17 Essential Ranger Spells Guide
17 Essential Ranger Spells Guide
17 Ranger Spells
Authors: Tony DiGerolamo (spells), The Le (Baubles
& Urus)
Layout: The Le
Editor: Wayne Tonjes
Book of the
Woodsman
The Book of the Woodsman is a tome made from
deerskin, leaves, wood, and bark, and is normally
green or brown in color. It is enchanted to resist all
natural elements including fire, cold, water and
acid. If the book is without a master, woodland
creatures will hide it until a Ranger enters the
vicinity, at which time they will then lead the
Ranger to its hiding spot. The book itself appears to
blend in with the natural surroundings to anyone
other than a Ranger. It can never be found by a
non-Ranger, although if a druid asks nicely, the
woodland creatures may lead him to the spot if he
promises to find a Ranger.
* 1st Level Spells your primary hand lessens by 2 and the one for your off-
hand lessens by 6.
Natural Shelter
Transmutation
Level: Ranger 1
Components: S
The Le Games 4 Tony DiGerolamo
We Enhance Worlds Wayne Tonjes
17 Ranger Spells
Casting Time: 1 standard action continues to function, but it will cease to blend in
Range: Close (25 ft. + 5 ft per level) with the natural surroundings.
Target: Any natural 10’ x 10’ area
Duration: Permanent * 2nd Level Spells
Saving Throw: None
Spell Resistance: Yes
With a wave of his hand, the Ranger can create a Detect Poacher
natural shelter from the elements of his Divination
surroundings. The surroundings must be natural. Level: Ranger 2
The shelter will house a number of creatures equal Components: S, M, DF
to the Ranger’s level and they can spend the next Casting Time: 1 standard action
24 hours in relative comfort. The shelter does not Range: Touch
protect the Ranger or his allies from unnatural Target: Remains touched
phenomenon, nor does it protect them from Duration: Instantaneous
extreme weather conditions such as fire, flood, Saving Throw: None
volcanic eruptions, earthquakes, hurricanes and Spell Resistance: No
the like. It will however protect the Ranger and his By placing his hand on the remains of a poached
allies from normal rain, snow, wind, heat and cold. animal, the Ranger can see its final moments and
The shelter will be made of the natural the hunter that killed it. Tracking the poacher from
surroundings and will blend in with them. the animal’s remains is enhanced by +4 and the
Ranger makes a check even if the trail has been
Creatures that are not part of the local ecosystem cold for many years. If the Ranger locates the
will not notice the shelter and those that are will poacher within 1 day/level of experience, he gains
not bother it unless bullied by a creature of higher +4 to Hide and Move Silently against the poacher.
intelligence. Other Rangers have a base 50% The punishment for poaching largely depends upon
chance of finding this shelter plus or minus five the Ranger and the animal that’s been poached.
percent for every level above or below the Ranger Typically, good Rangers will destroy the poacher’s
casting the spell. All others attempting to spot weapons and any trophies or hides the poacher is
those inside the shelter are penalized –4 to their attempting to sell. Evil Rangers might do to the
skill check. If the Ranger and his allies spend more poacher what the poacher did to the animal.
than 24 hours in the same spot, the shelter Particularly cruel and evil poachers might be slain
on the spot, especially if the animal was a good
Enemy Shield
Illusion (Glamer)
Level: Ranger 2
Components: S
Casting Time: 1 standard action
Range: Personal or Touch
Target: 1 creature/level
Duration: 10 minutes/level
Saving Throw: None or Will negates (harmless,
object)
Spell Resistance: No or Yes (harmless, object)
The Enemy Shield allows the Ranger to turn
himself and a group of his allies invisible, but only
to creatures of one of his Favored Enemy
categories. Allies of the Favored Enemy that are of a
different race are unaffected by the spell. The spell
does not silence the Ranger’s movement, but the
Favored Enemy will be unable to see the Ranger
and those under the affect of the spell. The same
rules as an Invisibility spell apply to an Enemy
Shield. Creatures that normally can see invisible
targets get a Will check to see the Ranger and his
allies. The Ranger can use the spell to gain a
tactical advantage over his Favored Enemy in
combat, but once he makes an attack, the spell is
broken.
The Le Games 6 Tony DiGerolamo
We Enhance Worlds Wayne Tonjes
17 Ranger Spells
Free Animals
Enchantment (Charm) (Mind-Affecting)
Level: Ranger 2
Components: V, S
spell cannot create siege weapons, only hand-held the undead creature reaches 0 hit points, it
weapons and armor for humanoids. If the spell is crumbles into a pile of dust.
successfully dispelled, the armors and weapons
immediately return to their natural state. When the
spell ends, the objects return to their natural state.
If the Ranger has a second spell of this kind
prepared, he can use it to extend the duration of
the original spell.
Resume Decay
Transmutation
Level: Ranger 3
Components: V, S
Casting Time: 1 standard action
Range: Close 25 ft. + 5 ft. per level
Target: 1 creature per level
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
This spell only affects corporeal undead creatures
and creatures kept artificially young through magic.
All undead creatures decay at a much slower rate
than normal. This spell accelerates the creatures’
rot back to where nature would normally have it.
