Ranger Spells
1st-Level Ranger Spells
- Accelerated Movement: Balance, Climb or Move Silently at normal speed with no penalty on skill check.
- Alarm: Wards an area for 2 hours/level.
- Animal Messenger: Sends a Tiny animal to a specific place.
- Arrow Mind: You threaten nearby squares with your bow and fire without provoking attacks of opportunity.
- Aspect of the Wolf: You change into a wolf and gain some of its abilities.
- Blades of Fire: Your melee weapons deal +1d8 fire damage for 1 round.
- Bloodhound: You gain an immediate retry if you fail a Survival check while tracking.
- Branch to Branch: You gain +10 competence bonus on Climb checks in trees and can brachiate through forests.
- Calm Animals: Calms (2d4 + level) HD of animals.
- Camouflage: Grants +10 bonus on Hide checks.
- Charm Animal: Makes one animal your friend.
- Claws of the Bear: Your hands become weapons that deal 1d8 damage.
- Climb Walls: Touched creature gains increased climbing ability.
- Crabwalk: Touched creature gains bonus while charging.
- Dawn: Sleeping/unconscious creatures in area awaken.
- Deep Breath: Your lungs are filled with air.
- Delay Poison: Stops poison from harming subject for 1 hour/level.
- Detect Animals or Plants: Detects kinds of animals or plants.
- Detect Favored Enemy: You know if favored enemies are within 60 ft.
- Detect Poison: Detects poison in one creature or object.
- Detect Snares and Pits: Reveals natural or primitive traps.
- Easy Trail: You make a temporary trail through any kind of undergrowth.
- Embrace the Wild: You gain an animal's senses for 10 minutes/level.
- Endure Elements: Exist comfortably in hot or cold environments.
- Enrage Animal: Animal rages like barbarian, not fatigued.
- Entangle: Plants entangle everyone in 40-ft.-radius circle.
- Eyes of the Avoral: Subject gets +8 bonus on Spot checks.
- Guided Shot: You ignore distance, cover, concealment penalties with your ranged attacks for 1 round.
- Hawkeye: Increase range increments by 50%, +5 on Spot checks.
- Healing Lorecall: If you have 5 or more ranks in Heal, you can remove harmful conditions with conjuration (Healing) spells.
- Hide from Animals: Animals can’t perceive one subject/level.
- Horrible Taste: Touched creature or object nauseates biting or swallowing foes.
- Hunter's Mercy: Your next hit with a bow is automatically a critical hit.
- Instant Search: Make Search check at +2 as a free action.
- Jump: Subject gets bonus on Jump checks.
- Lay of the Land: You gain an overview of the geography around you.
- Lightfoot: Your move does not provoke attacks of opportunity for 1 round.
- Linked Perception: Allies gain +2 bonus/ally in spell area on Listen and Spot checks.
- Living Prints: You perceive tracks as if they had just been made.
- Longstrider: Increases your speed.
- Low-Light Vision: See twice as far as a human in poor illumination.
- Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.
- Marked Object: You gain bonus to track a specific being.
- Naturewatch: As deathwatch, but on animals and plants.
- Omen of Peril: You know how dangerous the future will be.
- Pass without Trace: One subject/level leaves no tracks.
- Primal Hunter: Gain a +5 bonus on Climb, Jump and Swim Checks.
- Ram's Might: Gain +2 to Strength and your unarmed attacks deal normal damage.
- Rapid Burrowing: +20 ft. to subject's burrow speed.
- Read Magic: Read scrolls and spellbooks.
- Remove Scent: Hides touched creature's scent.
- Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
- Resist Planar Alignment: Subject can resist penalties for being of an opposed alignment on an aligned Outer Plane.
- Rhino's Rush: Next charge deals double damage.
- Scent: Grants the Scent special ability.
- Silvered Claws: One creature's natural attacks are treated as silvered weapons.
- Smell of Fear: Subject's aroma attracts animal attacks.
- Sniper's Shot: No range limit on next sneak attack.
- Snowshoes: Subject walks easily on ice and snow.
- Speak with Animals: You can communicate with animals.
- Stalking Brand: Subject marked with symbol you can see despite disguises.
- Summon Nature's Ally I: Calls animal to fight for you.
- Surefoot: +10 bonus on Balance, Climb, Jump, and Tumble checks.
- Surefooted Stride: You can move over rubble as easily as you can open ground.
- Towering Oak: +10 bonus to Intimidate checks.
- Traveler's Mount: Creature moves faster but can't attack.
- Vine Strike: You can sneak attack plant creatures for 1 round.
- Wings of the Sea: +30 ft to subject's swim speed.
2nd-Level Ranger Spells
- Align Fang: Natural weapon becomes good, evil, lawful, or chaotic.
- Animalistic Power: Subject gains +2 bonus to Str, Dex, and Con.
- Balancing Lorecall: You gain a +4 bonus on Balance checks and can balance on difficult surfaces if you have 5 or more ranks in balance.
- Barkskin: Grants +2 (or higher) enhancement to natural armor.
- Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
- Briar Web: Area slows creatures and thorns deal 1 point of damage /5ft moved.
- Burrow: Subject can burrow with a speed of 30 ft.
- Camouflage, Mass: As camouflage, but multiple subjects.
- Cat's Grace: Subject gains +4 to Dex for 1 min./level.
- Crown of Clarity: +2 to Listen and Spot, discharge spell to gain +8.
- Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
- Curse of Arrow Attraction: Subject takes -5 penalty to AC aagainst ranged attacks.
- Curse of Impending Blades: Subject takes -2 penalty to AC.
- Easy Climb: You make vertical surface easy to climb (DC 10).
- Exacting Shot: Your ranged weapon automatically confirms critical hits against favored enemies.
- Fell the Greatest Foe: Deal extra damage to creatures larger than you.
- Haste, Swift: Move faster, +1 on attacks, AC, Reflex saves.
- Hold Animal: Paralyzes one animal for 1 round/level.
- Hunter's Eye: Gain +1d6 sneak attack damage/3 caster levels for 1 round.
- Jagged Tooth: Doubles the critical threat range of natural weapons.
- Lion's Charge: You can make a full attack on a charge for 1 round.
- Listening Lorecall: You gain +4 bonus on Listen checks, plus blindsense or blindsight if you have 5 or more ranks in Listen.
- Nature's Favor: Animal touched gains luck bonus on attack rolls and damage rolls of +1/3 levels.
- One with the Land: Link with nature gives a +2 bonus on nature-related skill checks.
- 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.
- Share Talents: Subjects gain +2 bonus on skill checks.
- Silvered Weapon: Transforms one weapon into a silvered weapon.
- 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.
- Train Animal: Affected animal gains additional tricks equal to 1/2 caster level for 1 hour/level.
- Tremorsense: Grants tremorsense up to a range of 30 feet.
- Wind Wall: Deflects arrows, smaller creatures, and gases.
3rd-Level Ranger Spells
- Align Fang, Mass: Allies' natural weapons become good, evil, lawful, or chaotic.
- Arrow Storm: You make one ranged attack against each foe within one range increment.
- Blade Storm: You make melee attacks against every foe you threaten.
- Blade Thirst: Slashing weapon glows and gains +3 bonus.
- Bottle of Smoke: Uncorking bottle creates fast horse made of smoke.
- Burrow, Mass: As burrow, but affects 1/level subjects.
- Charge of the Triceratops: Subject grows horns and skull plate, gains gore attack.
- Command Plants: Sway the actions of one or more plant creatures.
- Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
- Curse of Impending Blades, Mass: Enemies take -2 penalty to AC.
- Darkvision: See 60 ft. in total darkness.
- Decoy Image: Figment mimics you and your allies.
- Diminish Plants: Reduces size or blights growth of normal plants.
- Find the Gap: Your attacks ignore armor and natural armor.
- Forestfold: You gain +10 competence bonus on Hide and Move Silently checks in one type of terrain.
- Heal Animal Companion: As heal on your animal companion.
- Inspired Aim: Allies within 40 ft gain +2 insight bonus on ranged attack rolls.
- 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: Rune on creature makes it easier to attack.
- Nature's Rampart: You mold the terrain to provide fortifications.
- Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
- Phantasmal Decoy: Creates illusory enemy for foe to chase.
- 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.
- Safe Clearing: As sanctuary, but protects an area and lasts 1 hour/level.
- Snowshoes, Mass: As snowshoes, affects one creature/level.
- 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.
- Aspect of the Earth Hunter: Change into bulette and gain some of its abilities.
- Blinding Beauty: You become as beautiful as a nymph, and can blind humanoids who look at you.
- Commune with Nature: Learn about terrain for 1 mile/level.
- Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
- Deeper Darkvision: Subject can see 90 ft in magical darkness.
- Foebane: Your weapon becomes +5 and deals +2d6 damage against a favored enemy.
- Freedom of Movement: Subject moves normally despite impediments.
- Implacable Pursuer: You know where prey is, as long as it's moving.
- Land Womb: You and one creature/level hide within the earth.
- Longstrider, Mass: Allies within 60 ft. gain +10 ft. bonus to speed.
- Magic Fang, Superior: Your natural weapons gain +1 enhancement bonus/4 levels.
- Nondetection: Hides subject from divination, scrying.
- Planar Tolerance: Provides long-term protection against overtly damaging planar traits.
- Snakebite: Your arm turns into poisonous snake you can use to attack.
- Spear of Valarian: Transforms normal weapon into a +1 magical beast bane silvered spear.
- Stars of Arvandor: Tiny starbursts (one/level) deal 1d8 points of damage (half nonlethal) or 1d8 points of damage (all lethal) to an evil creature.
- Summon Nature's Ally IV: Calls animal to fight for you.
- Surefooted Stride, Mass: As surefooted stride but multiple subjects.
- Swamp Stride: As tree stride, but with bodies of water.
- Wild Runner: Change into centaur, gain some abilities.
- Tree Stride: Step from one tree to another far away.
page revision: 11, last edited: 22 Mar 2012 17:19