Cultural Rangers Spells
Copyright John MacDonald © 2017
Edited by Terence Wynne for The Guild Companion
"These spells are designed to differentiate the Rangers of the North from other cultural Rangers."
Cultural Rangers Spells
These spells are designed to differentiate the Rangers of the North from other cultural Rangers. Elite warriors, trackers, woodsmen, and naturalists exist in other cultures than the Dunedain of the North and their Eldar teachers. These spells are for those types of characters. The Ranger spells listed in MERP Standard rules are limited to the true Rangers of the North.
Other Rangers have only two spell lists accessible: 1 and 2 for cultures with some influence of the Eldar and Dunedain through history (Dalemen, Eriadorians, Eothraim, or Rohirim). 1 and 3 for cultures that reject the influence by the Eldar and Dunedin (Dunlendings, Wose, Haradrim of the Southeast, Southrons). There are no Dark Grace or Fallen Ranger spells lists. With the lack of Grace fallen Ranger become merely elite warriors with woodcraft.
Ranger’s Awareness
Source Spell Law Dabbler Base 3.5.5
| Level | Spell | Area | Duration | Range | Type |
|---|---|---|---|---|---|
| 1 | Sly Ears | Caster | 10 min/lvl | Self | U |
| 2 | Night Vision | Caster | 10 min/lvl | Self | U |
| 3 | Scent | Caster | 10 min/lvl | Self | U |
| 4 | Sensory Marker | Caster | P | Touch | U |
| 5 | Far Sense 1 | Caster | 1 min/lvl - C | 50’ /lvl | U |
| 6 | Side Vision | Caster | 10 min/lvl | Self | U |
| 7 | Touch | Caster | 10 min/lvl | Self | U |
| 8 | Water Vision | Caster | 10 min/lvl | Self | U |
| 9 | Dark Vision | Caster | 10 min/lvl | Self | U |
| 10 | Far Sense 2 | Caster | 1 min/lvl - C | 50’ /lvl | U |
1. Sly Ears
Caster gains double normal hearing. This results in +50 to perception
involving only hearing and +25 to general perception checks.
2. Night Vision
Caster can see 100’ on a normal night darkness as if it were daylight
3. Scent
Caster gains acute sense of smell. This results in +50 to perception
involving on smelling (such as herb finding), and +25 to general
perception checks
4. Sensory Marker
The Caster marks one location (a rock or tree for example) so the caster
can later locate it with Far Sense spells. The number of markers is
limited to the number of levels the caster has.
5. Far Sense 1
Caster may designate 1 of his senses to be used at any marked location
(see above) within range. While immobile and concentrating the Caster is
able to rotate around the marker and use his sight, hearing, or smelling
perception to detect what is in the vicinity of the marker. The effects
of the other spells within this list stack or may be used with the Far
Sense spell allowing them to increase their chance of perceiving things
around the marker.
6. Side Vision
Caster has a 300 degree field of vision. This lowers the bonus for
flanking attacks against the caster to +5 and rearward attacks to +15.
7. Touch
Caster gains higher tactile senses (touch). Caster gains +25 to skills
involving fine touch such as setting snare traps or disarming the same.
8. Water Vision
Caster can see 100’ in any water (including murky water) as if it were
daylight.
9. Dark Vision
as Night Vision except the Caster can see through any darkness including
magical darkness.
10. Far Sense 2
as Far Sense 1 - except the caster can apply any 2 senses to the marked
location. Sight and sound for example but not smelling.
Guardian Ways
Source Spell Law (unknown) - Internet (author unknown) - D20
Ranger spells for those cultures influenced by the Eldar and Dunedain.
| Level | Spell | Area | Duration | Range | Type |
|---|---|---|---|---|---|
| 1 | Detect Enemies | 50’ r | 1 min/lvl | 100’ | I |
| 2 | Guardian Attack 1 | Caster | 1 rnd /lvl | Self | F |
| 3 | Holding | 1 Target | C | 100’ | F |
| 4 | Enemy Speech | Caster | 1 min/lvl | Self | U |
| 5 | Guardian Attack 2 | Caster | 1 rnd/lvl | Self | F |
| 6 | Detect Enemies 2 | 100’ r | 1 min/lvl | Self | I |
| 7 | Mind Scan | 1 Target | 1 min/lvl | Self | U |
| 8 | Guardian Attack 3 | Caster | 1 rnd/lvl | Self | F |
| 9 | Battle Cry | 30’ r | 1 rnd/lvl | Self | F |
| 10 | Dominate Enemy | 1 Target | 1 rnd/lvl - 5 RR fail | Self | F |
1. Detect Enemies
Ranger detects aura of current cultural enemies (or hunted) in 50’
radius. Aura informs the Ranger of approximate power level; power level
being a combination of numbers or relative strength. The ranger is
reasonably informed of the challenge he faces.