The damage to undead creatures is 1d6 per level of
the Ranger. Particularly ancient creatures such as
vampires take double damage. Mummies get +4 to
their Will check and take only half damage due to
their initial preservation techniques when buried.
Undead creatures that regenerate cannot do so for
at least 24 hours after being exposed to this spell. If
Creatures that are kept artificially young through creatures take double the amount of damage listed
magic and that fail their Will check take a like as water spirits especially dislike them.
amount of damage and begin to show signs of
aging. A Lycanthrope is also affected by this spell if Water Source Damage-Effect
it fails its Will check, but the spell cannot kill it. If small mountain none - target is blinded for
the lycanthrope is reduced to zero hit points or spring 1 round
below, it is knocked unconscious and forced back wet pond none - up to three targets
into its human form. The spell does not affect as above
small river/ 1d2 - up to three targets
artificial constructs unless those constructs are medium- (DC 12 Reflex save
made of corpses, like Flesh Golems. These sized creek or knocked off feet)
creatures also get a Will check. If the construct is medium-sized lake 1d4 - wave knocks down up
reduced to 0 hit points or less it falls apart and is to six targets (DC 14 Reflex
destroyed. save or be swept into
the lake 1d10 yards)
medium-sized 1d6 - wave knocks down up
Summon Wave river to ten targets (DC 16
Evocation (Water) Reflex save or be swept
Level: Ranger 3 down stream 1d20 yards)
Components: V, S large lake 2d6 - wave knocks down up
Casting Time: 1d4+1 standard actions to twelve targets: (DC 18
Range: Long (400 feet + 40 ft. per level) Reflex save or be swept
into the lake 2d20 yards)
Target: One natural water source
large river 3d6 - wave knocks down up
Duration: 1 round to 20 targets (DC 20 Reflex
Saving Throw: Special save or be swept down
Spell Resistance: No stream 1d6 x 100 yards)
By summoning the spirits of the natural water sea/ocean 4d6 - wave knocks down
source, the Ranger calls upon a great surge of any target on the
water to smash his enemies. The spell is limited to coastline in the Ranger’s
the source of the water. Pools of water, fountains vision (DC 22 Reflex save
and other man-made water containers cannot be or be swept into the
sea/ocean 1d10 x 100 yards)
used for this spell. The amount of damage can be
estimated by a surge of its source. Undead
* 4th Level Spells during the spell, but cannot complete other
complex tasks without another spell.
History
The Baubles and Urus were created by an ancient
group of magical beings that were enslaved within
the Inyatee Kingdom. The slaves created these
trinkets for their masters, whom often used them to
equip their elite soldiers or simply used them as
rewards. The slaves eventually revolted and used
their combined powers to lay waste the kingdom
and eventually go home.
Uru of Scent
Common Name: Stone of Smell
Word of Infusing: Oopla
Infuses: Helmet
Description: This Uru may be infused into any
helmet and it grants the owner a unique sense of
smell. He is able to sense the smell of his
environment changing, even slightly, granting him
a +3 scent bonus to any check he normally makes
when determining if he is caught flat-footed.
Skill Points at 1st Level: (6 + Int modifier) x4. Type (Subtype) Type (Subtype)
Aberration Humanoid (reptilian)
Skill Points at Each Additional Level: 6 + Int modifier. Animal Magical beast
Construct Monstrous humanoid
Class Features Dragon Ooze
All of the following are class features of the Ranger. Elemental Outsider (air)
Fey Outsider (chaotic)
Weapon and Armor Proficiency: A Ranger is proficient Giant Outsider (earth)
with all simple and martial weapons, and with light Humanoid (aquatic) Outsider (evil)
armor and shields (except tower shields). Humanoid (dwarf) Outsider (fire)
Humanoid (elf) Outsider (good)
Favored Enemy (Ex): At 1st level, a Ranger may select a Humanoid (goblinoid) Outsider (lawful)
type of creature from among those given on Table A-1: Humanoid (gnoll) Outsider (native)
Ranger Favored Enemies. The Ranger gains a +2 bonus Humanoid (gnome) Outsider (water)
on Bluff, Listen, Sense Motive, Spot, and Survival Humanoid (halfling) Plant
checks when using these skills against creatures of this Humanoid (human) Undead
type. Likewise, he gets a +2 bonus on weapon damage Humanoid (orc) Vermin
rolls against such creatures.
Track: A Ranger gains Track as a bonus feat. when he wears light or no armor. He loses all benefits of
his combat style when wearing medium or heavy armor.
Wild Empathy (Ex): A Ranger can improve the attitude
of an animal. This ability functions just like a Diplomacy Endurance: A Ranger gains Endurance as a bonus feat
check to improve the attitude of a person. The Ranger at 3rd level.
rolls 1d20 and adds his Ranger level and his Charisma
bonus to determine the wild empathy check result. The Animal Companion (Ex): At 4th level, a Ranger gains
typical domestic animal has a starting attitude of an animal companion selected from the following list:
indifferent, while wild animals are usually unfriendly. badger, camel, dire rat, dog, riding dog, eagle, hawk,
horse (light or heavy), owl, pony, snake (Small or
To use wild empathy, the Ranger and the animal must Medium viper), or wolf. If the campaign takes place
be able to study each other, which means that they wholly or partly in an aquatic environment, the following
must be within 30 feet of one another under normal creatures may be added to the Ranger’s list of options:
visibility conditions. Generally, influencing an animal in crocodile, porpoise, Medium shark, and squid. This
this way takes 1 minute, but, as with influencing people, animal is a loyal companion that accompanies the
it might take more or less time. Ranger on his adventures as appropriate for its kind.
