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<blockquote data-quote="Crothian" data-source="post: 505941" data-attributes="member: 232"><p><strong>This is long</strong></p><p></p><p>Mechanics wise they are very equal, I just like the feel of two weapons verse weapon and shield. </p><p></p><p>Here's the large list of spells. It is not 100% comprehensive, I haven't updated it for a few months. </p><p></p><p></p><p>Ranger Spells </p><p></p><p>Level 1</p><p>Adhere to Wood (R&R)</p><p>Alarm (PHB)</p><p>Animal Friendship (PHB)</p><p>Animal Trick (MotW)</p><p>Bloodhound (MotW)</p><p>Camouflage (MaoF and MotW)</p><p>Chameleon Skin (R&R)</p><p>Chill/Warmth (R&R)</p><p>Clean (R&R)</p><p>Dawn (MotW)</p><p>Delay Poison (PHB) </p><p>Detect Animals or Plants (PHB)</p><p>Detet Fey (FM)</p><p>Detect Snares or Pits (PHB)</p><p>Dowsing (R&R)</p><p>Eagle Eyes (S&SC)</p><p>Entangle (PHB)</p><p>Exacting Shot (Below)</p><p>Far Strike (QW)</p><p>Handfire (MaoF)</p><p>Hawkeye (MotW)</p><p>Hunter’s Mercy (MaoF)</p><p>Keen Ear (S&SC)</p><p>Low-Light Vision (MaoF)</p><p>Lucius’s Rustling Leaves (S&SC)</p><p>Magic Fang (PHB)</p><p>Minor Symbol of Divinity (R&R)</p><p>Nature Watch (MaoF)</p><p>Pass Without Trace (PHB)</p><p>Protection from Fey (FM)</p><p>Rabbit Feet (R&R)</p><p>Ram’s Might (MaoF)</p><p>Read Magic (PHB)</p><p>Resist Elements (PHB) </p><p>Sethris’ Potency (R&R)</p><p>Shade’s Sight (R&R)</p><p>Smell of Fear (MaoF)</p><p>Spark (R&R)</p><p>Speak with Animals (PHB)</p><p>Speed Swim (MaoF)</p><p>Stalking Band (MaoF)</p><p>Steak Sleep (R&R)</p><p>Summon Nature’s Ally I (PHB)</p><p>Surefoot (MaoF)</p><p>Towering Oak (MaoF)</p><p>Web Walking (S&SC)</p><p>Whispering Branches (S&SC)</p><p></p><p>Level 2</p><p>Ambush (Merc)</p><p>Animal Messenger (PHB)</p><p>Athanae’s Know Creature (Merc)</p><p>Barkskin (PHB)</p><p>Blight Enemies (MCR)</p><p>Bottle of Smoke (MotW)</p><p>Branch to Branch (MaoF)</p><p>Briar Web (MotW and DotF)</p><p>Call Aquatic Animal I (R&R)</p><p>Chameleon Skin (S&SC)</p><p>Circle of Sounds (R&R)</p><p>Claws of the Beast (MaoF)</p><p>Cure Light Wounds (PHB)</p><p>Detect Chaos/Evil/Good/Law (PHB)</p><p>Divine Wisdom (R&R)</p><p>Easy Trail (MaoF)</p><p>Fey Bane (FM)</p><p>Fingerteeth (Merc)</p><p>Fleet Feet (S&SC)</p><p>Hold Animal (PHB)</p><p>Hunters Stealth (R&R)</p><p>Liliandel’s Flurry (R&R)</p><p>Nature’s Favor (MotW)</p><p>One with the Land (MaoF)</p><p>Protection from the Disease (Merc)</p><p>Protection from Elements (PHB)</p><p>Scent (MaoF)</p><p>Sleep (PHB)</p><p>Snare (PHB)</p><p>Speak with Plants (PHB)</p><p>Stonelore (S&SC)</p><p>Summon Nature’s Ally II (PHB)</p><p>Tanil’s Touch (R&R)</p><p>Wild Sense (PGK)</p><p>Wolf’s Cry (R&R)</p><p></p><p>Level 3</p><p>Animal Infusion (R&R)</p><p>Animal Reduction (MotW)</p><p>Animal Spy (R&R)</p><p>Beast Soul (R&R)</p><p>Blade Thirst (MaoF)</p><p>Cloak of the Trickster (FM)</p><p>Control Plants (PHB)</p><p>Decoy Image (MaoF)</p><p>Detect Favored Enemy (MotW)</p><p>Diminish Plants (PHB)</p><p>Easy Image (MaoF)</p><p>Embrace the Wild (MotW)</p><p>Forestfold (Motw)</p><p>Greater Magic Fang (PHB)</p><p>Heal Animal Companion (Below)</p><p>Living Prints (MaoF)</p><p>Neutralize Poison (PHB)</p><p>Plant Growth (PHB)</p><p>Remove Disease (PHB)</p><p>Rumor of the Earth (S&SC)</p><p>Safe Clearing (MaoF)</p><p>Sethtel’s Stick servant (R&R)</p><p>Shocknet (Merc)</p><p>Sphere of Pure Air (Dun)</p><p>Stonetell (Dun)</p><p>Summon Nature’s Ally III (PHB)</p><p>Summon Senttinel (Merc)</p><p>Tree Shape (PHB)</p><p>Water Walk (PHB)</p><p>Wild Stealth (MCR)</p><p></p><p>Level 4</p><p>Call Aquatic Animals II (R&R)</p><p>Cure Serious Wounds (PHB)</p><p>Foebane (Below)</p><p>Freedom of Movement (PHB)</p><p>Land Womb (MaoF)</p><p>Mass Camouflage (MaoF)</p><p>Nondetection (PHB)</p><p>Polymorph Self (PHB)</p><p>Reargaurd (Merc)</p><p>Snakebite (MaoF)</p><p>Strongoak’s Affinity with Nature (S&SC)</p><p>Summon Nature’s Ally IV (PHB)</p><p>Tanil’s Purging (R&R)</p><p>Tattoo Item (R&R)</p><p>Tree Stride (PHB)</p><p>Wall of Thorns (PHB)</p><p>Wind Wall (PHB)</p><p>Unite Allies (MCR)</p><p>Yaral’s Totemic Transformation (R&R)</p><p></p><p>Abbreviations</p><p>DotF: Defenders of the Faith</p><p>Dun: Dungeons</p><p>FM: Fey Magic </p><p>MaoF: Magic of Faerun</p><p>MCR: Monte Cook’s Ranger</p><p>Merc: Mercenaries</p><p>MotW: Masters of the Wild</p><p>PHB: Players Handbook</p><p>PGK: Player’s Guide to Kalamar</p><p>QW: Quintessential Wizard</p><p>S&SC: Spells and Spellcraft</p><p>R&R: Relics and Rituals</p><p></p><p>Exacting Shot</p><p>Transmutation</p><p>Level: Rgr 1</p><p>Components: V, S</p><p>Casting Time: 1 action</p><p>Range: Touch</p><p>Target: Ranged weapon touched</p><p>Duration: 1 minute/level</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>This transmutation makes a ranged (projectile) weapon strike true against the caster's favored enemies. All critical rolls against favored enemies automatically succeed, so every threat is a critical hit. The affected weapon also negates any miss chance due to concealment whenever the caster fires at a favored enemy (unless it has total concealment, in which case the normal miss chance applies). If the ranged weapon or the projectile fired has any magical effect or property related to critical hits, this spell has no effect.</p><p></p><p>Foebane</p><p>Evocation</p><p>Level: Rgr 4</p><p>Components: V, S</p><p>Casting Time: 1 action</p><p>Range: Touch</p><p>Target: Weapon touched</p><p>Duration: 1 round/level</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>This spell imbues one of the caster's weapons with great killing power against a single favored enemy type. Against creatures of that type, the weapon acts as a +5 magic weapon and deals +2d6 points of bonus damage. Furthermore, while the caster wields the weapon, he or she gains a +4 resistance bonus to saving throws against effects created by creatures of that type.</p><p>The spell is automatically canceled 1 round after the weapon leaves the caster's hand for any reason. The caster cannot have more than one foebane weapon at a time.</p><p>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 exacting shot or any other spell that might modify the weapon in any way. This spell does not work on artifacts.</p><p>Note: A masterwork weapon's bonus to attack does not stack with an enhancement bonus to attack.</p><p></p><p>Heal Animal Companion</p><p>Conjuration (Healing)</p><p>Level: Drd 5, Rgr 3</p><p>Components: V, S</p><p>Casting Time: 1 action</p><p>Range: Touch</p><p>Target: Caster's animal companion touched</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Spell Resistance: Yes (harmless)</p><p>Heal animal companion enables the caster to wipe away disease and injury in one of his own animal companions (gained via class feature or the animal friendship spell). It completely cures all diseases, blindness, or deafness of the animal companion, cures all points of damage suffered due to wounds or injury, and repairs temporary ability damage. It cures mental disorders caused by spells or injury to the brain.</p><p>Heal animal companion does not remove negative levels, restore drained levels, or restore drained ability scores.</p><p></p><p>Servant's Guise</p><p>Illusion (Glamer)</p><p>Level: Rgr 1, Sor/Wiz 0</p><p>Components: S</p><p>Casting Time: 1 action</p><p>Range: Personal</p><p>Target: You</p><p>Duration: 10 minutes/level (D)</p><p>Saving Throw: Will negates (see text)</p><p>Spell Resistance: Yes</p><p>Servant's guise allows you to subtly alter your clothing, weapons, and equipment, but not your form, features, or body type, in a manner that makes you unworthy of notice. You must choose the style of clothing and decide what your weapons and equipment look like or whether they appear at all. This spell does not alter the perceived tactile (touch) or audible (sound) properties of you or your equipment. A battleaxe made to look like a dagger or a sash still functions as a battleaxe. If you use this spell to create a disguise, you get a +5 bonus on the Disguise check. </p><p>Note: Creatures get Will saves to recognize the glamer as an illusion if they interact with it (such as by touching you and having that not match what they see, in the case of this spell.)