d20 SRD
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Magic
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Spell List
RANGER SPELLS
Contents
1St-Level Ranger Spells
Alarm
- Wards an area for 2 hours/level.
Animal Messenger
- Sends a Tiny animal to a specific place.
Calm Animals
- Calms (2d4 + level) HD of animals.
Charm Animal
- Makes one animal your friend.
Delay Poison
- Stops poison from harming subject for 1 hour/level.
Detect Animals Or Plants
- Detects kinds of animals or plants.
Detect Poison
- Detects poison in one creature or object.
Detect Snares And Pits
- Reveals natural or primitive traps.
Endure Elements
- Exist comfortably in hot or cold environments.
Entangle
- Plants entangle everyone in 40-ft.-radius circle.
Hide From Animals
- Animals can't perceive one subject/level.
Jump
- Subject gets bonus on Jump checks.
Longstrider
- Increases your speed.
Magic Fang
- One natural weapon of subject creature gets +1 on attack and damage rolls.
Pass Without Trace
- One subject/level leaves no tracks.
Read Magic
- Read scrolls and spellbooks.
Resist Energy
- Ignores 10 (or more) points of damage/attack from specified energy type.
Speak With Animals
- You can communicate with animals.
Summon Nature's Ally I
- Calls animal to fight for you.
2Nd-Level Ranger Spells
Barkskin
- Grants +2 (or higher) enhancement to natural armor.
Bear's Endurance
- Subject gains +4 to Con for 1 min./level.
Cat's Grace
- Subject gains +4 to Dex for 1 min./level.
Cure Light Wounds
- Cures 1d8 damage +1/level (max +5).
Hold Animal
- Paralyzes one animal for 1 round/level.
Owl's Wisdom
- Subject gains +4 to Wis for 1 min./level.
Protection From Energy
- Absorb 12 points/level of damage from one kind of energy.
Snare
- Creates a magic booby trap.
Speak With Plants
- You can talk to normal plants and plant creatures.
Spike Growth
- Creatures in area take 1d4 damage, may be slowed.
Summon Nature's Ally Ii
- Calls animal to fight for you.
Wind Wall
- Deflects arrows, smaller creatures, and gases.
3Rd-Level Ranger Spells
Command Plants
- Sway the actions of one or more plant creatures.
Cure Moderate Wounds
- Cures 2d8 damage +1/level (max +10).
Darkvision
- See 60 ft. in total darkness.
Diminish Plants
- Reduces size or blights growth of normal plants.
Magic Fang, Greater
- One natural weapon of subject creature gets +1/three caster levels on attack and damage rolls (max +5).
Neutralize Poison
- Immunizes subject against poison, detoxifies venom in or on subject.
Plant Growth
- Grows vegetation, improves crops.
Reduce Animal
- Shrinks one willing animal.
Remove Disease
- Cures all diseases affecting subject.
Repel Vermin
- Insects, spiders, and other vermin stay 10 ft. away.
Summon Nature's Ally Iii
- Calls animal to fight for you.
Tree Shape
- You look exactly like a tree for 1 hour/level.
Water Walk
- Subject treads on water as if solid.
4Th-Level Ranger Spells
Animal Growth
- One animal/two levels doubles in size.
Commune With Nature
- Learn about terrain for 1 mile/level.
Cure Serious Wounds
- Cures 3d8 damage +1/level (max +15).
Freedom Of Movement
- Subject moves normally despite impediments.
Nondetection
- M
Summon Nature's Ally Iv
- Calls animal to fight for you.
Tree Stride
- Step from one tree to another far away.
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