The Ranger can also use this ability to influence a This ability functions like the druid ability of the same
magical beast with an Intelligence score of 1 or 2, but he name, except that the Ranger’s effective druid level is
takes a -4 penalty on the check. one-half his Ranger level. A Ranger may select from the
alternative lists of animal companions just as a druid
Combat Style (Ex): At 2nd level, a Ranger must select can, though again his effective druid level is half his
one of two combat styles to pursue: archery or two- Ranger level. Like a druid, a Ranger cannot select an
weapon combat. This choice affects the character’s class alternative animal if the choice would reduce his
features but does not restrict his selection of feats or effective druid level below 1st.
special abilities in any way.
Spells: Beginning at 4th level, a Ranger gains the ability
If the Ranger selects archery, he is treated as having the to cast a small number of divine spells, which are drawn
Rapid Shot feat, even if he does not have the normal from the Ranger spell list. A Ranger must choose and
prerequisites for that feat. prepare his spells in advance (see below).
If the Ranger selects two-weapon combat, he is treated To prepare or cast a spell, a Ranger must have a
as having the Two-Weapon Fighting feat, even if he does Wisdom score equal to at least 10 + the spell level. The
not have the normal prerequisites for that feat. Difficulty Class for a saving throw against a Ranger’s
spell is 10 + the spell level + the Ranger’s Wisdom
The benefits of the Ranger’s chosen style apply only modifier.
Like other spellcasters, a Ranger can cast only a certain Woodland Stride (Ex): Starting at 7th level, a Ranger
number of spells of each spell level per day. His base may move through any sort of undergrowth (such as
daily spell allotment is given on Table A-2: The Ranger. natural thorns, briars, overgrown areas, and similar
In addition, he receives bonus spells per day if he has a terrain) at his normal speed and without taking damage
high Wisdom score. When Table A-2: The Ranger or suffering any other impairment.
indicates that the Ranger gets 0 spells per day of a given
spell level, he gains only the bonus spells he would be However, thorns, briars, and overgrown areas that are
entitled to based on his Wisdom score for that spell enchanted or magically manipulated to impede motion
level. The Ranger does not have access to any domain still affect him.
spells or granted powers, as a cleric does.
A Ranger prepares and casts spells the way a cleric Swift Tracker (Ex): Beginning at 8th level, a Ranger can
does, though he cannot lose a prepared spell to cast a move at his normal speed while following tracks without
cure spell in its place. A Ranger may prepare and cast taking the normal -5 penalty. He takes only a -10
any spell on the Ranger spell list, provided that he can penalty (instead of the normal -20) when moving at up
cast spells of that level, but he must choose which spells to twice normal speed while tracking.
to prepare during his daily meditation.
Through 3rd level, a Ranger has no caster level. At 4th Evasion (Ex): At 9th level, a Ranger can avoid even
level and higher, his caster level is one-half his Ranger magical and unusual attacks with great agility. If he
level. makes a successful Reflex saving throw against an
attack that normally deals half damage on a successful
Improved Combat Style (Ex): At 6th level, a Ranger’s save, he instead takes no damage. Evasion can be used
aptitude in his chosen combat style (archery or two- only if the Ranger is wearing light armor or no armor. A
weapon combat) improves. If he selected archery at 2nd helpless Ranger does not gain the benefit of evasion.
level, he is treated as having the Manyshot feat, even if
he does not have the normal prerequisites for that feat. Combat Style Mastery (Ex): At 11th level, a Ranger’s
aptitude in his chosen combat style (archery or two-
If the Ranger selected two-weapon combat at 2nd level, weapon combat) improves again. If he selected archery
he is treated as having the Improved Two-Weapon at 2nd level, he is treated as having the Improved
Fighting feat, even if he does not have the normal Precise Shot feat, even if he does not have the normal
prerequisites for that feat. prerequisites for that feat.
As before, the benefits of the Ranger’s chosen style apply
only when he wears light or no armor. He loses all If the Ranger selected two-weapon combat at 2nd level,
benefits of his combat style when wearing medium or he is treated as having the Greater Two-Weapon
heavy armor. Fighting feat, even if he does not have the normal
prerequisites for that feat. use the Hide skill in any sort of natural terrain, even if
As before, the benefits of the Ranger’s chosen style apply the terrain doesn’t grant cover or concealment.
only when he wears light or no armor. He loses all
benefits of his combat style when wearing medium or Hide in Plain Sight (Ex): While in any sort of natural
heavy armor. terrain, a Ranger of 17th level or higher can use the
Hide skill even while being observed.
Camouflage (Ex): A Ranger of 13th level or higher can
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