Spells
Not so scary, to me... Yes, as I said, some common sense would have to be used. I'm not familiar with Hunter's Mercy, but I assume that it aids in a kill... I'd have to look at what it does, before deciding.
As for PHB spells, the only ones (from a quick read-over of PHB:191-2, without reviewing each spell's description), I'd only limit:
Level 1:............................................Level 2:
Delay Poison (1/day)...........................Cure Light Wounds (1/day)
Entangle (1/day)................................Protection From Energy (1/day)
Magic Fang (self, only)........................Spike Growth (1/day)
Resist Energy (1/day)..........................Summon Nature's Ally II (1/day)
Summon Nature's Ally I (1/day)
Level 3:.............................................Level 4:
Command Plants (1/day).......................Animal Growth (1/day)
Cure Moderate Wounds (1/day)..............Cure Serious Wounds (1/day)
Diminish Plants (1/day)..........................Summon Nature's Ally IV (1/day)
Plant Growth (1/day)
Reduce Animal (1/day)
Summon Nature's Ally III (1/day)
What, Commune With Nature too powerful? I don't think so... Remember, it takes 10 minutes' concentration to get three pieces of information, and half an hour to get it all!...
Tree Stride too powerful? In a world with Teleport, and given that it won't work in the oceans, deserts, grasslands, underground, and other such areas where there are no trees (large enough to step into)? I don't see it...
In any case, some of these powers are just too magical, for (Ex) abilities, to me! I have trouble seeing Rangers doing things like Animal Growth, Reduce, Control Pants, Spike Growth, Diminish Plants, etc. If I were doing this, I would probably eliminate all the spells (of those types, anyway) that didn't have a target of "You". In any case, I'd keep the "Casting Time" for anything not constantly in effect.
Any "other" Ranger spells from outside the PHB, the GM is going to have to adjudicate on his own. Briar Web, for instance, is another (1/day) spell (and perhaps Hunter's Mercy is, as well).
And, again, YMMV. Every GM is going to have to work out the details of his or her alternate Ranger for themself, in consultation with their players.
Sejs said:Interesting idea, though you'd have to make a speciffic list of what spells at what level would be available, and which ones arn't. Hunter's Mercy for example, would be just as big a no-no as cures. Same with the Summon Nature's Ally line.
When you get to the last ability (the 4th level spell one) things get scary. Commune with Nature... Tree Stride... eep
Not so scary, to me... Yes, as I said, some common sense would have to be used. I'm not familiar with Hunter's Mercy, but I assume that it aids in a kill... I'd have to look at what it does, before deciding.
As for PHB spells, the only ones (from a quick read-over of PHB:191-2, without reviewing each spell's description), I'd only limit:
Level 1:............................................Level 2:
Delay Poison (1/day)...........................Cure Light Wounds (1/day)
Entangle (1/day)................................Protection From Energy (1/day)
Magic Fang (self, only)........................Spike Growth (1/day)
Resist Energy (1/day)..........................Summon Nature's Ally II (1/day)
Summon Nature's Ally I (1/day)
Level 3:.............................................Level 4:
Command Plants (1/day).......................Animal Growth (1/day)
Cure Moderate Wounds (1/day)..............Cure Serious Wounds (1/day)
Diminish Plants (1/day)..........................Summon Nature's Ally IV (1/day)
Plant Growth (1/day)
Reduce Animal (1/day)
Summon Nature's Ally III (1/day)
What, Commune With Nature too powerful? I don't think so... Remember, it takes 10 minutes' concentration to get three pieces of information, and half an hour to get it all!...
Tree Stride too powerful? In a world with Teleport, and given that it won't work in the oceans, deserts, grasslands, underground, and other such areas where there are no trees (large enough to step into)? I don't see it...
In any case, some of these powers are just too magical, for (Ex) abilities, to me! I have trouble seeing Rangers doing things like Animal Growth, Reduce, Control Pants, Spike Growth, Diminish Plants, etc. If I were doing this, I would probably eliminate all the spells (of those types, anyway) that didn't have a target of "You". In any case, I'd keep the "Casting Time" for anything not constantly in effect.
Any "other" Ranger spells from outside the PHB, the GM is going to have to adjudicate on his own. Briar Web, for instance, is another (1/day) spell (and perhaps Hunter's Mercy is, as well).
And, again, YMMV. Every GM is going to have to work out the details of his or her alternate Ranger for themself, in consultation with their players.
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