</p><p></p><p>Greater Trackless Domain</p><p>Transmutation</p><p>Level: Drd 4, Rgr 3</p><p>Components: V, S, DF</p><p>Casting Time: 1 action</p><p>Range: Close (25 ft. + 5 ft./2 levels)</p><p>Area: 200-ft.-radius spread</p><p>Duration: 24 hours</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>This spell, an improved version of trackless domain, affects a larger area and allows the caster to select which beings leave tracks in the domain, and which do not. The caster can select one creature, or one subtype of creature (for example, bears as a subtype of animals), per caster level. The selected creatures do not leave any trace in the trackless domain, and all other creatures leave normal signs of their passage. Thus, the caster can set up a trackless domain that allows him to track certain creatures, and not others. For example, if a caster was investigating an area where a lot of one type of animal, say wolves, lived, but wanted to find the elf bounty hunter hiding among them, the caster could set the area so that the elf's tracks remain, and other normal tracks for the area are excluded. It is also useful for hiding the passage of selected people, say a group of adventurers, while not eradicating all tracks in the area.</p><p></p><p>Obliterate Tracks</p><p>Transmutation</p><p>Level: Drd 2, Rgr 1</p><p>Components: V, S</p><p>Casting Time: 1 action</p><p>Range: Medium (100 ft. + 10 ft./level)</p><p>Area: 100-ft.-radius spread</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>This spell obliterates all tracks and signs of passage in the area of effect. Scents vanish, broken twigs are repaired, and the area looks as if no one has passed through it in at least a month. The effect is instantaneous, and subsequent signs of passage remain. The spell cannot eliminate the tracks of Huge or larger creatures. Further, it cannot repair anything more than tiny branches on plants; it is not a plant healing spell and does not cure wounds (hit points) suffered by plants.</p><p></p><p>Trackless Domain</p><p>Transmutation</p><p>Level: Drd 3, Rgr 2</p><p>Components: V, S, DF</p><p>Casting Time: 1 action</p><p>Range: Close (25 ft. + 5 ft./2 levels)</p><p>Area: 100-ft.-radius spread</p><p>Duration: 24 hours</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>This spell creates an area in which no creatures can be tracked. In effect, all creatures passing through the area are affected by a pass without trace spell. The trackless effect affects beings only within the area of effect of the spell; once subjects leave the area they can be tracked normally. For example, if a bear passed into the trackless domain, it would suddenly cease to leave tracks, scent, or any sign of passage. If the bear later left the area at a different point, tracks and scent would resume.</p></blockquote><p></p>
[QUOTE="Crothian, post: 505941, member: 232"] [b]This is long[/b] Mechanics wise they are very equal, I just like the feel of two weapons verse weapon and shield. Here's the large list of spells. It is not 100% comprehensive, I haven't updated it for a few months. Ranger Spells Level 1 Adhere to Wood (R&R) Alarm (PHB) Animal Friendship (PHB) Animal Trick (MotW) Bloodhound (MotW) Camouflage (MaoF and MotW) Chameleon Skin (R&R) Chill/Warmth (R&R) Clean (R&R) Dawn (MotW) Delay Poison (PHB) Detect Animals or Plants (PHB) Detet Fey (FM) Detect Snares or Pits (PHB) Dowsing (R&R) Eagle Eyes (S&SC) Entangle (PHB) Exacting Shot (Below) Far Strike (QW) Handfire (MaoF) Hawkeye (MotW) Hunter’s Mercy (MaoF) Keen Ear (S&SC) Low-Light Vision (MaoF) Lucius’s Rustling Leaves (S&SC) Magic Fang (PHB) Minor Symbol of Divinity (R&R) Nature Watch (MaoF) Pass Without Trace (PHB) Protection from Fey (FM) Rabbit Feet (R&R) Ram’s Might (MaoF) Read Magic (PHB) Resist Elements (PHB) Sethris’ Potency (R&R) Shade’s Sight (R&R) Smell of Fear (MaoF) Spark (R&R) Speak with Animals (PHB) Speed Swim (MaoF) Stalking Band (MaoF) Steak Sleep (R&R) Summon Nature’s Ally I (PHB) Surefoot (MaoF) Towering Oak (MaoF) Web Walking (S&SC) Whispering Branches (S&SC) Level 2 Ambush (Merc) Animal