Ranger Spells

1st-Level Ranger Spells

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Accelerated Movement: Balance, Climb, or Move Silently at normal speed with no penalty on skill check. {SC}

Alarm: Wards an area for 2 hours/level. {PH}

Animal Messenger: Sends a Tiny animal to a specific place. {PH}

Arrow Mind: You threaten nearby squares with your bow and fire without provoking attacks of opportunity. {SC}

Aspect of the Wolf: You change into a wolf and gain some of its abilities. {SC}

Blades of Fire: Your melee weapons deal +1d8 fire damage for 1 round. {SC}

Blockade: Fill 5-ft square with enormous block of wood. {CS}

Bloodhound: You gain an immediate retry if you fail a Survival check while tracking. {SC}

Branch to Branch: You gain +10 competence bonus on Climb checks in trees and can brachiate through forest. {SC}

Calm Animals: Calms (2d4 + level) HD of animals. {PH}

Camouflage: Grants +10 bonus on Hide checks. ﴾⁠Chameleon⁠﴿ {SC}

Charm Animal: Makes one animal your friend. {PH}

Claws of the Bear: Your hands become weapons that deal 1d8 damage. ﴾⁠Claws of the beast⁠﴿ {SC}

Climb Walls: Touched creature gains increased climbing ability. ﴾⁠Climb⁠﴿ {SC}

Climbing Tree: Temporarily grow a tall tree for use as a ladder. {CM}

Conjure Ice Beast I: Conjures ice creature to fight for you. {Fr}

Crabwalk: Touched creature gains bonus while charging. ﴾⁠Barlen’s crabwalk⁠﴿ {SC}

Crunchy Snow: –20 penalty on Move Silently checks in area. {Fr}

Dawn: Sleeping/unconscious creatures in area awaken. {SC}

Deep Breath: Your lungs are filled with air. ﴾⁠Air bubble⁠﴿ {SC}

Delay Poison: Stops poison from harming subject for 1 hour/level. {PH}

Detect Animals or Plants: Detects kinds of animals or plants. {PH}

Detect Favored Enemy: You know if favored enemies are within 60 ft. {SC}

Detect Poison: Detects poison in one creature or object. {PH}

Detect Snares and Pits: Reveals natural or primitive traps. {PH}

Ease of Breath: +20 inherent bonus on Fortitude saves to resist altitude sickness. {Fr}

Easy Trail: You make a temporary trail through any kind of undergrowth. {SC}

Embrace the Wild: You gain an animal’s senses for 10 minutes/level. {SC}

Endure Elements: Exist comfortably in hot or cold environments. {PH}

Enrage Animal: Animal rages like barbarian, not fatigued. {SC}

Entangle: Plants entangle everyone in 40-ft.-radius circle. {PH}

Guided Shot: You ignore distance, cover, concealment penalties with your ranged attacks for 1 round. ﴾⁠Guided arrow⁠﴿ {SC}

Hawkeye: Increase range increments by 50%, +5 on Spot checks. {SC}

Healing Lorecall: If you have 5 or more ranks in Heal, you can remove harmful conditions with conjuration (healing) spells. {SC}

Hide from Animals: Animals can’t perceive one subject/level. {PH}

Horrible Taste: Touched creature or object nauseates biting or swallowing foes. {SC}

Hunter’s Mercy: Your next hit with a bow is automatically a critical hit. {SC}

Ice Skate: While on ice, your speed increases by 60 feet. {Fr}

Impede Sun’s Brilliance: Diminishes the heat and light of the sun in an area. {Sa}

Impeding Stones: Earthen ground and cobblestones crack and shift, hampering foes. {Ci}

Instant Search: Make Search check at +2 as free action. {SC}

Ivory Flesh: Flesh turns white, granting +5 circumstance bonus on Hide checks in snow and ice. {Fr}

Jump: Subject gets bonus on Jump checks. {PH}

Kuo-Toa Skin: Subject gains +8 on Escape Artist checks and cannot be snared by webs. {Sto}

