1st-Level Ranger Spells

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An M or F appearing at the end of a spell’s name in the spell lists denotes a spell with a material or focus component, respectively, that is not normally included in a spell component pouch. An X denotes a spell with an XP component paid by the caster.

Order of Presentation: In the spell lists and the spell descriptions that follow them, the spells are presented in alphabetical order by name except for those belonging to certain spell chains. When a spell’s name begins with “lesser,” “greater,” or “mass,” the spell description is alphabetized under the second word of the spell name instead.

Hit Dice: The term “Hit Dice” is used synonymously with “character levels” for effects that affect a number of Hit Dice of creatures. Creatures with Hit Dice only from their race, not from classes, have character levels equal to their Hit Dice.

Caster Level: A spell’s power often depends on caster level, which is defined as the caster’s class level for the purpose of casting a particular spell. A creature with no classes has a caster level equal to its Hit Dice unless otherwise specified. The word “level” in the spell lists that follow always refers to caster level.

Creatures and Characters: The words “creature” and “character” are used synonymously in the spell descriptions.

Accelerated Movement: Balance, Climb, or Move Silently at normal speed with no penalty on skill check.


Alarm: Wards an area for 2 hours/level.

Animal Messenger: Sends a Tiny animal to a specific place.

Arrow Mind: You threaten nearby squares with your bow and fire without provoking attacks of opportunity.

Aspect of the Wolf: You change into a wolf and gain some of its abilities.


Blades of Fire: Your melee weapons deal +1d8 fire damage for 1 round.

Blockade: Fill 5-ft. square with enormous block of wood.

Bloodhound: You gain an immediate retry if you fail a Survival check while tracking.

Branch to Branch: You gain +10 competence bonus on Climb checks in trees and can brachiate through forest.


Calm Animals: Calms (2d4 + level) HD of animals.

Camouflage: Grants +10 bonus on Hide checks.

Charm Animal: Makes one animal your friend.

Claws of the Bear: Your hands become weapons that deal 1d8 damage.

Climb Walls: Touched creature gains increased climbing ability.

Climbing Tree: Temporarily grow a tall tree for use as a ladder.

Conjure Ice Beast I: Conjures ice creature to fight for you.

Crabwalk: Touched creature gains bonus while charging.

Crunchy Snow: –20 penalty on Move Silently checks in area.

Dawn: Sleeping/unconscious creatures in area awaken.


Deep Breath: Your lungs are filled with air.

Deep Shadows: Shadows give concealment and +4 hide.

Delay Poison: Stops poison from harming subject for 1 hour/level.

Detect Animals or Plants: Detects kinds of animals or plants.

Detect Disease: Detect the presence of disease.

Detect Favored Enemy: You know if favored enemies are within 60 ft.

Detect Poison: Detects poison in one creature or object.

Detect Snares and Pits: Reveals natural or primitive traps.

Detect Violence: Reveals violence done in the area within recent past.


Ease of Breath: +20 inherent bonus on Fortitude saves to resist altitude sickness.

Easy Trail: You make a temporary trail through any kind of undergrowth.

Embrace the Wild: You gain an animal’s senses for 10 minutes/level.

Enrage Animal: Animal rages like barbarian, not fatigued.

Endure Elements: Exist comfortably in hot or cold environments.

Entangle: Plants entangle everyone in 40-ft.-radius circle.

Extend Shifting: Extend duration of shifting ability by 4 rounds.

Eyes of the Avoral: Subject gets +8 on Spot checks.



Groundsmoke: Prevents smoke from rising from a small fire.

Guided Shot: You ignore distance, cover, concealment penalties with your ranged attacks for 1 round.


Handfire: Your hand glows and can make a touch attack dealing 1d4 +1/level, more against undead.

Hawkeye: Increase range increments by 50%, +5 on Spot checks.

Healing Lorecall: If you have 5 or more ranks in Heal, you can remove harmful conditions with conjuration (healing) spells.

Hide from Animals: Animals can’t perceive one subject/level.

Horrible Taste: Touched creature or object nauseates biting or swallowing foes.

