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[+] Rangers should have monster fighting spells equivalent to Paladin's Smite spells. Discuss!
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<blockquote data-quote="Shardstone" data-source="post: 9269274" data-attributes="member: 6807784"><p>So to return to [USER=7042495]@Rocker26a[/USER]'s original premise, here's what I'm going to work on for my next 5-day design sprint.</p><p></p><p>I broke up the Ranger's "identity" into several categories that I think could be great categories to make spells in. They are:</p><p></p><ul> <li data-xf-list-type="ul"><strong>Traps. </strong>These spells use your bonus action to set up and your reaction to trigger and have several triggers. The idea is the Ranger is using their primal magic to rig different kinds of traps, the more magical ones making use of magical regents and monster venom, etc, to generate the spell effects. Traps have costly material components, limiting their use.</li> <li data-xf-list-type="ul"><strong>Slaying. </strong>These are your special attack spells, things like Zephyr Strike. In this case, it'll be using fluff about how spells like <strong><em>Dragonslayer </em></strong>are inspired by killing dragons but can be used on any creature (and are more effective on flying creatures). Another spell is inspired by Elden Ring, <strong><em>Giant Hunt, </em></strong>where you do a powerful upward thrust that does more damage on Larger creatures but also does a knock up effect on creatures your size or smaller. The idea here is special magical attacks inspired by what a Ranger finds afield.</li> <li data-xf-list-type="ul"><strong>Replicating. </strong>Another term for this would be Mutagenics. I like the idea of Monster Hunter-style spells for the Ranger. They have a dragon's severed head as a component and use it to fire off their own version of the Dragon's Breath spell (different, more drastic effects). Consume a dragon heart and temporarily grow a massive claw to strike with. Inject trolls blood and gain a regeneration factor that stops if you take fire damage. These kind of spells show the Ranger's mastery over their favored foes. It can also be used for terrain stuff. Eat this rare rose as part of the spell and you release a scent with a hypnotic effect, etc etc.</li> <li data-xf-list-type="ul"><strong>Wisdoms. </strong>These spells are auras that effect your allies. They're inspired by wisdoms learned from wild places and use material components like grass from a tundra to cast a spell that gives us cold resistance + the ability to conjure blinding snowstorms once per the duration. You entreat spirits and "call in favors" from the wild OR you combine wild elements in narrative ways when you cast the spell. </li> <li data-xf-list-type="ul"><strong>Weakening. </strong>This is seperate from Slaying but uses a similar principle. It's things like having a spell that replicates the effect of ghoul's venom on the target. Essentially, these spells either weaken targets through conditions or novel effects, or they remove certain traits, such as flying, alternative senses other then sight, the ability to cast spells temporarily, etc. This is the Ranger's "knowledge" coming into full play.</li> </ul><p>I think these five categories can make an exciting array of spells but I won'tk now how many until I start outlining a little bit later. However, I think this kind of spell book could go a far way to giving the Ranger a firmer identity and more enjoyable play experience.</p></blockquote><p></p>
[QUOTE="Shardstone, post: 9269274, member: 6807784"] So to return to [USER=7042495]@Rocker26a[/USER]'s original premise, here's what I'm going to work on for my next 5-day design sprint. I broke up the Ranger's "identity" into several categories that I think could be great categories to make spells in. They are: [LIST] [*][B]Traps. [/B]These spells use your bonus action to set up and your reaction to trigger and have several triggers. The idea is the Ranger is using their primal magic to rig different kinds of traps, the more magical ones making use of magical regents and monster venom, etc, to generate the spell effects. Traps have costly material components, limiting their use. [*][B]Slaying. [/B]These are your special attack spells, things like Zephyr Strike. In this case, it'll be using fluff about how spells like [B][I]Dragonslayer [/I][/B]are inspired by killing dragons but can be used on any creature (and are more effective on flying creatures). Another spell is inspired by Elden Ring, [B][I]Giant Hunt, [/I][/B]where you do a powerful upward thrust that does more damage on Larger creatures but also does a knock up effect on creatures your size or smaller. The idea here is special magical attacks inspired by what a Ranger finds afield. [*][B]Replicating. [/B]Another term for this would be Mutagenics. I like the idea of Monster Hunter-style spells for the Ranger. They have a dragon's severed head as a component and use it to fire off their own version of the Dragon's Breath spell (different, more drastic effects). Consume a dragon heart and temporarily grow a massive claw to strike with. Inject trolls blood and gain a regeneration factor that stops if you take fire damage. These kind of spells show the Ranger's mastery over their favored foes. It can also be used for terrain stuff. Eat this rare rose as part of the spell and you release a scent with a hypnotic effect, etc etc. [*][B]Wisdoms. [/B]These spells are auras that effect your allies. They're inspired by wisdoms learned from wild places and use material components like grass from a tundra to cast a spell that gives us cold resistance + the ability to conjure blinding snowstorms once per the duration. You entreat spirits and "call in favors" from the wild OR you combine wild elements in narrative ways when you cast the spell. [*][B]Weakening. [/B]This is seperate from Slaying but uses a similar principle. It's things like having a spell that replicates the effect of ghoul's venom on the target. Essentially, these spells either weaken targets through conditions or novel effects, or they remove certain traits, such as flying, alternative senses other then sight, the ability to cast spells temporarily, etc. This is the Ranger's "knowledge" coming into full play. [/LIST] I think these five categories can make an exciting array of spells but I won'tk now how many until I start outlining a little bit later. However, I think this kind of spell book could go a far way to giving the Ranger a firmer identity and more enjoyable play experience. [/QUOTE]
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[+] Rangers should have monster fighting spells equivalent to Paladin's Smite spells. Discuss!
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