Lay of the Land: You gain an overview of the geography around you. {SC}

Lightfoot: Your move does not provoke attacks of opportunity for 1 round. {SC}

Linked Perception: Allies gain +2 bonus/ally in spell area on Listen and Spot checks. {PH2}

Living Prints: You perceive tracks as if they had just been made. {SC}

Locate City: Find nearest city. {RoDe}

Locate WaterF: Reveals location, size, and quality of water sources. {Sa}

Longstrider: Increases your speed. {PH}

Low-Light Vision: See twice as far as a human in poor illumination. {SC}

Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls. {PH}

Marked ObjectF: You gain bonus to track a specific being. {SC}

Naturewatch: As deathwatch, but on animals and plants. {SC}

Omen of PerilF: You know how dangerous the future will be. {SC}

Pass without Trace: One subject/level leaves no tracks. {PH}

Primal Hunter: Gain a +5 bonus on Climb, Jump, and Swim checks. {DrM}

Quickswim: Your swim speed increases by 10 ft. {Sto}

Ram’s Might: Gain +2 to Strength and your unarmed attacks deal normal damage. {SC}

Rapid Burrowing: +20 ft. to subject’s burrow speed. {SC}

Raptor’s Sight: Gain +5 on Spot checks; range increment penalty halved. (RoW)

Read Magic: Read scrolls and spellbooks. {PH}

Remove Scent: Hides touched creature’s scent. {SC}

Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type. {PH}

Resist Planar Alignment: Subject can resist penalties for being of an opposed alignment on an aligned Outer Plane. {SC}

Rhino’s Rush: Next charge deals double damage. {SC}

Scent: Grants the scent special ability. {SC}

Smell of Fear: Subject’s aroma attracts animal attacks. {SC}

Sniper’s Shot: No range limit on next ranged sneak attack. {SC}

Snowshoes: Subject walks easily on ice and snow. {SC}

Snowsight: Normal vision in winter weather conditions. {Fr}

Speak with Animals: You can communicate with animals. {PH}

Stalking Brand: Subject marked with symbol you can see despite disguises. {SC}

Summon Desert Ally I: Calls dustform creature to fight. {Sa}

Summon Nature’s Ally I: Calls animal to fight for you. {PH}

Surefoot: +10 bonus on Balance, Climb, Jump, and Tumble checks. {SC}

Surefooted Stride: You can move over rubble as easily as you can over open ground. {SC}

Tern’s Persistence: Subject can travel overland 50% longer without fatigue. {Sto}

Towering Oak: +10 bonus on Intimidate checks. {SC}

Traveler’s Mount: Creature moves faster but can’t attack. {SC}

Urchin’s Spines: Target grows spines that damage opponents. {Sto}

Vine Strike: You can sneak attack plant creatures for 1 round. {SC}

Waste Strider: Move through the wasteland without penalties. {Sa}

Webfoot: Target gains +4 on Swim and is less hindered by bog terrain. {Sto}

Wings of the Sea: +30 ft. to subject’s swim speed. {SC}

2nd-Level Ranger Spells

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Aerial Alarm: Wards an area for 2 hours/level. {HB}

Align Fang: Natural weapon becomes good, evil, lawful, or chaotic. {SC}

Animalistic Power: Subject gains +2 bonus to Str, Dex, and Con. {PH2}

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. {SC}

Barkskin: Grants +2 (or higher) enhancement to natural armor. {PH}

Bear’s Endurance: Subject gains +4 to Con for 1 minute/level. {PH}

Briar Web: Area slows creatures and thorns deal 1 point of damage/5 ft. moved. {SC}

Burrow: Subject can burrow with a speed of 30 feet. {SC}

Camouflage, Mass: As camouflage, but multiple subjects. {SC}

Cat’s Grace: Subject gains +4 to Dex for 1 minute/level. {PH}

Conjure Ice Beast II: Conjures ice creature to fight for you. {Fr}

Crown of Clarity: +2 to Listen and Spot, discharge spell to gain +8. {PH2}

Cure Light Wounds: Cures 1d8 damage +1/level (max +5). {PH}

Curse of Arrow Attraction: Subject takes –5 penalty to AC against ranged attacks. {PH2}

