17 Ranger Spells

TheLe

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[imager]http://www.thele.com/thelegames/images/tn/17RangerSpells_tn200w.jpg[/imager]It's not fair that the Ranger has to share their spells with those other pesky core classes. The Le Games is here to correct this grave injustice with 17 Ranger Spells.

Written by the spectacular Tony DiGerolamo, this book defines the following 17 Spells, written for the Ranger:

1st Level Spells
·Ambidexterity
·Eyes of the Eagle
·Heal the Land
·Nature Shelter

2nd Level Spells
·Detect Poacher
·Enemy Shield
·Favored Strike
·Free Animals

3rd Level Spells
·Borrow Animal Trait
·Nature's Armory
·Resume Decay
·Summon Wave

4th Level Spells
·Animal Assistant
·Earth's Armory
·Enemy Slayer
·Nature's Roar
·Quicksand

Baubles & Urus of Ancient Power
·Bauble of Blood Strike
·Bauble of Favoritism
·Bauble of Rapid Fire
·Bauble of Speech
·Uru of Beatdown
·Uru of Scent
·Uru Targeting

This zip file contains a fully illustrated Landscape PDF for easy online reading, A fully illustrated Portrait PDF for printing, and our standard no-image Rich-Text-Format version so that you can cut/copy/paste to your hearts content (and print without wasting alot of ink)! Each pdf is fully bookmarked for easy viewing.

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17 Ranger Spells
Authors: Tony DiGerolamo (spells) and The Le (Baubles and Urus)
Layout: The Le
Editor: Wayne Tonjes

“17 Ranger Spells” is a 22-26 page pdf that comes in a portrait, landscape and rich text format. It retails for $2.75 at Rpgnow.

An Overview:

This is a tightly focus product that seeks to correct the injustice of Rangers being treated like a poor man’s druid by introducing us to 17 new spells to broaden their spell list. It also contains a number of new baubles (4) and urus (3) as well as a reprinting of the Ranger class from the SRD.

Section One: 17 Ranger Spells (10 pages)

This section offers up a magical book/artifact followed by 17 spells designed specifically for the ranger. The book is a bit of rules enigma because it’s not definite in its definition. It has a series of properties that are inherent to it (resistant to natural elements, will be hidden by woodland creatures) and a series of option powers that if all are used makes it sort of like a lesser Book of Exalted Deeds for specifically rangers. I’m dwelling on this book instead of looking at the spells (I’ll come back to this).

The 17 spells cover a wide range of levels: 1st — ambidexterity, eyes of the eagle, heal the land, natural shelter; 2nd — detect poacher, enemy shield, favoured strike, free animals; 3rd — borrow animal trait, nature’s armory, resume decay, summon wave; 4th — animal assistant, earth’s armory, enemy slayer, nature’s roar, quicksand.

I have to admit that many of these spells are seem unorthodox in their design to me. For instance, the spell Ambidexterity grants access to an element of the Two-Weapon Fighting chain as well as a number of skill bonuses. I can’t think of many spells that grant access to feat (though I suppose readers of this review will quickly chime in with a list of examples). The other thing is that it has built in scaling so effectively it is useful at all levels unlike some other 1st level spells that become obsolete at later levels.

Of the spells I’m most interested in healing lands (think cure minor circle of healing for plants and animal companions), natural shelter (which, come on figure it out), detect poacher (aids to the tracking and hunting of poachers), borrow animal trait (adopt a trait and speak with that type of animal), summon wave (provokes water spirits to attack, but results vary with size of water), animal assistant (gains help for an animal who can complete complex tasks), enemy slayer (1 hit kill against chosen favoured enemy, allows a Will save and spell resistance), and quicksand (creates an area of quicksand). I could see taking the time to review these spells and make them available to my players that play rangers.

Spells that I think have power issues (either too low or too high) are ambidexterity (high), favoured strike (low), nature’s armory (doesn’t seem to be advantageous compared to barkskin and creating heavier armors restrict the ranger’s combat style and skills), resume decay (produces really inconsistent results), earth’s armory (suffers from many of the same weaknesses as nature’s armory; essential extend nature’s armory), and nature’s roar (too high, much like shout without damage limits).

Section Two: Baubles and Urus of Ancient Power (5 pages)

Definitely not a section on spells, the baubles and urus are a selection of minor artifacts that enhance existing items. They almost act as magical templates that are added to an item granting it certain powers. They do not detect as magical. The baubles and urus also bond with the owner of the object and only provide benefit to them. I’ve like these since I first read about them in Unorthodox Knights.

