Ranger spells
1st Level | |
Air Bubble | Creates a small pocket of breathable air that surrounds the touched creature’s head or the touched object. |
Alarm | This ranger spell wards an area for 2 hours/level. |
Analyze Fertility | Gives the caster an insight into the reproductive capabilities of the target. |
Animal Messenger | Sends a Tiny animal to a specific place. |
Artemis’ Blessing | guides your allies’ bows, slings, and thrown weapons and helps them track down foes. |
Anticipate Peril | A creature affected by anticipate peril gains a preternatural sense of danger. |
Bless Growth | Improves growth of plants, adult creature, or mother. |
Blight Growth | Detracts growth of plants, adult creature, or mother. |
Calm Animals | Calms (2d4 + level) HD of animals. |
Camouflage | Upon finishing the spell, your skin and clothing change color, warping tint and hue to match your surroundings. |
Charm Animal | Makes one animal your friend. |
Dawn | All sleeping creatures in the area awaken. |
Delay Poison | Stops poison from harming subject for 1 hour/level. |
Detect Animals or Plants | Detects kinds of animals or plants. |
Detect Disease | You can sense the presence of disease. The amount of information revealed depends on how long you study a particular area or subject. |
Detect Favored Enemy | Using your passion for fighting your foe, you reach out with your magic and your mind to sense the presence of your enemies. |
Detect Poison | Detects poison in one creature or object. |
Detect Pregnancy | You can tell if the creature touched is pregnant or is hosting another creature’s implanted young. |
Detect Snares and Pits | Reveals natural or primitive traps. |
Dolphin Companion | This spell calls a normal dolphin to your side and acts as your animal companion. |
Endure Elements | Exist comfortably in hot or cold environments. |
Entangle | Plants entangle everyone in 40-ft.-radius circle. |
Hawkeye | By crying out like a hawk, you improve your eyesight. Distant objects and creatures seem closer and more distinct. |
Hide from Animals | Animals can’t perceive one subject/level. |
Horrible Taste | You change your flesh to make it unpalatable to other creatures. |
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. |
Merciful Weapon | The caster causes one weapon to loose its sharpness or hardness so that it deals subdual damage instead of normal damage. |
Pass without Trace | One subject/level leaves no tracks. |
Pop Corn | Corn pops in area, slowing creature and affects spellcasting. |
Quickswim | This spell increases your base swim speed by 10 feet; this adjustment counts as an enhancement bonus. |
Read Magic | Read scrolls and spellbooks. |
Remove Scent | With a touch of a wax-covered finger to the subject, you inhale deeply and smell nothing. |
Resist Energy | Ignores 10 (or more) points of damage/attack from specified energy type. |
Sniper’s Shot | While muttering a short chant you focus your awareness, looking only at the areas of your foe that seem most vital to its survival. |
Speak with Animals | You can communicate with animals. |
Summon Nature’s Ally I | Calls animal to fight for you. |
Synthesis | Heals 1d4 HP per round while in sunlight, 1 round per level (max 5 rounds). |
Waste Strider | The subject can move through waste terrain and desert environments without hindrance. |
2nd Level | |
Air Walk Minor | Hover while walking, 1/2 move, +10 Move Silently, can carefully move over unsteady surfaces. (New) |
Analyze Ancestry | This ranger spell provides a complete genealogy back ten generations. |
Animal Camouflage | You take on the appearance of a member of any one species of animal or magical beast of 5 HD or less, but only to members of that species. |
Barkskin | Grants +2 (or higher) enhancement to natural armor. |
Bear’s Endurance | Subject gains +4 to Constitution for 1 min./level. |
Briar Web | This spell causes grasses, weeds, bushes, and even trees to grow thorns and then wrap and twist around creatures in or entering the area. |
Cat’s Grace | Subject gains +4 to Dexterity for 1 min./level. |
Claws of the Beast | Your fingers sprout claws. |
Cure Light Wounds | Cures 1d8 damage +1/level (max +5). |
Ears of the Bat | Removes sight but increases hearing, +10 to Listen, +4 to search for secret doors. |
Fleet Feet of Hermes | This spell increases your base land speed by 60 feet. |
Gaean Repast | You call upon the power of Gaea, the Earth Mother herself to sustain you. |
Hold Animal | Paralyzes one animal for 1 round/level. |
Karma | You become more charismatic, more intelligent, and wiser. |
Nature’s Favor | You grant the subject animal a +1 luck bonus on attack and damage rolls. |
Owl’s Wisdom | Subject gains +4 to Wisdom for 1 min./level. |
Physique | You become more agile, more resilient, and stronger. |
Protection from Energy | Absorb 12 points/level of damage from one kind of energy. |
Scent | You give the target an enhanced sense of smell, equivalent to the Scent ability of some monsters. |
Snare | Creates a magic booby trap. |
Silvered Weapon | A single weapon or projectile you are holding into a silvered weapon. |
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 | |
Artemis Grace | You grant the target an extra measure of skill in attacking distant opponents with ranged weapons. |
Bottle of Smoke | From the smoke emerges a vaguely horselike creature made of wisps of smoke. |
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. |
Embrace the Wild | This ranger spell allows you to adopt the nature and some abilities of a wild animal. |
Gaean Strength | You summon the power of Gaea, the Earth Mother, to add to your strength. |
Haboob | A thick haze of swirling dust and sand swirls out from the point you designate. |
Magic Fang, Greater | One natural weapon of subject creature gets +1/three caster levels on attack and damage rolls (max +5). |
Mark of the Hunter | Your favored enemy bonuses against a foe with a mark of the hunter are 4 higher than they would otherwise be. |
Neutralize Poison | Immunizes subject against poison, detoxifies venom in or on subject. |
Plant Growth | Grows vegetation, improves crops. |
Phantasmal Decoy | Reaching into your foe’s mind, you weave an illusion of his most hated foe. |
Reduce Animal | Shrinks one willing animal. |
Remove Disease | Cures all diseases affecting subject. |
Repel Vermin | Insects, spiders, and other vermin stay 10 ft. away. |
Scales of the Sealord | You transform yourself into a form better suited to the watery environment, growing shimmering scales and gaining webbed hands and feet. |
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 | |
Aim of Sagittarius | Your ranged attacks strike with uncanny accuracy. |
Animal Camouflage, Greater | This ranger spell functions like animal camouflage, save that the duration is greater. |
Animal Growth | One animal/two levels doubles in size. |
Cat’s Grace , Greater | This spell functions like cat’s grace, except as noted above. |
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. |
Hydra’s Blood | This ranger spell conjures forth deadly poison coating weapon or projectiles. |
Implacable Pursuer | With this spell, you become an unerring tracker, instantly aware of your quarry’s location whenever it’s on the move. |
Improved bull’s strength | As bull’s strength, but with a longer duration. |
Improved Cat’s Grace | As Cat’s Grace , but with a longer duration. |
Improved Physique | As physique, but with a longer duration. |
Irrational Attraction | This spell causes the target creature to become consumed with an irrational attraction to another being chosen by the caster (which must be within sight). |
Mark of Artemis | You draw an indelible mark on the subject worthy of Artemis’s blessings. |
Nondetection | 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. |