Curse of Impending Blades: Subject takes –2 penalty to AC. {SC}

Easy Climb: You make a vertical surface easy to climb (DC 10). {SC}

Exacting Shot: Your ranged weapon automatically confirms critical hits against favored enemies. {SC}

Fell the Greatest Foe: Deal extra damage to creatures larger than you. {SC}

Freedom of Breath: Protects against suffocation and dangerous vapors. {Sa}

Halo of Sand: Swirling sand grants +1 deflection bonus/3 levels. {Sa}

Haste, Swift: Move faster, +1 on attacks, AC, Reflex saves. {SC}

Hold Animal: Paralyzes one animal for 1 round/level. {PH}

Hunter’s Eye: Gain +1d6 sneak attack damage/3 caster levels for 1 round. {PH2}

Hydrate: Heals dessication damage. {Sa}

Invoke the Cerulean Sign: Aberrations become sickened, nauseated, dazed, or stunned. {LoM}

Jagged Tooth: Doubles the critical threat range of natural weapons. {SC}

Lion’s Charge: You can make a full attack on a charge for 1 round. {SC}

Listening Lorecall: You gain +4 on Listen checks, plus blindsense or blindsight if you have 5 or more ranks in Listen. {SC}

Metal Fang: One of subject’s natural weapons becomes cold iron or silvered and counts as magical for overcoming DR. {CC}

Nature’s Favor: Animal touched gains luck bonus on attack rolls and damage rolls of +1/3 levels. {SC}

Near Horizon: Remove increment-based penalties on ranged attacks. {CM}

One with the Land: Link with nature gives a +2 bonus on nature-related skill checks. {SC}

Owl’s Wisdom: Subject gains +4 to Wis for 1 minute/level. {PH}

Primal Instinct: Gain a +5 bonus on initiative checks and Survival checks. {DrM}

Protection from Desiccation: Absorb 10 points/level of desiccation damage. {Sa}

Protection from Energy: Absorb 12 points/level of damage from one kind of energy. {PH}

Share Talents: Subjects gain +2 bonus on skill checks. {PH2}

Snare: Creates a magic booby trap. {PH}

Snow Walk: Increase your speed and walk effortlessly on top of snow without leaving tracks or scent. {Fr}

Speak with Plants: You can talk to normal plants and plant creatures. {PH}

Spike Growth: Creatures in area take 1d4 damage, may be slowed. {PH}

Spore Field: Mushrooms grow from ground, slowing movement and sickening living creatures. {CS}

Summon Desert Ally II: Calls dustform creature to fight. {Sa}

Summon Nature’s Ally II: Calls animal to fight for you. {PH}

Tojanida Sight: Gain all-around vision. {Sto}

Train Animal: Affected animal gains additional tricks equal to 1/2 caster level for 1 hour/level. {SC}

Tremorsense: Grants tremorsense to a range of 30 feet. {SC}

Trip Vine: Plants trip creatures entering area. {HB}

Wind Wall: Deflects arrows, smaller creatures, and gases. {PH}

Woodland Veil: Blend unobtrusively into natural surroundings, along with your friends. (RoW)

Zone of Glacial Cold: Deals 1d6 cold damage to all creatures in area. {Fr}

3rd-Level Ranger Spells

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Align Fang, Mass: Allies’ natural weapons become good, evil, lawful, or chaotic. {SC}

Arrow Storm: You make one ranged attack against each foe within one range increment. {SC}

Binding Snow: Snow freezes, impeding movement. {Fr}

Blade Storm: You make melee attacks against every foe you threaten. {SC}

Blade Thirst: Slashing weapon glows and gains +3 bonus. {SC}

Bottle of SmokeF: Uncorking bottle creates fast horse made of smoke. {SC}

Burrow, Mass: As burrow, but affects 1/level subjects. {SC}

Charge of the Triceratops: Subject grows horns and skull plate, gains gore attack. {SC}

