Spell Name
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Comp.
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Description
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Replaces nonmagical ammunition every round.
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Creates a small pocket of air around your head or an object.
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Wards an area for 2 hours/level.
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Sends a Tiny animal to a specific place.
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Triples carrying capacity of a creature.
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Target gains a bonus on one initiative check.
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Gives bonuses on Perception and ranged attacks.
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Gain a bonus to Stealth and make checks without cover or concealment.Elf only.
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A shortbow may double as a club,
or a longbow as a quarterstaff.
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Makes an animal come to you.
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Calms 2d4 + level HD of animals.
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Makes one animal your friend.
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Reduces effects of intense sun exposure and environmental heat.
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Compels opponents to attack you instead of your allies.
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Animates a lantern that follows you.
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You create an arrow made of crackling electricity, which you may
fire as a weapon or use as a glowing beacon.
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-
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Stops poison from harming subject for 1
hour/level.
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Detect presence of aberrations.
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Detects kinds of animals or plants.
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Detects poison in one creature or object.
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Reveals natural or primitive traps.
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Detect and identify diseases.
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Dream of a rich feast and when you awake, you are sated as if
you ate and drank a nutritious meal.
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Exist comfortably in hot or cold regions.
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Plants entangle everyone in 40-ft. radius.
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Subject ignores adverse movement effects in difficult terrain.
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No fall damage, move 60 ft./round while falling.
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Arrows do damage as though one size category bigger.
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animals can't perceive one subject/level.
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Create three notes heard miles away.
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Treat enemies as favored for 1 round/level.
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||
Target gains a beard of cold iron that increases AC and can be
used to attack enemies.
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||
Subject gets bonus on Acrobatics checks.
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||
Gain +2 Perception and low-light
vision.
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||
Gain +10 on a monster Knowledge check.
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Melee weapons damage as if one size bigger.
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||
Target makes an Escape Artist check as an immediate
action and gains a bonus on
it.
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||
Grants a +10-foot bonus to the range increment for any ranged
weapon fired.
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||
Your base speed increases by 10 ft.
|
||
One natural weapon of subject creature gets +1 on attack and
damage rolls.
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||
Subject cannot be tracked by scent.
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One subject/level leaves no tracks.
|
||
Read scrolls and spellbooks.
|
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Predicts natural weather for 48 hours.
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Tell creature's appearance by footprint.
|
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Ignores 10 (or more) points of damage/attack from specified
energy type.
|
||
Grants a weapon the returning special weapon quality.
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||
You can communicate with animals.
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||
Summon 1d3 Tiny animals.
|
||
Summons creature to fight for you.
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||
-
|
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Ignore fatigue while hustling.
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Animal gains combat training.
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2nd-Level Ranger Spells
Spell Name
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Comp.
|
Description
|
Hastens targeted poison's onset.
|
||
Subject gains a bonus on Perception checks.
|
||
Turns item up to 5 lbs./level into food.
|
||
You gain some of the beneficial qualities of an animal.
|
||
As ant haul,
but you may divide the duration among creatures touched.
|
||
Target gains climb 30 and +8 racial
bonus on Climb skill checks.
|
||
Creates duplicates of an arrow used to kill a creature in the
previous round.
|
||
+2 AC and combat
maneuver rolls.
|
||
Weapons are keen while you concentrate.
|
||
Grants +2 (or higher) enhancement to natural
armor.
|
||
Subject gains +4 to Con for 1 min./level.
|
||
Gives caster the scent special ability.
|
||
Slashing weapon deals bleed damage to an opponent’s head.
|
||
Creates a shelter around a campfire.
|
||
Convert a friendly
companion into a small statue.
|
||
Subject gains +4 to Dex for 1 min./level.
|
||
Gives a +4 bonus on Stealth checks and concealment.
|
||
M
|
Creates treasure map out of a creature’s corpse.