2. Guardian Attack
Ranger gets +10 OB bonus against current cultural enemies (or hunted).
3. Holding
Ranger is able to hold 1 enemy combatant to 25% of normal activity while
they concentrate.
4. Enemy Speech
Ranger is able to temporarily gain 3 ranks of speech in the current
enemy they are fighting / hunting thus gaining at least a very good
general idea of their tactics and intentions.
5. Guardian Attack 2
as above except bonus is +20 OB.
6. Detect Enemies 2
as above except range is 100’ radius
7. Mind Scan
Ranger is able to scan the surface thoughts and emotions of 1 target
being a cultural enemy (or hunted). This does not reveal detailed plans
but allows the Ranger to gauge fear, hostility, and intent.
8. Guardian Attack 3
as above except the bonus is +30 OB.
9. Battle Cry
Ranger rallies allies with a battle cry and demoralizes enemy. All
enemies that fail RR suffer penalties of -5 per 5 points or RR fail to
combat OB, morale checks, and moving maneuvers. Thus a failure of 20
is - 20 to OB. Failure in future morale checks will cause enemies to
flee.
10. Dominate Enemy
One enemy target must follow a single suggestion not alien to them. Thus
the Ranger could cause the enemy captain to “flee the battle or
surrender” if they fail their RR.
Guardian Ways 2
Source Spell Law (unknown) - Internet (author unknown) - D20
Ranger spells for those cultures NOT influenced by the Eldar and Dunedain.
| Level | Spell | Area | Duration | Range | Type |
|---|---|---|---|---|---|
| 1 | Battle Tattoo’s 1 | Caster | 1 rnd/lvl | Self | F |
| 2 | Ewe’s Grace 1 | Caster | 1 rnd/lvl | Self | F |
| 3 | Ram’s Strength 1 | Caster | 1 rnd/lvl | Self | F |
| 4 | Battle Tattoo’s 2 | Caster | 1 rnd/lvl | Self | F |
| 5 | Ewe’s Grace 2 | Caster | 1 rnd/lvl | Self | F |
| 6 | Ram’s Strength 2 | Caster | 1 rnd/lvl | Self | F |
| 7 | Battle Tattoo’s 3 | Caster | 1 rnd/lvl | Self | F |
| 8 | Detect Enemies 2 | 100’ r | 1 min/lvl | Self | I |
| 9 | Battle Tattoo’s 4 | Caster | 1 rnd/lvl | Self | F |
| 10 | Battle Cry | 30’ r | 1 rnd/lvl | Self | F |
1. Battle Tattoos 1
By drawing upon peat moss, charcoal, local herbal dyes, or inks, the
Ranger covers themselves (body torso, arms, and face) in cultural
tattoos the ward harm from them going into battle. The tattoos seem to
deflect piecing and slashing damage but NOT concussion damage from blunt
weapons. With the first level of Tattoos the Ranger is treated as if
they are wearing Soft Leather armor with helm and greaves in combat even
if undressed, half dressed, or only in robes.
2. Ewe’s Grace 1
The Ranger is as graceful as an eye on rocky mountain slopes and gains
+10 temporary stat bonus to agility which will positively affects moving
maneuvers, balance, or any agility based OB
3. Ram’s Strength 1
The Ranger is as powerful as a Ram in rut and gains +10 temporary stat
bonus to Strength which positively affects Offensive Bonus, lifting and
encumbrance.
4. Battle Tattoo’s 2
as above except the Ranger is treated as if wearing Rigid Leather armor
in combat.
5. Ewe’s Grace 2
as above except the bonus is +20
6. Ram’s Strength 2
as above except the bonus is +20
7. Battle Tattoo’s 3
as above except the Ranger is treated as if wearing Chain Armor in
combat without the electrical conductivity.
8. Detect Enemies 2
The Ranger detects the aura of current cultural enemies (or the hunted)
within a 100’ radius. The aura informs the Ranger of relative power
level or threat.
9. Battle Tattoo’s 4
as above except the Ranger is treated as if wearing Plate armor in
combat without the electrical conductivity.
10. Battle Cry
Ranger rallies allies with a battle cry and demoralizes enemy. All
enemies that fail RR suffer penalties of -5 per 5 points or RR fail to
combat OB, morale checks, and moving maneuvers. Thus a failure of 20
is - 20 to OB. Failure in future morale checks will cause enemies to
flee.