Messenger (PHB) Athanae’s Know Creature (Merc) Barkskin (PHB) Blight Enemies (MCR) Bottle of Smoke (MotW) Branch to Branch (MaoF) Briar Web (MotW and DotF) Call Aquatic Animal I (R&R) Chameleon Skin (S&SC) Circle of Sounds (R&R) Claws of the Beast (MaoF) Cure Light Wounds (PHB) Detect Chaos/Evil/Good/Law (PHB) Divine Wisdom (R&R) Easy Trail (MaoF) Fey Bane (FM) Fingerteeth (Merc) Fleet Feet (S&SC) Hold Animal (PHB) Hunters Stealth (R&R) Liliandel’s Flurry (R&R) Nature’s Favor (MotW) One with the Land (MaoF) Protection from the Disease (Merc) Protection from Elements (PHB) Scent (MaoF) Sleep (PHB) Snare (PHB) Speak with Plants (PHB) Stonelore (S&SC) Summon Nature’s Ally II (PHB) Tanil’s Touch (R&R) Wild Sense (PGK) Wolf’s Cry (R&R) Level 3 Animal Infusion (R&R) Animal Reduction (MotW) Animal Spy (R&R) Beast Soul (R&R) Blade Thirst (MaoF) Cloak of the Trickster (FM) Control Plants (PHB) Decoy Image (MaoF) Detect Favored Enemy (MotW) Diminish Plants (PHB) Easy Image (MaoF) Embrace the Wild (MotW) Forestfold (Motw) Greater Magic Fang (PHB) Heal Animal Companion (Below) Living Prints (MaoF) Neutralize Poison (PHB) Plant Growth (PHB) Remove Disease (PHB) Rumor of the Earth (S&SC) Safe Clearing (MaoF) Sethtel’s Stick servant (R&R) Shocknet (Merc) Sphere of Pure Air (Dun) Stonetell (Dun) Summon Nature’s Ally III (PHB) Summon Senttinel (Merc) Tree Shape (PHB) Water Walk (PHB) Wild Stealth (MCR) Level 4 Call Aquatic Animals II (R&R) Cure Serious Wounds (PHB) Foebane (Below) Freedom of Movement (PHB) Land Womb (MaoF) Mass Camouflage (MaoF) Nondetection (PHB) Polymorph Self (PHB) Reargaurd (Merc) Snakebite (MaoF) Strongoak’s Affinity with Nature (S&SC) Summon Nature’s Ally IV (PHB) Tanil’s Purging (R&R) Tattoo Item (R&R) Tree Stride (PHB) Wall of Thorns (PHB) Wind Wall (PHB) Unite Allies (MCR) Yaral’s Totemic Transformation (R&R) Abbreviations DotF: Defenders of the Faith Dun: Dungeons FM: Fey Magic MaoF: Magic of Faerun MCR: Monte Cook’s Ranger Merc: Mercenaries MotW: Masters of the Wild PHB: Players Handbook PGK: Player’s Guide to Kalamar QW: Quintessential Wizard S&SC: Spells and Spellcraft R&R: Relics and Rituals Exacting Shot Transmutation Level: Rgr 1 Components: V, S Casting Time: 1 action Range: Touch Target: Ranged weapon touched Duration: 1 minute/level Saving Throw: None Spell Resistance: No This transmutation makes a ranged (projectile) weapon strike true against the caster's favored enemies. All critical rolls against favored enemies automatically succeed, so every threat is a critical hit. The affected weapon also negates any miss chance due to concealment whenever the caster fires at a favored enemy (unless it has total concealment, in which case the normal miss chance applies). If the ranged weapon or the projectile fired has any magical effect or property related to critical hits, this spell has no effect. Foebane Evocation Level: Rgr 4 Components: V, S Casting Time: 1 action Range: Touch Target: Weapon touched Duration: 1 round/level Saving Throw: None Spell Resistance: No This spell imbues one of the caster's weapons with great killing power against a single favored enemy type. Against creatures of that type, the weapon acts as a +5 magic weapon and deals +2d6 points of bonus damage. Furthermore, while the caster wields the weapon, he or she gains a +4 resistance bonus to saving throws against effects created by creatures of that type. The spell is automatically canceled 1 round after the weapon leaves the caster's hand for any reason. The caster cannot have more than one foebane weapon 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 exacting shot or any other spell that might modify the weapon in any way. This spell does not work on artifacts. Note: A masterwork weapon's bonus to attack does not stack with an enhancement bonus to attack. Heal Animal Companion Conjuration (Healing) Level: Drd 5, Rgr 3 Components: V, S Casting Time: 1 action Range: Touch Target: Caster's animal companion touched Duration: Instantaneous Saving Throw: None Spell Resistance: Yes (harmless) Heal animal companion enables the caster to wipe away disease