This set provides:

Bauble of Blood Strike – a variant of the vicious weapon property 1/day
Bauble of Favoritism – gain favoured enemy extraordinary ability
Bauble of Rapid Fire – multiple ranged attacks (ranger only)
Bauble of Speech – extra language
Uru of Beatdown – acts energy boost (+1 to most combat)
Uru of Scent - enhanced senses
Uru Targeting – enhances critical threat range of ranged weapons

I will probably adopt baubles and urus into my upcoming campaign. They are indefinable mechanically and as such present a mystery to players.

Appendix A: The Ranger (4 pages)

This section reprints the Ranger from the SRD for ease of reference.

Open Game License (3 pages)

The open game license and copyright notice finish this product.

How was the editing?

For the most part the editing of the general text seemed fine. In reading it I never stumbled over any sections. I’m going to rule that there are no glaring errors that bugged me, although there were some formatting issues in the spell statblocks like inconsistent bracketing but those sort of errors do not make the product difficult to use, just inconsistent.

What version is this product written for?

It’s hard to say. The product is listed on Rpgnow as for the d20 system. The product was released on the 7th of August 2005, so you would expect that it is 3.5. This assumption is buoyed by the fact that the spell ambidexterity grants feats on the Two-weapon fighting chain instead of granting the 3rd edition feat of Ambidexterity. However, looking closer at the text many of the spells look like they are written for a 3rd edition game (inconsistent or variable effect) and the section 15 references the 3rd edition SRD instead of the 3.5 edition SRD [though this might be do to The Le Games working from an only OGL template].

What about open game content?

Taken directly from the product: The following is a listing of Open Game Content: All game mechanics and text, not including the introduction page.

Where do I stand?

I’m really troubled by this product. Some of the ideas are interesting but ultimately they are poorly executed. Mechanics seem to be the biggest issue, even the spells I listed as liking earlier I would rework the mechanics on so that they conform to a 3.5 edition game. It is almost like this was written for 3rd edition and then not published, quickly updated and released. Some errors include:

Book of the Woodsman – missing creation notes/magical aura (magic item statblock)
Spells with Range: Personal having saving throw and spell resistance lines.
Some spell durations that provide combat benefits lasting 1 hour/level
Some very non-standard durations (10 rounds + 2/level)
Heal the land should have a burst area of effect not every living thing in medium range (like the similar circle of death)
Spells that have permanent duration in the stat block, but last 24 hours in the description.
Spells that have instantaneous durations in the stat block, but provide spell benefits for 1 day/level in the description.
Spells like Favoured Strike inconsistent with similar SRD spell leads to an underpowered spell.
Many spells mechanically vague that may lead to “interpretation” such as Borrow Animal Trait that allows, “During the duration of the spell, the Ranger acquires one of the animal’s abilities”, and provides some examples but doesn’t itemize things, I can borrow a horse’s movement, a mole’s burrowing, a fish’s water breathing…can I borrow a mole’s blindsense? a fish’s swim speed?
Other spells leaving much to interpretation like, “The damage to undead creatures is 1d6 per level of the Ranger. Particularly ancient creatures such as vampires take double damage. Mummies get +4 to their Will check and take only half damage due to their initial preservation techniques when buried.” What if the vampire was just turned? How come mummy gain a bonus to this save and no one else does?
None of the damaging spells seem to have a damage cap.
Quicksand create quicksand that you can wade to safety through when normal quicksand, which this creates, usually has people sink faster the more they move. Do you need a swim check to wade through quicksand, what is the DC?
[This just goes on and on]

Unfortunately, I think most of the spells need to be completely reworked to be consistent with the rules and design practices.

If you have found this review helpful and are interested in picking up this product it can be found at the following location: http://www.rpgnow.com/product_info.php?products_id=5249&ENWorld
 

17 Ranger Spells is a pdf product from The Le Games, one of several products in the growing The Le Games' 17 Series. 17 Ranger Spells features 17 new ranger spells, as well as several baubles and urus that can be used to enhance existing weapons with ranger-like abilities. 17 Ranger Spells is a 26 page pdf written by Tony DiGerolamo and The Le, with one page devoted to the introduction and table of contents, three pages devoted to OGL declarations and four pages devoted to a reprint of the Ranger class, leaving 18 pages to describe the spells, baubles and urus in this pdf. 17 Ranger Spells normally retails on RPGNow for $2.75. I received the pdf as part of the Review Project.

Initial Impressions:

The Le Games always does a good job of providing the pdf in several different formats - onscreen, print and rich-text - one of the things I appreciate in my pdfs. This one is no different. Art work is taken from a variety of different sources, including Mongoose Publishing's Character Portraits series, Larry Elmore drawings and a handful of others. Most are pretty suitable to the content, although the cover itself is more a Robin-Hood style cover than something I'd normally associate with fantasy rangers. Layout is simple, with no major errors, although there are the occasional glitches in editing and writing.

