RANGER
SPELLS
1ST-LEVEL RANGER SPELLS
Alarm:
Wards an area for 2 hours/level.
Animal Messenger:
Sends a Tiny animal to a specific place.
Calm Animals:
Calms (2d4 + level) HD of animals.
Charm Animal:
Makes one animal your friend.
Delay Poison:
Stops poison from harming subject for 1 hour/level.
Detect Animals or
Plants: Detects kinds
of animals or plants.
Detect Poison:
Detects poison in one creature or object.
Detect Snares and
Pits: Reveals natural
or primitive traps.
Endure Elements:
Exist comfortably in hot or cold environments.
Entangle:
Plants entangle everyone in 40-ft.-radius circle.
Hide from Animals:
Animals can’t perceive one subject/level.
Jump:
Subject gets bonus on Jump checks.
Longstrider:
Increases your speed.
Magic Fang:
One natural weapon of subject creature gets +1 on attack and damage rolls.
Pass without Trace:
One subject/level leaves no tracks.
Read Magic:
Read scrolls and spellbooks.
Resist Energy:
Ignores 10 (or more) points of damage/attack from specified energy type.
Speak with Animals:
You can communicate with animals.
Summon Nature’s Ally
I: Calls animal to
fight for you.
2ND-LEVEL RANGER SPELLS
Barkskin:
Grants +2 (or higher) enhancement to natural armor.
Bear’s Endurance:
Subject gains +4 to Con for 1 min./level.
Cat’s Grace:
Subject gains +4 to Dex for 1 min./level.
Cure Light Wounds:
Cures 1d8 damage +1/level (max +5).
Hold Animal:
Paralyzes one animal for 1 round/level.
Owl’s Wisdom:
Subject gains +4 to Wis for 1 min./level.
Protection from
Energy: Absorb 12
points/level of damage from one kind of energy.
Snare:
Creates a magic booby trap.
Speak with Plants:
You can talk to normal plants and plant creatures.
Spike Growth:
Creatures in area take 1d4 damage, may be slowed.
Summon Nature’s
Ally II: Calls animal
to fight for you.
Wind Wall:
Deflects arrows, smaller creatures, and gases.
3RD-LEVEL RANGER SPELLS
Command Plants:
Sway the actions of one or more plant creatures.
Cure Moderate Wounds:
Cures 2d8 damage +1/level (max +10).
Darkvision:
See 60 ft. in total darkness.
Diminish Plants:
Reduces size or blights growth of normal plants.
Magic Fang, Greater:
One natural weapon of subject creature gets +1/three caster levels on attack and
damage rolls (max +5).
Neutralize Poison:
Immunizes subject against poison, detoxifies venom in or on subject.
Plant Growth:
Grows vegetation, improves crops.
Reduce Animal:
Shrinks one willing animal.
Remove Disease:
Cures all diseases affecting subject.
Repel Vermin:
Insects, spiders, and other vermin stay 10 ft. away.
Summon Nature’s Ally
III: Calls animal to
fight for you.
Tree Shape:
You look exactly like a tree for 1 hour/level.
Water Walk:
Subject treads on water as if solid.
4TH-LEVEL RANGER SPELLS
Animal Growth:
One animal/two levels doubles in size.
Commune with Nature:
Learn about terrain for 1 mile/level.
Cure Serious Wounds:
Cures 3d8 damage +1/level (max +15).
Freedom of Movement:
Subject moves normally despite impediments.
Nondetection M:
Hides subject from divination, scrying.
Summon Nature’s Ally
IV: Calls animal to
fight for you.
Tree Stride:
Step from one tree to another far away.