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Spell Level 1 | 2 | 3 | 4

Third Party Ranger Spells

Note: An M or F in the Comp column denotes a spell with a material or focus component, respectively, that is not normally included in a spell component pouch.

1st-Level Ranger Spells
Spell Name Comp. Description Source
Abundant Ammunition
Replaces non-magical ammunition every round. UC
Acid Maw
  Your animal companion's bite attack deals an additional 1d4 points of acid damage, and the acid deals another 1d4 points of acid damage to the target on the next round. ACG:O
Air Bubble
Creates a small pocket of air around your head or an object. UC
Wards an area for 2 hours/level. CRB
Animal Messenger
Sends a Tiny animal to a specific place. CRB
Animal Purpose Training
Animal gains a new general purpose. ACG
Ant Haul
Triples carrying capacity of a creature. APG
Anticipate Peril
Target gains a bonus on one initiative check. UM
Aspect of the Falcon
Gives bonuses on Perception and ranged attacks. APG
Aspect of the Nightingale
You gain a +2 competence bonus on Perform (sing) checks and a +2 competence bonus on Diplomacy checks. Once per minute, if you are subject to a charm effect that allows a saving throw, you may roll twice and take the more favorable result. ISG
Gain a bonus to Stealth and make checks without cover or concealment. Elf only. ARG
A shortbow may double as a club, or a longbow as a quarterstaff. UC
Call Animal
Makes an animal come to you. APG
Call Weapon
Telekinetically summon a weapon from an ally's possession. ISM
Calm Animals
Calms 2d4 + level HD of animals. CRB
Carrion Compass
You are lead to an undead creature's most recent controller or the cause of the creature's undeath. USH
Charm Animal
Makes one animal your friend. CRB
Cloak of Shade
Reduces effects of intense sun exposure and environmental heat. APG
Commune with Birds
You can ask birds a question. ARG
Compel Hostility
Compels opponents to attack you instead of your allies. UC
Dancing Lantern
Animates a lantern that follows you. APG
You hurl a tiny ball of negative energy, destroying plant life either in a line 60 feet long or a 10-foot-radius spread. StLC
Delay Poison
Stops poison from harming subject for 1 hour/level. CRB
Detect Aberration
Detect presence of aberrations. APG
Detect Animals or Plants
Detects kinds of animals or plants. CRB
Detect Poison
Detects poison in one creature or object. CRB
Detect Snares and Pits
Reveals natural or primitive traps. CRB
Detect the Faithful
You can detect other worshipers of your deity. TEoG
Diagnose Disease
Detect and identify diseases. UM
Dream Feast
Dream of a rich feast and when you awake, you are sated as if you ate and drank a nutritious meal. AP:RotR
Endure Elements
Exist comfortably in hot or cold regions. CRB
Plants entangle everyone in 40-ft. radius. CRB
Feather Step
Subject ignores adverse movement effects in difficult terrain. APG
Flotsam Vessel   Creates a sturdy raft and oars from driftwood, reeds, and other river detritus. PR
No fall damage, move 60 ft./round while falling. APG
Gravity Bow
Arrows do damage as though one size category bigger. APG
Heightened Awareness
Your recall and ability to process information improve. ACG
Hide from animals
animals can't perceive one subject/level. CRB
Hollow Blades
Target creature's melee and natural attacks deal damage as if it were one size category smaller. GHH
Horn of Pursuit
Create three notes heard miles away. UM
Hunter's Howl
Treat enemies as favored for 1 round/level. APG
Hunter’s Lore
You gain a +4 sacred bonus on all Survival checks for the duration of the spell, and you do not have to move at half your speed while traveling through the wilderness or while tracking. UC
Invisibility Alarm
As alarm, but reacting only to invisible creatures. ACG
Target gains a beard of cold iron that increases AC and can be used to attack enemies. ARG
Subject gets bonus on Acrobatics checks. CRB
Keen Senses
Gain +2 Perception and low-light vision. APG
Keep Watch

Know the Enemy
Gain +10 on a monster Knowledge check. UM
Lead Blades
Melee weapons damage as if one size bigger. APG
Liberating Command
Target makes an Escape Artist check as an immediate action and gains a bonus on it. UC
Gain +20 foot bonus to speed when charging and a +2 bonus to bull rush or overrun. ARG
Grants a +10-foot bonus to the range increment for any ranged weapon fired. UC
Your base speed increases by 10 ft. CRB
Magic Fang
One natural weapon of subject creature gets +1 on attack and damage rolls. CRB
Marid's Mastery
If target and opponent are touching water +1 bonus on attack and damage rolls, otherwise -4. ARG
Negate Aroma
Subject cannot be tracked by scent. APG
Pass without Trace
One subject/level leaves no tracks. CRB
Read Magic
Read scrolls and spellbooks. CRB
Read Weather

