0% found this document useful (0 votes)
6 views25 pages

Ranger

This document provides a quick reference for Ranger spells in the Pathfinder Roleplaying Game, detailing various spells including their schools, casting times, components, ranges, durations, and effects. It includes spells such as 'Speak with Animals', 'Calm Animals', and 'Detect Poison', among others, along with their specific mechanics and limitations. The document also mentions compatibility with the Pathfinder RPG and includes copyright information related to the content.

Uploaded by

tasslehoff69ca
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
6 views25 pages

Ranger

This document provides a quick reference for Ranger spells in the Pathfinder Roleplaying Game, detailing various spells including their schools, casting times, components, ranges, durations, and effects. It includes spells such as 'Speak with Animals', 'Calm Animals', and 'Detect Poison', among others, along with their specific mechanics and limitations. The document also mentions compatibility with the Pathfinder RPG and includes copyright information related to the content.

Uploaded by

tasslehoff69ca
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 25

482149

482149

paizo.com #36638715, trevor cochrane <[email protected]>, Dec 25, 2023

Ranger Spells Quick Reference Speak with Animals


Ranger 1st Ranger 1st
Core Rulebook School divination
Casting Time 1 standard action
Alarm: Wards an area for 2 hours/level. Components V, S
Animal Messenger: Sends a Tiny animal to a Range personal
specific place. Target you
Calm Animals: Calms 2d4 + level HD of animals. Duration 1 min./level CO
Charm Animal: Makes one animal your friend.
Delay Poison: Stops poison from harming subject for You can ask questions of and receive answers from
1 hour/level. animals, but the spell doesn’t make them any more
Detect Animals or Plants: Detects kinds of animals friendly than normal. Wary and cunning animals are
or plants. likely to be terse and evasive, while the more stupid
Detect Poison: Detects poison in one creature or ones make inane comments. If an animal is friendly
object. toward you, it may do some favor or service for you.
Detect Snares and Pits: Reveals natural or primitive
Ranger Spell Cards traps.
Endure Elements: Exist comfortably in hot or cold
regions.
Entangle: Plants entangle everyone in 40-ft. radius.
Hide from Animals: Animals can’t perceive one
Compatibility with the Pathfinder Roleplaying Game requires subject/level.
the Pathfinder Roleplaying Game from Paizo Publishing, LLC. Jump: Subject gets bonus on Acrobatics checks.
See http://paizo.com/pathfinder RPG for more information on Longstrider: Your base speed increases by 10 ft.
the Pathfinder Roleplaying Game. Paizo Publishing, LLC does Magic Fang: One natural weapon of subject creature
not guarantee compatibility, and does not endorse this product. gets +1 on attack and damage rolls.
.

Ranger Spells Quick Reference Read Magic Calm Animals


Ranger 3rd Ranger 1st Ranger 1st
School divination
Command Plants: Sway the actions of plant Casting Time 1 standard action School enchantment (compulsion) [mind-affecting]
creatures. Components V, S, F (a clear crystal or mineral prism) Casting Time 1 standard action
Cure Moderate Wounds: Cures 2d8 damage +1/ Range personal Components V, S
level (max. +10). Target you Range close (25 ft. + 5 ft./2 levels)
Darkvision: See 60 ft. in total darkness. Duration 10 min./level CO 330 Targets animals within 30 ft. of each other
Diminish Plants: Reduces size or blights growth of Duration 1 min./level
normal plants. You can decipher magical inscriptions on objects— Saving Throw Will negates
Magic Fang, Greater: One natural weapon gets + 1/ books, scrolls, weapons, and the like—that would Spell Resistance yes CO
four levels (max. +5). otherwise be unintelligible. This deciphering does not
Neutralize Poison: Immunizes subject against normally invoke the magic contained in the writing, This spell soothes and quiets animals, rendering them
26695370

poison, detoxifies venom in or on subject. although it may do so in the case of a cursed or trapped docile and harmless. Only ordinary animals (those with
482149

