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Ranger Spell List



1st-Level Ranger Spells

Spell Name
Comp.
Description
Replaces nonmagical ammunition every round.
Creates a small pocket of air around your head or an object.
Wards an area for 2 hours/level.
Sends a Tiny animal to a specific place.
Triples carrying capacity of a creature.
Target gains a bonus on one initiative check.
Gives bonuses on Perception and ranged attacks.
Gain a bonus to Stealth and make checks without cover or concealment.Elf only.
A shortbow may double as a club, or a longbow as a quarterstaff.
Makes an animal come to you.
Calms 2d4 + level HD of animals.
Makes one animal your friend.
Reduces effects of intense sun exposure and environmental heat.
Compels opponents to attack you instead of your allies.
Animates a lantern that follows you.
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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Stops poison from harming subject for 1 hour/level.
Detect presence of aberrations.
Detects kinds of animals or plants.
Detects poison in one creature or object.
Reveals natural or primitive traps.
Detect and identify diseases.
Dream of a rich feast and when you awake, you are sated as if you ate and drank a nutritious meal.
Exist comfortably in hot or cold regions.
Plants entangle everyone in 40-ft. radius.
Subject ignores adverse movement effects in difficult terrain.
No fall damage, move 60 ft./round while falling.
Arrows do damage as though one size category bigger.
animals can't perceive one subject/level.
Create three notes heard miles away.
Treat enemies as favored for 1 round/level.
Target gains a beard of cold iron that increases AC and can be used to attack enemies.
Subject gets bonus on Acrobatics checks.
Gain +2 Perception and low-light vision.
Gain +10 on a monster Knowledge check.
Melee weapons damage as if one size bigger.
Target makes an Escape Artist check as an immediate action and gains a bonus on it.
Grants a +10-foot bonus to the range increment for any ranged weapon fired.
Your base speed increases by 10 ft.
One natural weapon of subject creature gets +1 on attack and damage rolls.
Subject cannot be tracked by scent.
One subject/level leaves no tracks.
Read scrolls and spellbooks.
Predicts natural weather for 48 hours.
Tell creature's appearance by footprint.
Ignores 10 (or more) points of damage/attack from specified energy type.
Grants a weapon the returning special weapon quality.
You can communicate with animals.
Summon 1d3 Tiny animals.
Summons creature to fight for you.
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Ignore fatigue while hustling.
Animal gains combat training.

Gain a bonus to Knowledge checks about your environment from the land itself. Elf only.

2nd-Level Ranger Spells
Spell Name
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.
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.
You can talk to plants and plant creatures.
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.
Insects, spiders, and other vermin stay 10 ft. away.
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 gains +4 Str and Dex, and +2 bonus on trip attacks.
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.