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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.