Plant Growth: Grows vegetation, improves crops. scroll. Furthermore, once the spell is cast and you have Intelligence scores of 1 or 2) can be affected by this
Reduce Animal: Shrinks one willing animal. read the magical inscription, you are thereafter able to spell. All the subjects must be of the same kind, and no
Remove Disease: Cures all diseases affecting read that particular writing without recourse to the use two may be more than 30 feet apart. The maximum
subject. of read magic. You can read at the rate of one page number of HD of animals you can affect is equal to 2d4
Repel Vermin: Insects, spiders, and other vermin (250 words) per minute. The spell allows you to
+ caster level.
stay 10 ft. away. identify a glyph of warding with a DC 13 Spellcraft
The affected creatures remain where they are and do
Summon Nature’s Ally III: Summons creature to check, a greater glyph of warding with a DC 16
not attack or flee. They are not helpless and defend
fight for you. Spellcraft check, or any symbol spell with a Spellcraft
themselves normally if attacked. Any threat breaks the
Tree Shape: You look exactly like a tree for 1 hour/ check (DC 10 + spell level). Read magic can be made
spell on the threatened creatures.
level. permanent with a permanency spell.
Water Walk: Subject treads on water as if solid.

Charm Animal Detect Poison Delay Poison


Ranger 1st Ranger 1st School conjuration (healing)
Ranger 1st
School divination
School enchantment (charm) [mind-affecting] Casting Time 1 standard action Casting Time 1 standard action
Casting Time 1 standard action Components V, S Components V, S, DF
Components V, S Range close (25 ft. + 5 ft./2levels) Range touch
Range close (25 ft. + 5 ft./2 levels) Target or Area one creature, one object, or a 5-ft. Target creature touched
Target one animal cube Duration 1 hour/level
Duration 1 hour/level Duration instantaneous Saving Throw Fortitude negates (harmless)
Saving Throw Will negates Saving Throw none Spell Resistance yes (harmless) CO
Spell Resistance yes CO Spell Resistance no CO
The subject becomes temporarily immune to poison.
This spell functions like charm person, except that it You determine whether a creature, object, or area has Any poison in its system or any poison to which it is
affects a creature of the animal type. been poisoned or is poisonous. You can determine the exposed during the spell’s duration does not affect the
exact type of poison with a DC 20 Wisdom check. A subject until the spell’s duration has expired. Delay
character with the Craft (alchemy) skill may try a DC poison does not cure any damage that poison may have
20 Craft (alchemy) check if the Wisdom check fails, already done.
or may try the Craft (alchemy)
check prior to the Wisdom check. The spell can
penetrate barriers, but 1 foot of stone, 1 inch of
common metal, a thin sheet of lead, or 3 feet of wood
or dirt blocks it.

26695370
paizo.com #36638715, trevor cochrane <[email protected]>, Dec 25, 2023 26695370
482150
482150

paizo.com #36638715, trevor cochrane <[email protected]>, Dec 25, 2023

right left

Ranger Spells Quick Reference Card Layout & Logo is Copyright 2010 Edward Goldstein
Permission to print out for personal use is granted.
Continued: Continued: Continued:
Pathfinder is a registered trademark of Paizo Publishing, LLC, and the
Pass without Trace: One subject/level leaves no Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game
tracks. Compatibility Logo are trademarks of Paizo Publishing, LLC, and are
used under the Pathfinder Roleplaying Game Compatibility License. See
Read Magic: Read scrolls and spellbooks. http://paizo.com/pathfinderRPG/compatibility for more information on
right Resist Energy: Ignores 10 (or more) points of
damage/attack from specified energy type.
the compatibility license.

Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
Speak with Animals: You can communicate with System Reference Document. Copyright 2000, Wizards of the Coast,
Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on
animals.
Summon Nature’s Ally I: Summons creature to
material by E. Gary Gygax and Dave Arneson.
left
Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC;
fight for you. Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte
Cook, and Skip Williams.

