Spell List

RANGER SPELLS

1ST-LEVEL RANGER SPELLS
Source Spell Name Brief Description
Core Alarm: Wards an area for 2 hours/level.
Core Animal Messenger: Sends a Tiny animal to a specific place.
Core Calm Animals: Calms (2d4 + level) HD of animals.
Core Charm Animal: Makes one animal your friend.
Core Delay Poison: Stops poison from harming subject for 1 hour/level.
Core Detect Animals or Plants: Detects kinds of animals or plants.
Core Detect Poison: Detects poison in one creature or object.
Core Detect Snares and Pits: Reveals natural or primitive traps.
Core Endure Elements: Exist comfortably in hot or cold environments.
Core Entangle: Plants entangle everyone in 40-ft.-radius circle.
Core Hide from Animals: Animals can’t perceive one subject/level.
Core Jump: Subject gets bonus on Jump checks.
Core Longstrider: Increases your speed.
Core Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.
Core Pass without Trace: One subject/level leaves no tracks.
Core Read Magic: Read scrolls and spellbooks.
Core Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
Core Speak with Animals: You can communicate with animals.
Core Summon Nature’s Ally I: Calls animal to fight for you.
BoED Eyes of the Avoral: Subject gets +8 bonus on Spot checks.
BoED Silvered Claws: One creature’s natural attacks are treated as silvered weapons.
CAd Accelerated Movement: Take no speed penalty when using Balance, Climb, or Move Silently.
CAd Arrow Mind: Make attacks of opportunity with bows.
CAd Bloodhound: Pick up a lost trail immediately.
CAd Branch to Branch: You can brachiate, and charge while doing so.
CAd Easy Trail: Walk through thick plant growth without trouble.
CAd Embrace the Wild: Gain the senses of an animal you choose.
CAd Exacting Shot: Your ranged attacks ignore concealment and always confirm criticals when used on a favored enemy.
CAd Guided Shot: Your ranged attack takes no range penalty and ignores cover.
CAd Hawkeye: Your range increment increases.
CAd Healing Lorecall: Your healing spells become more potent.
CAd Instant Search: Make a search check as a free action.
CAd Sniper's Shot: Next attack is a sneak attack regardless of distance.
CAd Vine Strike: Sneak attack plant creatures.
CAr Low-Light Vision Target gains lowlight vision.
CD Naturewatch: As deathwatch, but on animals and plants.
CD Traveler’s Mount: Creature moves faster but can’t attack.
CM Climbing Tree: Temporarily grow a tall tree for use as a ladder.
City Impeding Stones: Earthen ground and cobblestones crack and shift, hampering foes.
DrM Primal Hunter: Gain a +5 bonus on Climb, Jump, and Swim checks.
Frost Conjure Ice Beast I: Conjures ice creature to fight for you.
Frost Crunchy Snow: –20 penalty on Move Silently checks in area.
Frost Ease of Breath: +20 inherent bonus on Fortitude saves to resist altitude sickness.
Frost Ice Skate: While on ice, your speed increases by 60 feet.
Frost Ivory Flesh: Flesh turns white, granting +5 circumstance bonus on Hide checks in snow and ice.
Frost Snowsight: Normal vision in winter weather conditions.
MH Guided Arrow: Ranged attack targets don’t get cover for 1 round (swift).
MH Lightfoot: Your move does not provoke attacks of opportunity for 1 round (swift).
Planar Lay of the Land: You gain an overview of the geography around you.
Planar Resist Planar Alignment: Subject can resist penalties for being of an opposed alignment on an aligned Outer Plane.
PHBII Linked Perception: Allies gain +2 bonus/ally in spell area on Listen and Spot checks.
RoD Locate City: Find nearest city.
RotW Raptor’s Sight: Gain +5 on Spot checks; range increment penalty halved.
Sand Impede Sun’s Brilliance: Diminishes the heat and light of the sun in an area.
Sand Locate Water: Reveals location, size, and quality of water sources.
Sand Summon Desert Ally I: Calls dustform creature to fight.
Sand Waste Strider: Move through the wasteland without penalties.
Storm Kuo-Toa Skin: Subject gains +8 on Escape Artist checks and cannot be snared by webs.
