"We have those tree hugging freaks pinned down, m'lord." - Sergeant of Hylar

"Excellent. Captain, send in the Wyvern Guard and flush them out." - General of Hylar

(A flapping of wings is heard. Followed by screams and a few Wyverns fleeing)
(The general grasps a wounded rider.)
"What happened you coward?!" - General of Hylar

"The animals of the forest attacked us and the vines tore at us! The very wood itself came alive with fire and lightning! We died!" - dying soldier

"Bloody rangers!" - General of Hylar



Offensive Spells:

Claws of the Beast: This spell is for Rangers who go with unarmed skill as opposed to sharp or blunt. It uses 3 claws, Tiger Claws at level 25 (south of Lirath on a Sabertooth Tiger), Blue Dragon Claws (Astillar on Raven's), Glaabrezu in the Abyss, and a white dragon claws. The claws created by this spell have from a 3 to a 5 hit hunt.
Spell Name  : Claws of the Beast
Skill Used  : faith.spells.misc.target
              faith.spells.misc.self
GP Cost     : 500
Spell Type  : miscellaneous 
Spell Usage : cast claws of the beast

Description : This spell draws upon the powers of nature to transform the
              rangers hands into beast like claws.  To learn each
              transformation, you must master the creature's fighting style by
              defeating it in combat.  To revert your hands back to normal,
              dismiss claws.
              
              Current Disciplines:
              Tiger - 15+ in Unarmed?
              Panther - 100+ in Unarmed?
              Blue Dragon - 300 in Unarmed
              Glabrezu - 400 in Unarmed?
              White Wyrm - 500 in Unarmed?   


Defensive Spells:

Barkskin: Our first defensive spell. It helps us get unharmed by attacks. It is pretty good at lower levels, and every Ranger always has it on. It doesn't hurt to have the extra help...
Spell Name  : Barkskin
Skill Used  : faith.spells.defensive.target
              faith.spells.defensive.self
GP Cost     : 300
Spell Type  : defensive (targeted)
Spell Usage : cast barkskin [target]

Description : This is the main defensive armour spell of the ranger.  It allows
              him to make his skin as hard as the bark of the magestic oak,
              stopping those attacks that may pass through the rangers'
              armours.  The strength of the spell is dependent on the caster's
              skill.  Note that only followers of nature can maintain the
              bark-like augmentation to the skin.

Chitin: This is our stronger version of Barkskin. It also helps us get unharmed by attacks. It can be cast with Barkskin, and these two make up our defensive armour spells.
Spell Name  : Chitin
Skill Used  : faith.spells.defensive.target
              faith.spells.defensive.self
GP Cost     : 175
Spell Type  : defensive (targeted)
Spell Usage : cast chitin [target]

Description : This spell forms a layer of chitinous armour over the target's
              skill, aiding in deflecting blows and other damage.  The strength
              of the armour is dependent on the caster's skill, as is the
              duration.

Resist: Lets us resist Fire, Electricity, and Cold damage. It is not stackable, and is rarely used at lower levels. Could be quite useful later on. Pierce was replaced by Cold for unknown reasons recently.
Spell Name  : Resist
Skill Used  : faith.spells.defensive.target
              faith.spells.defensive.self
GP Cost     : [variable]
Spell Type  : defensive (targeted)
Spell Usage : cast resist [target]

Description : This spell allows you to call upon the powers of gods, nature, or
              magic to bestowe the ability to resist magical and non-magical
              effects upon the recipient of this spell.
              Your guild can resist: electricity, fire.


Misc:

Call Forest Companion: This spell calls a much better and much more powerful creature to you. The creature is random; either Puma, Unicorn, Griffon, or Large Bear. These pets arent classified as monsters, but rather as animals. They are good living shields =). They say we need a shield spell...I think these guys are excellent shields. They go away after a while. Commands to use them are:
Spell Name  : Call Forest Companion
Skill Used  : faith.spells.misc.self
GP Cost     : 750
Spell Type  : miscellaneous 
Spell Usage : cast call forest companion

Description : his invocation calls a denizen of the forest to accompany you
              for a short time.  The creature will follow simple commands if
              you prefix them with 'companion'.  When the companion is
              summoned, it will auto follow and protect you.

Companion follow (anyname)
Companion protect (anyname)
Companion anything else you can think of. It just can't talk.

It helps if you cast chitin and barkskin on them to make them live longer. You can also heal them up when they are low on life.

Starshine: A light spell. Pretty much useless if you're an Elf or Dwarf. It lets humans see in the dark, but also blinds them in the day due to the excess amount of light shed =(. Can also be used to negate the effects of a darkness spell (Credit goes to Aldturmis)
Spell Name  : Starshine
Skill Used  : faith.spells.misc.target
GP Cost     : 50
Spell Type  : miscellaneous (targeted)
Spell Usage : cast starshine [target]

Description : This spell causes the area or person to be illuminated by the
              faint light of stars.


Special:


Curing:

Cure Wounds: Only one cure now, it's power increases as your skill increases.
Spell Name  : Cure Wounds
Skill Used  : faith.spells.curing.target
              faith.spells.curing.self
GP Cost     : Variable
Spell Type  : curative (targeted)
Spell Usage : cast cure wounds [target]

Description : This spell draws energy from nature and channels it into the
              target to heal it.  You may request the strength by specifying
              medium  or weak.  You may also request the duration of
              the spell's effect as long or short .  Note, there are
              guild point versus strength trade-offs to be made when using the
              spell in its various modes.