Shillelagh
Level: |
1 |
|
Sphere: |
Combat, Plant [Alteration] |
Range: |
Touch |
|
Components: |
V, S, M |
Duration: |
4 rds. + 1 rd./level |
|
Casting Time: |
2 |
Area of Effect: |
1 oak club |
|
Saving Throw: |
None |
This spell enables the caster to change his own oak cudgel or unshod staff into a magical weapon that gains a +1 bonus to its attack roll and inflicts 2d4 points of damage on opponents up to man size, and 1d4+1 points of damage on larger opponents. The spell inflicts no damage to the staff or cudgel. The caster must wield the shillelagh, of course.
The material components of this spell are a shamrock leaf and the caster's holy symbol.
Barkskin
Level: |
2 |
|
Sphere: |
Protection, Plant [Alteration] |
Range: |
Touch |
|
Components: |
V, S, M |
Duration: |
4 rds. + 1 rd./level |
|
Casting Time: |
5 |
Area of Effect: |
1 creature |
|
Saving Throw: |
None |
When a priest casts the barkskin spell upon a creature, its skin becomes as tough as bark, increasing its base Armor Class to AC 6, plus 1 AC for every four levels of the priest: Armor Class 5 at 4th level, Armor Class 4 at 8th, and so on. This spell does not function in combination with normal armor or any magical protection. In addition, saving throw rolls vs. all attack forms except magic gain a +1 bonus. This spell can be placed on the caster or on any other creature he touches.
In addition to his holy symbol, the caster must have a handful of bark from an oak as the material component for the spell.
Goodberry (Reversible)
Level: |
2 |
|
Sphere: |
Plant [Alteration, Evocation] |
Range: |
Touch |
|
Components: |
V, S, M |
Duration: |
1 day + 1 day/level |
|
Casting Time: |
1 rd. |
Area of Effect: |
2d4 fresh berries |
|
Saving Throw: |
None |
Casting a goodberry spell upon a handful of freshly picked berries makes 2d4 of them magical. The caster (as well as any other caster of the same faith and 3rd or higher level) can immediately discern which berries are affected. A detect magic spell discovers this also. Berries with the magic either enable a hungry creature of approximately man size to eat one and be as well-nourished as if a full normal meal were eaten, or else cure 1 point of physical damage from wounds or other similar causes, subject to a maximum of 8 points of such curing in any 24-hour period.
The reverse of the spell, badberry, causes 2d4 rotten berries to appear wholesome, but each actually delivers 1 point of poison damage (no saving throw) if ingested.
The material component of the spell is the caster's holy symbol passed over the freshly picked, edible berries to be enspelled (blueberries, blackberries, raspberries, currants, gooseberries, etc.).
Trip
Level: |
2 |
|
Sphere: |
Plant [Enchantment/Charm] |
Range: |
Touch |
|
Components: |
V, S |
Duration: |
1 turn/level |
|
Casting Time: |
5 |
Area of Effect: |
1 object up to 10 ft. long |
|
Saving Throw: |
Neg. |
This magic must be cast upon a normal object--a length of vine, a stick, a pole, a rope, or a similar object. The spell causes the object to rise slightly off the ground or floor it is resting on to trip most creatures crossing it, if they fail their saving throws vs. spell. Note that only as many creatures can be tripped as are actually stepping across the enchanted object. Thus, a 3-foot-long piece of rope could trip only one man-sized creature. Creatures moving at a very rapid pace (running) when tripped suffer 1 point of damage and are stunned for 1d4+1 rounds if the surface they fall upon is very hard (if it is turf or other soft material, they are merely stunned for the rest of that round). Very large creatures, such as elephants, are not affected at all by a trip spell. The object continues to trip all creatures passing over it, including the spellcaster, for as long as the spell duration lasts. A creature aware of the object and its potential adds a +4 bonus to its saving throw roll when crossing the object. The enchanted object is 80% undetectable unless a means that detects magical traps is employed or the operation of the spell is observed. This spell does not function under water.
SPELLS ALLOWED PER LEVEL (Ranger)
1st: 3 / 2nd: 2 / 3rd: 1
So you get 3 level 1 spells ,2 level 2 spells and 1 level 3 spell per day.
Currently your character doesn't have access to 7th level spells, but here it is anyway.
Creeping Doom
Level: |
7 |
|
Sphere: |
Animal, Summoning [Conjuration/Summoning] |
Range: |
0 |
|
Components: |
V, S |
Duration: |
4 rds./level |
|
Casting Time: |
1 rd. |
Area of Effect: |
Special |
|
Saving Throw: |
None |
When the caster utters the spell of creeping doom, he calls forth a mass of from 500 to 1,000 ([1d6 + 4] x 100) venomous, biting and stinging arachnids, insects, and myriapods. This carpetlike mass swarms in an area 20 feet square. Upon command from the caster, the swarm creeps forth at 10 feet per round toward any prey within 80 yards, moving in the direction in which the caster commands. The creeping doom slays any creature subject to normal attacks, as each of the small horrors inflicts 1 point of damage (each then dies after its attack), so that up to 1,000 points of damage can be inflicted on creatures within the path of the creeping doom. If the creeping doom travels more than 80 yards away from the summoner, it loses 50 of its number for each 10 yards beyond 80 yards. For example, at 100 yards, its number has shrunk by 100. There are a number of ways to thwart or destroy the creatures forming the swarm. The solutions are left to the imaginations of players and DMs.
Hope this helps....
Ody
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BTW I just tried to send you an email with the Ranger and Player's Handbooks attached. If it doesn't get to you or the attachment are too large I may be able to give you access to my DropBox so you can download them for game use only. Send me a PM with your email and I'll see if we can work it out. Sometimes I mess up the email as listed here under your avitar name.