Ranger spell list

This spell list is used by rangers.

1st-level

 * 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

 * 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

 * 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

 * 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.