Storm Quickswim: Your swim speed increases by 10 ft.
Storm Tern’s Persistence: Subject can travel overland 50% longer without fatigue.
Storm Urchin’s Spines: Target grows spines that damage opponents.
Storm Webfoot: Target gains +4 on Swim and is less hindered by bog terrain.
2ND-LEVEL RANGER SPELLS
Source Spell Name Brief Description
Core Barkskin: Grants +2 (or higher) enhancement to natural armor.
Core Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
Core Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
Core Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Core Hold Animal: Paralyzes one animal for 1 round/level.
Core Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
Core Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Core Snare: Creates a magic booby trap.
Core Speak with Plants: You can talk to normal plants and plant creatures.
Core Spike Growth: Creatures in area take 1d4 damage, may be slowed.
Core Summon Nature’s Ally II: Calls animal to fight for you.
Core Wind Wall: Deflects arrows, smaller creatures, and gases.
BoED Silvered Weapon: Transforms one weapon into a silvered weapon.
CAd Balancing Lorecall: Balance on impossible surfaces.
CAd Easy Climb: You make a surface easily climbable.
CAd Haste, Swift: You are much faster for a round.
CAd Listening Lorecall: Get a bonus to listen, and possibly blindsense/blindsight.
CAd Nature's Favor: You gain a luck bonus on attack and damage rolls.
CAd Sniper’s Shot: Your next ranged attack is a sneak attack at any distance.
CAd Train Animal: Animal knows new tricks for the duration of the spell.
CAr Blades of Fire Your weapons deal fire damage.
CC Metal Fang: One of subject's natural weapons becomes cold iron or silvered and counts as magical for overcoming DR.
CD Briar Web: Area entangles creatures and thorns deal 2d6 damage.
CD Nature’s Favor: : Target animal gains an attack and damage bonus of +1/two levels.
CD Scent: Grants the scent special ability.
CM Near Horizon: Remove increment-based penalties on ranged attacks.
CS Blockade: Fill 5-ft square with enormous block of wood
CS Spore Field: Mushrooms grow from ground, slowing movement and sickening living creatures
DrM Primal Instinct: Gain a +5 bonus on initiative checks and Survival checks.
Frost Conjure Ice Beast II: Conjures ice creature to fight for you.
Frost Snow Walk: Increase your speed and walk effortlessly on top of snow without leaving tracks or scent.
Frost Zone of Glacial Cold: Deals 1d6 cold damage to all creatures in area.
LoM Invoke the Cerulean Sign: Aberrations become sickened, nauseated, dazed, or stunned.
HoB Aerial Alarm: Wards an area for 2 hours/level
HoB Trip Vine: Plants trip creatures entering area.
MoI Animal Spirit: Subject can activate scent, low-light vision, and bonus on Wis-based checks for 1 minute.
MH Blades of fire: Your melee weapons deal +1d6 fire damage for 1 round (swift).
MH Curse of Impending Blades: Subject takes –2 penalty to AC.
MH Haste, Swift: You are hasted for 1 round (swift).
PHBII Animalistic Power: Subject gains +2 bonus to Str, Dex, and Con.
PHBII Crown of Clarity: +2 to Listen and Spot, discharge spell to gain +8.
PHBII Curse of Arrow Attraction: Subject takes –5 penalty to AC against ranged attacks.
PHBII Hunter’s Eye: Gain +1d6 sneak attack damage/3 caster levels for 1 round.
PHBII Share Talents: Subjects gain +2 bonus on skill checks.
RotW Woodland Veil: Blend unobtrusively into natural surroundings, along with your friends.
Sand Freedom of Breath: Protects against suffocation and dangerous vapors.
Sand Halo of Sand: Swirling sand grants +1 deflection bonus/3 levels.
Sand Hydrate: Heals dessication damage.
Sand Protection from Dessication: Absorb 10 points/level of dessication damage.
Sand Summon Desert Ally II: Calls dustform creature to fight.
Storm Tojanida Sight: Gain all-around vision.
3RD-LEVEL RANGER SPELLS
Source Spell Name Brief Description
Core Command Plants: Sway the actions of one or more plant creatures.
Core Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
Core Darkvision: See 60 ft. in total darkness.