Refine Improvised Weapon
Transform improvised weapon into a masterwork simple or martial weapon. ACG
Residual Tracking
Tell creature's appearance by footprint. APG
Resist Energy
Ignores 10 (or more) points of damage/attack from specified energy type. CRB
Returning Weapon
Grants a weapon the returning special weapon quality. UC
Savage Maw
Gain a bite attack. ARG
Shock Arrow
You create an arrow made of crackling electricity, which you may fire as a weapon or use as a glowing beacon. G&M
Speak with animals
You can communicate with animals. CRB
Summon Minor Ally
Summon 1d3 Tiny animals. UM
Summon Nature's Ally I
Summons creature to fight for you. CRB
Sun Metal
- UC
Thorn Javelin
Wield a javelin that sickens opponents when it strikes. ACG
Trip one creature within range. ACG
Tireless Pursuit
Ignore fatigue while hustling. APG
Tracking Mark
You treat the DCs of all Survival checks made to track a target as if 5 lower than normal, and gain a +5 bonus on Perception checks to notice the target if it is using Stealth or to recognize it if it is using Disguise. ISG
Unbreakable Heart
Target gains a +4 bonus on saves against mind-affecting effects that rely on negative emotions. ISWG
Wartrain Mount
Animal gains combat training. UM
Whispering Lore
Gain a bonus to Knowledge checks about your environment from the land itself. Elf only.

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2nd-Level Ranger Spells
Spell Name Comp. Description Source
Accelerate Poison
Hastens targeted poison's onset. APG
Acute Senses
Subject gains a bonus on Perception checks. UM
Air Step
Tread unsteadily on air, with limitations. ACG
Turns item up to 5 lbs./level into food. APG
Animal Aspect
You gain some of the beneficial qualities of an animal. UC
Ant Haul, Communal
As ant haul, but you may divide the duration among creatures touched. UC
Ape Walk
Target gains climb 30 and +8 racial bonus on Climb skill checks. StLC
Arrow Eruption
Creates duplicates of an arrow used to kill a creature in the previous round. APG
Aspect of the Bear
+2 AC and combat maneuver rolls. APG
Badger's Ferocity
Weapons are keen while you concentrate. UM
Grants +2 (or higher) enhancement to natural armor. CRB
Bear's Endurance
Subject gains +4 to Con for 1 min./level. CRB
Gives caster the scent special ability. APG
Blood Scent
Gain scent ability against injured creatures. ARG
Brow Gasher
Slashing weapon deals bleed damage to an opponent’s head. UC
Bullet Ward F Adamantine bullets intercept firearm attacks. ACG
Campfire Wall
Creates a shelter around a campfire. APG
Carry Companion

