SRD:Ranger Spell List

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.
 * NondetectionM: 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.