Spell List
RANGER SPELLS
1ST-LEVEL RANGER SPELLS
| Spell Name | Brief Description |
|---|---|
| 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
| Spell Name | Brief Description |
|---|---|
| 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
| Spell Name | Brief Description |
|---|---|
| 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/four 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
| Spell Name | Brief Description |
|---|---|
| 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. |
| NondetectionM: | 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. |