3e SRD:Ranger Spell List
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.
- Magic Fang, Greater: 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.
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