Cat's Grace
Subject gains +4 to Dex for 1 min./level. CRB
Chameleon Stride
Gives a +4 bonus on Stealth checks and concealment. APG
Companion Life Link
Sense whenever your companion is wounded and call out to it in a time of need. ACG
Create Treasure Map M Creates treasure map out of a creature’s corpse. APG
Cure Light Wounds
Cures 1d8 damage + 1/level (max +5). CRB
Delay Disease DF Gain immunity to disease for 24h. ARG
Eagle Eye
Creates a magical sensor high above you. APG
Effortless Armor
Armor you wear no longer slows your speed. UC
Endure Elements, Communal
As endure elements, but you may divide the duration among creatures touched. UC
Enemy Insight
Grant others a bonus against your favored enemies. ACG
Escaping Ward
Move 5 feet away from a larger attacking creature as an immediate action. ARG
Forest Friend
Plants in a forested area become helpful instead of hindering you and your allies. UC
See through plant matter as though it were transparent. Blocked by solid wood. RG
Enable target to raise the ground he's standing on five feet, which negates flanking bonuses. ARG
Guiding Star
Know approximate distance from where you cast this spell. APG
Hide Campsite
Hides all traces of your campsite. APG
Hold Animal
Paralyzes one animal for 1 round/level. CRB
Hunter’s Eye
+20 on Perception checks to locate a target. APG
Hunter’s Lore
Take 20 on Knowledge checks to learn monster’s weaknesses. ISM
Ice Slick
You create a blast of intense cold, coating all solid surfaces in the area with a thin coating of ice. MC
Improve trap
Improve one specific element of a trap. ARG
Ironskin DF/M Your skin hardens and takes on the color and texture of rough iron. MC
Locate Weakness
You roll damage twice when you roll damage for a critical hit and take the best damage. UC
Gives creature grab ability with a natural attack. APG
Owl's Wisdom
Subject gains +4 to Wis for 1 min./level. CRB
Perceive Cues
+5 Perception and Sense Motive 10 min./level. APG
Protection from Energy
Absorbs 12 points/level of damage from one kind of energy. CRB
Protective Spirit
Protects from attacks of opportunity. APG
Reloading Hands
Loads a single shot into your weapon every round. UC
Returning weapon. Communal
As returning weapon, but you may divide the duration among weapons touched. UC
Ricochet Shot
Imbues a projectile weapon to give its ammunition the ability to ricochet. UC
Riversight   You can view events transpiring along a natural watercourse you touch. PR
Scale Spikes DF/M When the target is affected by this spell, its scales grow jagged spikes. These spikes act like +1 armor spikes. The subject is automatically considered proficient with these scale spikes. MC
Shield Companion
As shield other, but affecting your companion creature. ACG
Sickening Entanglement
As entangle, but plants have sickening sap. ACG
Wave boosts creature’s speed. APG
Creates a magic booby trap. CRB
Speak with Plants
You can talk to plants and plant creatures. CRB
Spike Growth
Creatures in area take 1d4 damage, may be slowed. CRB
Stone Call
2d6 damage to all creatures in area. APG
Summon Nature's Ally II
Summons creature to fight for you. CRB
Versatile Weapon
Weapon bypasses some DR. APG
Vine Strike
Bristles burst from your body, lodging in your opponent and blossoming into entangling vines as you pummel your target. MTT
Web Shelter
Create a comfortable shelter made of webbing. UM
Wilderness Soldiers
Nearby plants aid you in combat. UC
Wind Wall
Deflects arrows, smaller creatures, and gases. CRB