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Cures 1d8 damage + 1/level (max +5).
|
||
Creates a magical sensor high above you.
|
||
Armor you wear no longer slows your speed.
|
||
As endure
elements, but you may divide the duration among creatures touched.
|
||
Plants in a forested area become helpful instead of hindering
you and your allies.
|
||
Enable target to raise the ground he's standing on five feet,
which negatesflanking bonuses.
|
||
Know approximate distance from where you cast this spell.
|
||
Hides all traces of your campsite.
|
||
Paralyzes one animal for 1 round/level.
|
||
+20 on Perception checks to locate a target.
|
||
Take 20 on Knowledge checks to learn monster’s weaknesses.
|
||
You roll damage twice when you roll damage for a critical
hit and take the best
damage.
|
||
Gives creature grab ability with a natural
attack.
|
||
Subject gains +4 to Wis for 1 min./level.
|
||
+5 Perception and Sense Motive 10 min./level.
|
||
Absorbs 12 points/level of damage from one kind of energy.
|
||
Protects from attacks
of opportunity.
|
||
Loads a single shot into your weapon every round.
|
||
As returning
weapon, but you may divide the duration among weapons touched.
|
||
Imbues a projectile weapon to give its ammunition the ability to
ricochet.
|
||
Wave boosts creature’s speed.
|
||
Creates a magic booby trap.
|
||
Creatures in area take 1d4 damage, may be slowed.
|
||
2d6 damage to all creatures in area.
|
||
Summons creature to fight for you.
|
||
Weapon bypasses some DR.
|
||
Create a comfortable shelter made of webbing.
|
||
Nearby plants aid you in combat.
|
||
Deflects arrows, smaller creatures, and gases.
|
3rd-Level Ranger Spells
Spell Name
|
Comp.
|
Description
|
As animal aspect,
but you gain two animal qualities.
|
||
+2 AC against attacks
of opportunity and
increases speed.
|
||
1 ally/level gains darkvision and a +2 Stealth bonus.
|
||
Gives creature the ability to deal bleed damage with natural
attacks.
|
||
Target gains a burrow speed of 15.
|
||
You gain increased speed, and your movement ignores attacks
of opportunity and allows
you to move through the space of creatures larger than you are.
|
||
Creates a whirling screen of strong wind around you.
|
||
Sway the actions of plant creatures.
|
||
You can talk with your animal
companion, and can handle it withsupernatural ease.
|
||
You create a path of handholds on earthen, plaster, stone, or
wooden walls.
|
||
Cures 2d8 damage +1/level (max. +10).
|
||
See 60 ft. in total darkness.
|
||
As delay
poison, but you may divide the duration among creatures touched.
|
||
Reduces size or blights growth of normal plants.
|
||
As feather
step, but affects many targets rather than one.
|
||
Wind walls selectively block attacks.
|
||
Target is treated as a favored
enemy type of your choice.
|
||
Protects creatures from sustained environmental effects.
|
||
One natural weapon gets + 1/four levels (max. +5).
|
||
Imbues ammunition with accuracy against a specific creature
type.
|
||
Immunizes subject against poison,
detoxifies venom in or on subject.
|
||
Grows vegetation, improves crops.
|
||
As protection
from energy, but you may divide the duration among creatures touched.
|
||
Shrinks one willing animal.
|
||
Cures all diseases affecting subject.
|
||
As resist
energy, but you may divide the duration among creatures touched.
|
||
Reduces effects of multiple conditions on target.
|
||
Natural attacks damage as two sizes larger.
|
||
Summons creature to fight for you.
|
||
As tireless
pursuit, but affects many targets rather than one.
|
||
You look exactly like a tree for 1 hour/level.
|
||
Arrow or bolt poisons target.
|
||
Gain emergency healing (spring), extra speed (summer), a bonus
onFortitude
saves (fall) or the ability
to navigate across slick surfaces with ease (winter). Elf only.
|
||
Subject treads on water as if solid.
|
4th-Level Ranger Spells
Spell Name
|
Comp.
|
Description
|
One animal doubles in size.
|
||
Subject gets fast
healing 2, fire resistance 10, +2 CMD.
|
||
Summons an invisible spirit that fires your arrows for
you as a swift
action.
|
||
Learn about terrain for 1 mile/level.
|
||
Cures 3d8 damage + 1/level (max +15).
|
||
As darkvision,
but you may divide the duration among creatures touched.
|
||
See 120 ft. in total darkness.
|
||
You can sense whether a particular creature is within 20 miles
of your location.
|
||
Subject moves normally despite impediments to movement.
|
||
Creates trees and a small spring.
|
||
As named
bullet, but deals 2 points of damage per caster level.
|
||
M
|
Hides subject from divination, scrying.
|
|
M
|
As raise dead,
but on an animal.
|
|
Creatures that strike you take 1d6 +1/level fire damage.
|
||
Summons creature to fight for you.
|
||
Treat the terrain you are in as a favored
terrain for the spell’s
duration.
|
||
Step from one tree to another far away.
|
||
As water walk,
but you may divide the duration among creatures touched.
|