There are 17 spells presented in this pdf, four from each ranger level except the fourth, which has five. In addition to the spells, there are four baubles and three urus, kind of a minor artifact that can be added to an existing weapon to enhance its abilities. The spells are arranged according to level. My main comment on this pdf has to be the rather strange and mostly weak mechanical implementation of the rules. Spells with a casting time of 1d4+1 standard actions don't exactly fill me with confidence. And while I would hope to say it's an isolated case, unfortunately most of the spells suffer from some form of poor wording or would need mechanical correction.

The Details:

The pdf starts by describing the Book of the Woodsman, a magical tome that presumably holds knowledge of the spells contained in the pdf, although that is not explicitely stated, and as such appears to be a disjoined piece of writing. Given that rangers do not require books to normally cast spells, and there is no explanation for the inclusion of the book, it's rather strange. That said, there's nothing wrong with a well-described book offering rangers knowledge on spells, but then that should be clearly stated in the book's description.

The seventeen spells are as follows:

Level 1: Ambidexterity, Eyes of the Eagle, Heal the Land, Natural Shelter
Level 2: Detect Poacher, Enemy Shield, Favored Strike, Free Animals
Level 3: Borrow Animal Trait, Nature's Armory, Resume Decay, Summon Wave
Level 4: Animal Assistant, Earth's Armory, Enemy Slayer, Nature's Roar, Quicksand

As mentioned earlier, there is a lot of clumsy implementation amongst these spells. For example, Borrow Animal Trait allows you to borrow an animal's power. The description says that the power must be natural. It would've been much better served saying that the ability had to be an extraordinary ability of the animal, using properly defined game terms rather than making up new ones and then struggling to explain them. There are also a number of non-standard uses of spells, such as 20 rounds + 2 rounds/level durations, or 1d4+1 standard actions casting time or even 1 standard action casting time per object included in the casting. There are also a number of editing errors, such as Detect Poacher listing a duration of Instantaneous, but allowing the ranger to track presumably indefinitely based on the description.

Having said all that, there are a number of useful spells here, once clarified and mechanically corrected. Natural Shelter can be used to escape severe weather while hiding from your enemies, while Enemy Shield can protect you from your favored enemy. Summon Wave can draw forth water from nearby sources to inflict harm on your enemies, while Nature's Armory can be used to fashion weapons and armor from nature itself. A decent set of ideas on some of the spells, but some poor and clumsy mechanics.

The final sections of the pdf are devoted to the baubles and urus, minor artifacts that can be used to enhance weapons. I've always like this idea, and it would've been nice to see a more concrete basis for these, rather than simple as uncosted mini-artifacts. Examples include: Bauble of Blood Strike which allows the weapon to use the Blood Strike ability once per day, or the Bauble of Speech which allows the wearer to speak a language associated with the bauble once it's implanted into a helmet or hat. Here too there are some rather strange mechanics. The Bauble of Rapid Fire allows a wielder to make a number of ranged attacks equal to half his level, at half his BAB with a -1 cumulative penalty per attack thereafter, a potentially unbalancing mechanic.

Conclusions:

17 Ranger Spells presents seventeen ranger spells and a number of mini-artifacts called baubles and urus. The spells are mixed between the four ranger spellcasting levels, and some of them are usable with a little tweaking. Many, however, suffer from strange implementation or are mechanically weak, some of them not providing as much information as required, or others not explaining the mechanics fully. Based on some usable spells, but mostly weak implementation, a decent layout and appropriate art, I'd have to grade this with two and a half stars rounding down to two.
 

???

Book of the Woodsman – missing creation notes/magical aura (magic item statblock)

What? Missing a creation note for that?

The Book of the Woodsman is a tome made from deerskin, leaves, wood, and bark, and is normally green or brown in color. It is enchanted to resist all natural elements including fire, cold, water and acid. If the book is without a master, woodland creatures will hide it until a Ranger enters the vicinity, at which time they will then lead the Ranger to its hiding spot. The book itself appears to blend in with the natural surroundings to anyone other than a Ranger. It can never be found by a non-Ranger, although if a druid asks nicely, the woodland creatures may lead him to the spot if he promises to find a Ranger.

·GM’s Option: Any Ranger that studies the tome and spends a week fasting and communing with nature immediately gains 10,000 experience points. The Ranger can only gain the experience from a tome of this type once.

·GM’s Option: If the Ranger is high enough level to cast spells, he can cast an additional spell of each level per day as long as he spends at least ten minutes studying the tome.

·GM’s Option: Rangers that are normally unable to cast spells can cast one 1st level spell per day from the tome.

The reviewer wants creation notes for that??

That's a... well, right....

Alrighty then...
 

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