Conjure Ice Beast III: Conjures ice creature to fight for you. {Fr}

Command Plants: Sway the actions of one or more plant creatures. {PH}

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

Curse of Impending Blades, Mass: Enemies take –2 penalty to AC. {SC}

Darkvision: See 60 ft. in total darkness. {PH}

Decoy Image: Figment mimics you and allies. {SC}

Diminish Plants: Reduces size or blights growth of normal plants. {PH}

Find the Gap: Your attacks ignore armor and natural armor. {SC}

Forestfold: Gain +10 competence bonus on Hide and Move Silently checks in one type of terrain. {SC}

Haboob: Cloud of dust obscures sight and abrades those passing through it. {Sa}

Heal Animal Companion: As heal on your animal companion. {SC}

Magic Fang, Greater: One natural weapon of subject creature gets +1/three caster levels on attack and damage rolls (max +5). {PH}

Mark of the Hunter: Rune on creature makes it easier to attack. {SC}

Nature’s RampartF: You mold the terrain to provide fortifications. {SC}

Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject. {PH}

Phantasmal Decoy: Creates illusory enemy for foe to chase. {SC}

Plant Growth: Grows vegetation, improves crops. {PH}

Primal Senses: Gain low-light vision and a +5 bonus on Listen and Spot checks. {DrM}

Reduce Animal: Shrinks one willing animal. {PH}

Remove Disease: Cures all diseases affecting subject. {PH}

Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away. {PH}

Resist Taint: Bestows +4 bonus on saves against taint. {HH}

Safe Clearing: As sanctuary, but protects an area and lasts 1 hour/level. {SC}

Scales of the Sealord: Add 10 ft. to swim speed or gain swim speed of 15 ft.; add natural armor bonus +1/3 levels. {Sto}

Skin of the Cactus: Grants natural armor, thorns, and resistance to dehydration. {Sa}

Snowshoes, Mass: As snowshoes, affects one creature/level. {SC}

Summon Desert Ally III: Calls dustform creature to fight. {Sa}

Summon Nature’s Ally III: Calls animal to fight for you. {PH}

Tree Shape: You look exactly like a tree for 1 hour/level. {PH}

Wake Trailing: You can track a ship across the sea. {Sto}

Water Walk: Subject treads on water as if solid. {PH}

4th-Level Ranger Spells

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Animal Growth: One animal/two levels doubles in size. {PH}

Aspect of the Earth Hunter: Change into bulette and gain some of its abilities. {SC}

Aura of Cold, Lesser: Intense cold deals 1d6 damage to creatures within 5 ft. {Fr}

"../../Classes/PH/Ranger#Favored_Enemy">favored enemy. {CD}

Conjure Ice Beast IV: Conjures ice creature to fight for you. {Fr}

Commune with Nature: Learn about terrain for 1 mile/level. {PH}

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

Deeper Darkvision: Subject can see 90 ft. in magical darkness. {SC}

Foebane: Your weapon becomes +5 and deals +2d6 damage against a favored enemy. ﴾⁠Bane bow⁠﴿ {SC}

Freedom of Movement: Subject moves normally despite impediments. {PH}

Frostfell Slide: Move instantly from one area of frostfell to another. {Fr}

Implacable Pursuer: You know where prey is, as long as it’s moving. {SC}

Land Womb: You and one creature/level hide within the earth. {SC}

Longstrider, Mass: Allies within 60 ft. gain +10 ft. bonus to speed. {PH2}

Magic Fang, Superior: Your natural weapons gain +1 enhancement bonus/4 levels. {SC}

NondetectionM: Hides subject from divination, scrying. {PH}

Planar Tolerance: Provides long-term protection against overtly damaging planar traits. {SC}

Primal Speed: Gain a +5 bonus on Reflex saves and a +10-ft. bonus to speed. {DrM}

Slipsand: Creates a volume of slipsand. {Sa}

Snakebite: Your arm turns into poisonous snake you can use to attack. {SC}

Summon Desert Ally IV: Calls dustform creature to fight. {Sa}

Summon Nature’s Ally IV: Calls animal to fight for you. {PH}

Surefooted Stride, Mass: As surefooted stride but multiple subjects. {SC}

Swamp Stride: As tree stride, but with bodies of water. {SC}

Tree Stride: Step from one tree to another far away. {PH}

Wild Runner: Change into centaur, gain some abilities. {SC}