• Login:

    • Web
      www.orfinlir.de


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