Ranger

Description: The Ranger is a fighter who feels close to nature. A Ranger has the valued abilitiy to conduct a Land Search, and add land to a country. Rangers can wear armor up to AC 3. They may use round shields, as well as any weapon except black axes and chained yellow weapons. Their costumes should consist of neutral and/or woodland colors. All Rangers are required to wear a Rabbit's foot or wear a Hooded Mantle as a symbol of their class.


Skills:

Rank 1: Tracking - Tracking is done by searching for scents, prints, & any signs in an area. From the signs, they can determine party size, type of creatures, direction, etc. An Elder must be present to gain any information. This is a normal battle skill.

Rank 3: Search Land - A ranger may search new land as per the Land Rules for scouting.

Rank 4: Immunity to Entangle - Because the Ranger is in tune with nature, they become immune to all Entangle Spells. When hit, the Ranger calls out "[Level] Ranger" and goes on their way. This is a normal battle skill.

Rank 10: Immunity to Nature Love - The Ranger is one with nature in that the spell "Nature Love" has no effect on them.

Magical Abilities:

Rank 2 - Feign Death - Battle Spell
Length: 15 words - Cost: 1 point
Range: Caster - Duration: Special
Material: None - Area Effected: None
The Ranger draws on the power of Nature to slow his heartbeat and breathing. This Spell is memorized and can be cast without reading from a Spell Book. The Ranger cannot move or speak or the Spell is broken.

Rank 3 - Light - Adventure Spell
Length: 100 words - Cost: 1 point
Range: Caster - Duration: 30 minutes
Material: Flashlight - Area Effected: 10 foot radius
When cast the light must remain on for a full 30 minutes or the spell must be recast. The light can only be direct down at the ground within a ten-foot radius. A small flashlight should be used, no spotlights.

Rank 5 - Cure Light Wounds - Battle Spell
Length: 188 words - Cost: 1 point
Range: Caster - Duration: Permanent
Material: Herbs - Area Effected: 1 creature
With this Spell the Ranger is able to cure one light wound.

Rank 7 - Neutralize Poison - Adventure Spell
Length: 100 words - Cost: 1
Range: Touch - Duration: Permanent
Material: Holly/Mistletoe - Area Effected: 1 creature
This spell allows the caster to neutralize the effects of most poisons or toxins. The Elders/Hosts of the event should determine the exact effectiveness of the spell.

Rank 9 - Enchant Arrow - Adventure Spell
Length: 100 words - Cost: 1 point
Range: Touch - Duration: Special
Material: Red Ribbon - Area Effected: 1 arrow
This spell allows the ranger to imbue one arrow with magical energy; the weapon then can be used against creatures that can only be affected by magical weapons. When cast the Ranger ties the red ribbon around the shaft of the arrow in a visible manner. When shot, the Ranger calls, "Enchanted Arrow" and the spell is expended when it hits a target (person, tree, monster, etc) or is dispelled. The ribbon must be removed when the spell has been expended. Enchanted arrows do not carry on between events. Any archer can use an arrow enchanted by a Ranger.