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3rd-Level Ranger Spells
Spell Name Comp. Description Source
Animal Aspect, Greater
As animal aspect, but you gain two animal qualities. UC
Aspect of the Stag
+2 AC against attacks of opportunity and increases speed. APG
Battle Trance
Gain ferocity monster special ability, temporary hit points, and a morale bonus against mind-affecting effects. ARG
Blade Snare
This spell creates an invisible magic field that does not stop weapons (whether manufactured or natural) from moving toward you, but impedes their motion when they are retracted. ISG
Blast Barrier
Creates unstable wall for cover that eventually explodes for 2d6 slashing damage plus 1d6 sonic/3 levels. ISM
Blessing of the Mole
1 ally/level gains darkvision and a +2 Stealth bonus. UM
Bloody Arrows
When you deal piercing or slashing damage with a ranged weapon the victim also takes bleed damage. RTT
Bloody Claws
Gives creature the ability to deal bleed damage with natural attacks. APG
Target gains a burrow speed of 15. UM
Burst of Speed
You gain increased speed, and your movement ignores attacks of opportunity and allows you to move through the space of creatures larger than you are. UC
Chameleon Stride, Greater
As chameleon stride, but affecting all nearby creatures. ACG
Channel the Gift
Channel magical power into target to fuel their spellcasting. The next 3rd level or lower spell target casts does not expend a spell slot; instead you use your spell slot to power their spell. G&M
Cloak of Winds
Creates a whirling screen of strong wind around you. APG
Command Plants
Sway the actions of plant creatures. CRB
Companion Mind Link
You can talk with your animal companion, and can handle it with supernatural ease. UC
Create Holds
You create a path of handholds on earthen, plaster, stone, or wooden walls. DHB
Cure Moderate Wounds
Cures 2d8 damage +1/level (max. +10). CRB
See 60 ft. in total darkness. CRB
Delay Poison, Communal
As delay poison, but you may divide the duration among creatures touched. UC
Diminish Plants
Reduces size or blights growth of normal plants. CRB
Enshroud Thoughts
You are warded against the mental prying of others. BoE
Feather Step, Mass
As feather step, but affects many targets rather than one. APG
Fickle Winds
Wind walls selectively block attacks. UM
Instant Enemy
Target is treated as a favored enemy type of your choice. APG
Life Bubble
Protects creatures from sustained environmental effects. APG
Longstrider, Greater
As longstrider, plus the speeds of other movement modes increase. ACG
Magic Fang, Greater
One natural weapon gets + 1/four levels (max. +5). CRB
Named Bullet
Imbues ammunition with accuracy against a specific creature type. UC
Neutralize Poison
Immunizes subject against poison, detoxifies venom in or on subject. CRB
Plant Growth
Grows vegetation, improves crops. CRB
Protection from Energy, Communal
As protection from energy, but you may divide the duration among creatures touched. UC
Reduce Animal
Shrinks one willing animal. CRB
Remove Disease
Cures all diseases affecting subject. CRB
Repel Vermin
Insects, spiders, and other vermin stay 10 ft. away. CRB
Resist Energy, Communal
As resist energy, but you may divide the duration among creatures touched. UC
Scale Spikes, Greater DF/M As scale spikes, except that the spikes growing out of the scales have an enhancement bonus on attack and damage rolls equal to +1 for every 4 caster levels (maximum +5). This bonus does not allow the spikes to bypass damage reduction aside from magic. MC
Soothing Word
Reduces effects of multiple conditions on target. Cards
Stench of Prey
Predatory animals must successfully save or attack the target. ACG
Strong Jaw
Natural attacks damage as two sizes larger. APG
Summon Nature's Ally III
Summons creature to fight for you. CRB
Summon Totem Creature
As summon nature's ally III except for different creatures as options. HoG
Thorny Entanglement
As entangle, plus plants make ranged attacks. ACG
Thunderstomp, Greater
Trip multiple creatures within range. ACG
Tireless Pursuers
As tireless pursuit, but affects many targets rather than one. APG
Tree Shape
You look exactly like a tree for 1 hour/level. CRB
Venomous Bolt
Arrow or bolt poisons target. APG
Vex Giant
Deal more damage, gain a +4 bonus on combat maneuver checks, and avoid attacks of opportunity against larger foes ISM
Ward of the Season
Gain emergency healing (spring), extra speed (summer), a bonus on Fortitude saves (fall) or the ability to navigate across slick surfaces with ease (winter). Elf only. ARG
Water Walk
Subject treads on water as if solid. CRB

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4th-Level Ranger Spells
Spell Name Comp. Description Source
Animal Growth
One animal doubles in size. CRB
Aspect of the Wolf
Subject gains +4 Str and Dex, and +2 bonus on trip attacks. APG
Blessing of the Salamander
Subject gets fast healing 2, fire resistance 10, +2 CMD. APG
Bloodsworn Retribution
Cut yourself and swear an oath of retribution on your own blood. Any attack, save, or check related to the oath grants you a morale bonus to that roll equal to the number of hit points of damage you sacrificed divided by 5. DoG
Bow Spirit
Summons an invisible spirit that fires your arrows for you as a swift action. APG
Cloud Shape
Subject becomes insubstantial and can fly slowly. ARG
Commune with Nature
Learn about terrain for 1 mile/level. CRB
Control Vermin DF/M You and a number of allies less than or equal to your caster level designated upon casting can use Handle Animal and Ride checks to influence or control the targeted vermin as if they were animals and had animal-level intelligence. MC
Cure Serious Wounds
Cures 3d8 damage + 1/level (max +15). CRB
Darkvision, Communal
As darkvision, but you may divide the duration among creatures touched. UC
Darkvision, Greater
See 120 ft. in total darkness. UM
Find Quarry
You can sense whether a particular creature is within 20 miles of your location. UC
Freedom of Movement
Subject moves normally despite impediments to movement. CRB
Grove of Respite
Creates trees and a small spring. APG
Heavy Water
You cause a volume of water to become heavier than normal, making it much harder to swim in. MM
Named Bullet, Greater
As named bullet, but deals 2 points of damage per caster level. UC
Nondetection M Hides subject from divination, scrying. CRB
Raise Animal Companion M As raise dead, but on an animal. UM
Shield of the Dawnflower
Creatures that strike you take 1d6 +1/level fire damage. ISWG
Summon Nature's Ally IV
Summons creature to fight for you. CRB
Terrain Bond
Treat the terrain you are in as a favored terrain for the spell’s duration. UC
Tree Stride
Step from one tree to another far away. CRB
Water Walk, Communal
As water walk, but you may divide the duration among creatures touched. UC

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