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RANGER SPELLS

 

1st-LEVEL RANGER SPELLS

Alarm                                      Wards an area for 2 hours/level.

Animal Friendship                   Gains permanent animal companions.

Delay Poison                           Stops poison from harming subject for 1 hour/level.

Detect Animals or Plants          Detects species of animals or plants.

Detect Snares and Pits              Reveals natural or primitive traps.

Entangle                                   Plants entangle everyone in 40-ft.-radius circle.

Magic Fang                              One natural weapon of subject creature gets +1 bonus to attack and damage.

Pass without Trace                   One subject/level leaves no tracks.

Read Magic                              Read scrolls and spellbooks.

Resist Elements                        Ignores first 12 damage from one energy type each round.

Speak with Animals                 The caster can communicate with natural animals.

Summon Nature's Ally I          Calls animal to fight for the caster.

                                               

2nd-LEVEL RANGER SPELLS

Animal Messenger                   Sends a Tiny animal to a specific place.

Cure Light Wounds                  Cures 1d8 +1/level damage (max +5).

Detect Chaos/Evil/Good/Law   Reveals creatures, spells, or objects.

Hold Animal                            Holds one animal helpless; 1 round/level.

Protection from Elements        Absorb 12 damage/level from one kind of energy.

Sleep                                        Put 2d4 HD of creatures into comatose slumber.

Snare                                       Creates a magical booby trap.

Speak with Plants                     The caster can talk to normal plants and plant creatures.

Summon Nature's Ally II         Calls animal to fight for the caster.

   

3rd-LEVEL RANGER SPELLS

Control Plants                          Talk to and control plants & fungi.

Cure Moderate Wounds           Cures 2d8+1/level damage (max +10).

Diminish Plants                        Reduces size or blights growth of normal plants.

Greater Magic Fang                  One natural weapon of subject creature gets +1 bonus to attack and damage per three caster levels (max +5).

Neutralize Poison                     Detoxifies venom in or on subject.

Plant Growth                            Grows vegetation, improves crops.

Remove Disease                      Cures all diseases affecting subject.

Summon Nature's Ally III        Calls animal to fight for the caster.

Tree Shape                               The caster looks exactly like a tree for 1 hour/level.

Water Walk                              Subject treads on water as if solid.

   

4th-LEVEL RANGER SPELLS

Cure Serious Wounds              Cures 3d8 +1/level damage (max +15).

Freedom of Movement            Subject moves normally despite impediments.

Nondetection                           Hides subject from divination, scrying.

Polymorph Self                        The caster assumes a new form.

Summon Nature's Ally IV        Calls animal to fight for the caster.

Tree Stride                               Step from one tree to another far away.

Wind Wall                               Deflects arrows, smaller creatures, and gases.