Core Diminish Plants: Reduces size or blights growth of normal plants.
Core Magic Fang, Greater: One natural weapon of subject creature gets +1/four caster levels on attack and damage rolls (max +5).
Core Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Core Plant Growth: Grows vegetation, improves crops.
Core Reduce Animal: Shrinks one willing animal.
Core Remove Disease: Cures all diseases affecting subject.
Core Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
Core Summon Nature’s Ally III: Calls animal to fight for you.
Core Tree Shape: You look exactly like a tree for 1 hour/level.
Core Water Walk: Subject treads on water as if solid.
BoED Inspired Aim: Allies within 40 ft. gain +2 insight bonus on ranged attack rolls.
CAd Blade Storm: Make a melee attack against every foe in range.
CAd Forestfold: You give yourself camouflage.
CD Bottle of Smoke: Uncorking bottle creates fast horse made of smoke.
CD Detect Favored Enemy: You know if favored enemies are within 60 ft.
CD Mark of the Hunter: Rune on creature makes it easier to track and attack.
CD Phantasmal Decoy: Creates illusory enemy for foe to chase.
Drac Find the Gap: Your attacks ignore armor and natural armor.
DrM Primal Senses: Gain low-light vision and a +5 bonus on Listen and Spot checks.
Frost Binding Snow: Snow freezes, impeding movement.
Frost Conjure Ice Beast III: Conjures ice creature to fight for you.
HoH Resist Taint: Bestows +4 bonus on saves against taint.
MoI Guardian Spirit: Subject can activate bonus on AC, Re? ex saves, and Dex-based checks for 1 minute. SORCERER/
MH Curse of Impending Blades, Legion’s: Enemies take –2 penalty to AC.
Sand Haboob: Cloud of dust obscures sight and abrades those passing through it.
Sand Skin of the Cactus: Grants natural armor, thorns, and resistance to dehydration.
Sand Summon Desert Ally III: Calls dustform creature to fight.
Storm Scales of the Sealord: Add 10 ft. to swim speed or gain swim speed of 15 ft; add natural armor bonus +1/3 levels.
Storm Wake Trailing: You can track a ship across the sea.
WoL Revitalize Legacy, Least: Get extra use of chosen least legacy ability.
4TH-LEVEL RANGER SPELLS
Source Spell Name Brief Description
Core Animal Growth: One animal/two levels doubles in size.
Core Commune with Nature: Learn about terrain for 1 mile/level.
Core Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
Core Freedom of Movement: Subject moves normally despite impediments.
Core Nondetection: Hides subject from divination, scrying.
Core Summon Nature’s Ally IV: Calls animal to fight for you.
Core Tree Stride: Step from one tree to another far away.
BoED Blinding Beauty: You become as beautiful as a nymph, and can blind humanoids who look at you.
BoED Spear of Valarian: Transforms normal weapon into a +1 silvered spear (+3 against magical beasts, which take +2d6 points of damage).
BoED Stars of Arvandor: Tiny starbursts (one/level) deal 1d4 points of damage (2d4 against evil creatures).
CAd Arrow Storm: Make a ranged attack against every foe in sight.
CAd Foebane: Your weapon is extremely effective against favored foes.
CD Bane Bow: Weapon becomes +5 bane against favored enemy.
CD Camouflage, Mass: As camou?age, but multiple targets.
CD Implacable Pursuer: You know where prey is, as long as it’s moving.
DrM Primal Speed: Gain a +5 bonus on Reflex saves and a +10-ft. bonus to speed.
Frost Aura of Cold, Lesser: Intense cold deals 1d6 damage to creatures within 5 ft.
Frost Conjure Ice Beast IV: Conjures ice creature to fight for you.
Frost Frostfell Slide: Move instantly from one area of frostfell to another.
MH Lion’s Charge: You can make a full attack on a charge for 1 round (swift).
Planar Planar Tolerance: Provides long-term protection against overtly damaging planar traits.
PHBII Longstrider. Mass: Allies within 60 ft. gain +10 ft. bonus to speed.
Sand Slipsand: Creates a volume of slipsand.
Sand Summon Desert Ally IV: Calls dustform creature to fight.