)...
    my level 20 ranger's getting nasty looks summoning my CR4/5 Ally for an epic......
    Thanks !!!!!

  11. #11
    Hero nibel's Avatar
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    Ranger summons should be level-relative, instead of classic I-IV. Give them Summon Nature Ally I, III, V and VII instead. VII isn't the best summon in the world, but works at 14th level, when rangers get their first level 4 spell.
    Amossa d'Cannith, Sarlona, casually trying Completionist (12/14) [<o>]
    Almost-never-played-alts: Arquera - Chapolin - Fabber - Herweg - Mecanico - Tenma


    I want DDO to be a better game. Those are my personal suggestions on: Ammunition, Archmage, Combat Stances, Deities, Dispel Magic, Epic Destiny Map, Fast Healing, Favor, Favored Enemy, Half-elf Enhancements, Monk Kensai, Monk Stances, Past Life, Potency, Potions, Ranger Spells, Summons, Tiered Loot.

  12. #12
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    my thoughts on the OP:

    curse of arrow attraction:
    6 sec/level, duration too low to be worthwhile
    save/SR makes it very impractical for a non-caster class

    sniper shot:
    relatively useless for a ranger, would likely be added as an ability for a PrE if at all

    curse of impending blades:
    ac penalty is too low to be worthwhile, especially with combat changes

    brilliant energy arrow:
    special attack that ignores armor bonus to AC. not sure how mob AC is calculated in DDO, this may be impractical at best, impossible at worst

    arrowsplit:
    could be a good special attack to add to a PrE.

    darkflame arrow:
    essential a fire version of the AA imbue acid arrow.

    inspired aim:
    bonus to atk is too low, duration is unclear, limited effectiveness in new combat system

    bane bow:
    sounds nice at first glance, but the fact that it renders all other effects on the bow blank for the duration makes it incredibly subpar

    bloodfreeze arrow:
    not bad as is, could work well as a special attack

    doublestrike arrow:
    striking two selected targets would be impractical at best, impossible at worst giving the nature of combat in ddo

    shadow arrow:
    stat damage instead of regular damage is a horrible idea, especially since no one uses items that do stat damage in addition to regular damage anymore

  13. #13
    The Hatchery CaptainSpacePony's Avatar
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    I like the idea of more spells for rangers (and paladins). Even though I they don't get many spells, you always have to choose some "filler" (Merfolk's blessin) because there are so few

  14. #14
    Hero nibel's Avatar
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    Quote Originally Posted by shadereaper33 View Post
    curse of arrow attraction:
    6 sec/level, duration too low to be worthwhile
    save/SR makes it very impractical for a non-caster class
    All spells that on PnP were 1 round/level are Haste-like durations on DDO. This means: 30 seconds + 6 seconds per caster level.

    I agree that adding a save turn it impractical for the non-zen ranger, but SR isn't a problem on DDO. A pure ranger still have 20 caster levels (plus shiradi/fury of wild levels). Remember that this same ranger in PnP would have 10 caster levels.

    Quote Originally Posted by shadereaper33 View Post
    bane bow:
    sounds nice at first glance, but the fact that it renders all other effects on the bow blank for the duration makes it incredibly subpar
    Or it may work like an artificer imbue ability: Add to the weapon instead of superseeding it.

    ============================

    I was going to reply every quote, but in short: Those are the spells as they work on PnP. To work on DDO they need to be reworked. Many of those spell, however, do exist on PnP, and should provide insight for the devs if they ever think about expand the ranger spell list. Much better than expanding the druid spell list and giving the ranger some useless spell (Really? Animal growth? We needed a companion to use this on it. The CR 4 cat isn't worth the SP to buff it)
    Amossa d'Cannith, Sarlona, casually trying Completionist (12/14) [<o>]
    Almost-never-played-alts: Arquera - Chapolin - Fabber - Herweg - Mecanico - Tenma


    I want DDO to be a better game. Those are my personal suggestions on: Ammunition, Archmage, Combat Stances, Deities, Dispel Magic, Epic Destiny Map, Fast Healing, Favor, Favored Enemy, Half-elf Enhancements, Monk Kensai, Monk Stances, Past Life, Potency, Potions, Ranger Spells, Summons, Tiered Loot.

  15. #15
    Community Member Alrik_Fassbauer's Avatar
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    Quote Originally Posted by Luis_Velderve View Post
    Sniper's Shot
    Ahem. Just misread this as "Snipers Snot". Ahem.

    Quote Originally Posted by Cloista View Post
    Silvered Weapon
    ( Book of Exalted Deeds)

    Transmutation
    Level: Paladin 1, Ranger 2,
    Components: V, S,
    Casting Time: 1 standard action
    Range: Touch
    Target: One weapon or projectile touched
    Duration: 1 round/level
    Saving Throw: Fortitude negates (object, harmless)
    Spell Resistance: Yes (object, harmless)

    This spell transforms a single weapon or projectile you are holding into a silvered weapon.
    The weapon may be magical, masterwork, or nonmagical, but it must be in hand when the spell is cast.
    You can't cast this spell on a natural weapon, such as an unarmed strike (instead, see silvered claws).
    The spell cannot be cast on more than one weapon or on multiple projectiles.
    If the weapon targeted by the spell is made of another special material (cold iron or adamantine, for example), it
    loses the benefits of its original special material for the spell's duration.
    Silvered weapon can be made permanent with a permanency spell.
    This sounds ideal for Cannith Crafting ! We already have Metalline there !
    Last edited by Alrik_Fassbauer; 07-29-2012 at 05:23 PM.
    "You are a Tiefling. And a Cleric, with the Domain of the Sun. Doesn't that contradict each other ?" "No, all my friends are playing evil. I found that so boring that I decided to be on the good side. And, besides, Sun and Fire, where is the difference, really ?"

  16. #16
    Community Member Goregnash's Avatar
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    Love the idea of new divine spells for rangers. Id really like to see a new AOE or possibly an update to the one we currently have.

    +1 to the OP.
    Last edited by Goregnash; 08-03-2012 at 11:33 AM.

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