Hunter’s Mercy: Your next hit with a bow is automatically a critical hit.


Instant Search: Make Search check at +2 as free action.

Ice Skate: While on ice, your speed increases by 60 feet.

Impede Sun’s Brilliance: Diminishes the heat and light of the sun in an area.

Impeding Stones: Earthen ground and cobblestones crack and shift, hampering foes.

Incite Animals: Render normal animals hostile and vicious.

Instant of Power: Grant ally a brief +4 bonus on attacks, saves, or damage, even when it is not your turn.

Ivory Flesh: Flesh turns white, granting +5 circumstance bonus on Hide checks in snow and ice.


Jump: Subject gets bonus on Jump checks.


Kuo-Toa Skin: Subject gains +8 on Escape Artist checks and cannot be snared by webs.


Lay of the Land: You gain an overview of the geography around you.

Lightfoot: Your move does not provoke attacks of opportunity for 1 round.

Linked Perception: Allies gain +2 bonus/ally in spell area on Listen and Spot checks.

Living Prints: You perceive tracks as if they had just been made.

Locate City: Find nearest city.

Locate Water F: Reveals location, size, and quality of water sources.

Longstrider: Increases your speed.

Low-Light Vision: See twice as far as a human in poor illumination.


Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.

Marked Man: Helps track a subject.

Marked Object: You gain bonus to track a specific being.


Naturewatch: As deathwatch, but on animals and plants.


Omen of Peril F: You know how dangerous the future will be.


Pass without Trace: One subject/level leaves no tracks.

Primal Hunter: Gain a +5 bonus on Climb, Jump, and Swim checks.


Quickswim: Your swim speed increases by 10 ft.


Ram’s Might: Gain +2 to Strength and your unarmed attacks deal normal damage.

Rapid Burrowing: +20 ft. to subject’s burrow speed.

Raptor’s Sight: Gain +5 on Spot checks; range increment penalty halved.

Read Magic: Read scrolls and spellbooks.

Remove Scent: Hides touched creature’s scent.

Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.

Resist Planar Alignment: Subject can resist penalties for being of an opposed alignment on an aligned Outer Plane.

Rhino’s Rush: Next charge deals double damage.

Ride of the Valenar: Gain +5 bonus on Ride for 10 minutes/level.


Scent: Grants the scent special ability.

Segojan’s Armor: Fabricate a suit of armor from natural materials that is suitable for a creature of Medium or smaller size.

Shifter Prowess: Shifter racial bonuses to skills increase by +8.

Silvered Claws: One creature’s natural attacks are treated as silvered weapons.

Skunk Scent: Spit a stream of sickening fluid.

Smell of Fear: Subject’s aroma attracts animal attacks.

Sniper’s Shot: No range limit on next ranged sneak attack.

Snowshoes: Subject walks easily on ice and snow.

Snowsight: Normal vision in winter weather conditions.

Speak with Animals: You can communicate with animals.

Stalking Brand: Subject marked with symbol you can see despite disguises.

Summon Desert Ally I: Calls dustform creature to fight.

Summon Nature’s Ally I: Calls creature to fight.

Sun Father’s Face: Your face becomes like that of a sungod, shedding light and granting a +4 to turn undead or on wild empathy checks.

Surefoot: +10 bonus on Balance, Climb, Jump, and Tumble checks.

Surefooted Stride: You can move over rubble as easily as you can over open ground.


Tern’s Persistence: Subject can travel overland 50% longer without fatigue.

Towering Oak: +10 bonus on Intimidate checks.

Traveler’s Mount: Creature moves faster but can’t attack.


Urchin’s Spines: Target grows spines that damage opponents.


Vengeful Mount: Makes an animal more difficult to ride or handle.

Vine Strike: You can sneak attack plant creatures for 1 round.


Waste Strider: Move through the wasteland without penalties.

Webfoot: Target gains +4 on Swim and is less hindered by bog terrain.

Wings of the Sea: +30 ft. to subject’s swim speed.

Woodwisp Arrow: Enables a masterwork arrow or bolt to pass through wood.