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Ranger Spells

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: Hides subject from divination, scrying.
  • Summon Nature's Ally IV: Calls animal to fight for you.
  • Tree Stride: Step from one tree to another far away.



Spelllists