1st-Level Ranger Spells
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.