and injury in one of his own animal companions (gained via class feature or the animal friendship spell). It completely cures all diseases, blindness, or deafness of the animal companion, cures all points of damage suffered due to wounds or injury, and repairs temporary ability damage. It cures mental disorders caused by spells or injury to the brain. Heal animal companion does not remove negative levels, restore drained levels, or restore drained ability scores. Servant's Guise Illusion (Glamer) Level: Rgr 1, Sor/Wiz 0 Components: S Casting Time: 1 action Range: Personal Target: You Duration: 10 minutes/level (D) Saving Throw: Will negates (see text) Spell Resistance: Yes Servant's guise allows you to subtly alter your clothing, weapons, and equipment, but not your form, features, or body type, in a manner that makes you unworthy of notice. You must choose the style of clothing and decide what your weapons and equipment look like or whether they appear at all. This spell does not alter the perceived tactile (touch) or audible (sound) properties of you or your equipment. A battleaxe made to look like a dagger or a sash still functions as a battleaxe. If you use this spell to create a disguise, you get a +5 bonus on the Disguise check. Note: Creatures get Will saves to recognize the glamer as an illusion if they interact with it (such as by touching you and having that not match what they see, in the case of this spell.) Greater Trackless Domain Transmutation Level: Drd 4, Rgr 3 Components: V, S, DF Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Area: 200-ft.-radius spread Duration: 24 hours Saving Throw: None Spell Resistance: No This spell, an improved version of trackless domain, affects a larger area and allows the caster to select which beings leave tracks in the domain, and which do not. The caster can select one creature, or one subtype of creature (for example, bears as a subtype of animals), per caster level. The selected creatures do not leave any trace in the trackless domain, and all other creatures leave normal signs of their passage. Thus, the caster can set up a trackless domain that allows him to track certain creatures, and not others. For example, if a caster was investigating an area where a lot of one type of animal, say wolves, lived, but wanted to find the elf bounty hunter hiding among them, the caster could set the area so that the elf's tracks remain, and other normal tracks for the area are excluded. It is also useful for hiding the passage of selected people, say a group of adventurers, while not eradicating all tracks in the area. Obliterate Tracks Transmutation Level: Drd 2, Rgr 1 Components: V, S Casting Time: 1 action Range: Medium (100 ft. + 10 ft./level) Area: 100-ft.-radius spread Duration: Instantaneous Saving Throw: None Spell Resistance: No This spell obliterates all tracks and signs of passage in the area of effect. Scents vanish, broken twigs are repaired, and the area looks as if no one has passed through it in at least a month. The effect is instantaneous, and subsequent signs of passage remain. The spell cannot eliminate the tracks of Huge or larger creatures. Further, it cannot repair anything more than tiny branches on plants; it is not a plant healing spell and does not cure wounds (hit points) suffered by plants. Trackless Domain Transmutation Level: Drd 3, Rgr 2 Components: V, S, DF Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Area: 100-ft.-radius spread Duration: 24 hours Saving Throw: None Spell Resistance: No This spell creates an area in which no creatures can be tracked. In effect, all creatures passing through the area are affected by a pass without trace spell. The trackless effect affects beings only within the area of effect of the spell; once subjects leave the area they can be tracked normally. For example, if a bear passed into the trackless domain, it would suddenly cease to leave tracks, scent, or any sign of passage. If the bear later left the area at a different point, tracks and scent would resume. [/QUOTE]
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