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. |
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