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.