The Book of Experimental Might. Copyright 2008, Monte J. Cook. All


rights reserved.

Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors:


Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey
Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick
Lawinger, and Bill Webb; Based on original content from TSR

CO = Core Rulebook
BE = Bestiary
APG = Advanced
Players Guide

Blue Banzai Publications

Continued: Continued: Continued:

right left
26695371 482150

Continued: Continued: Continued:

right

left

right
left
26695371
paizo.com #36638715, trevor cochrane <[email protected]>, Dec 25, 2023 26695371
482151
482151

paizo.com #36638715, trevor cochrane <[email protected]>, Dec 25, 2023

Alarm Animal Messenger Longstrider


Ranger 1st Ranger 1st Ranger 1st
School abjuration School transmutation
Casting Time 1 standard action School enchantment (compulsion) [mind-affecting] Casting Time 1 standard action
Components V, S, F/DF (a tiny bell and a piece of Casting Time 1 minute Components V, S, M (a pinch of dirt)
very fine silver wire) Components V, S, M (a morsel of food the animal Range personal
Range close (25 ft. + 5 ft./2 levels) likes) Target you
Area 20-ft.-radius emanation centered on a point in Range close (25 ft. + 5 ft./2 levels) Duration 1 hour/level (D) CO
space Target one Tiny animal
Duration 2 hours/level (D) Duration 1 day/level This spell gives you a +10 foot enhancement bonus to
Saving Throw none Saving Throw none; see text your base speed. It has no effect on other modes of
Spell Resistance no CO Spell Resistance yes CO movement, such as burrow, climb, fly, or swim.

Alarm creates a subtle ward on an area you select. Once You compel a Tiny animal to go to a spot you designate.
the spell effect is in place, it thereafter sounds a mental The most common use for this spell is to get an animal
or audible alarm each time a creature of Tiny or larger to carry a message to your allies. The animal cannot be
size enters the warded area or touches it. A creature one tamed or trained by someone else, including such
that speaks the password (determined by you at the time creatures as familiars and animal companions.
of casting) does not set off the alarm. You decide at the Using some type of food desirable to the animal as a
time of casting whether the alarm will be mental or lure, you call the animal to you. It advances and awaits
audible in nature. your bidding. You can mentally impress on the animal
Mental Alarm: A mental alarm alerts you (and only a certain place well known to you or an obvious
you) so long as you remain within 1 mile of the warded landmark. The directions must be simple, because the
area. You note a single mental “ping” that awakens you animal depends on your knowledge and can’t find a
from normal sleep but does not otherwise disturb destination on its own. You can attach a small item or

Pass without Trace Magic Fang Detect Animals or Plants


Ranger 1st Ranger 1st Ranger 1st
School transmutation School transmutation School divination
Casting Time 1 standard action Casting Time 1 standard action Casting Time 1 standard action
Components V, S, DF Components V, S, DF Components V, S
Range touch Range touch Range long (400 ft. + 40 ft./level)
Targets one creature/level touched Target living creature touched Area cone-shaped emanation
Duration 1 hour/level (D) Duration 1 min./level Duration concentration, up to 10 min./level (D)
Saving Throw Will negates (harmless) Saving Throw Will negates (harmless) Saving Throw none
Spell Resistance yes (harmless) CO Spell Resistance yes (harmless) CO Spell Resistance no CO

The subject or subjects of this spell do not leave Magic fang gives one natural weapon or unarmed strike You can detect a particular kind of animal or plant in a
26695372
footprints or a scent trail while moving. Tracking the of the subject a +1 enhancement bonus on attack and cone emanating out from you in whatever direction you 482151

subjects is impossible by nonmagical means. damage rolls. The spell can affect a slam attack, fist, face. You must think of a kind of animal or plant when
bite, or other natural weapon. The spell does not change using the spell, but you can change the animal or plant
an unarmed strike’s damage from nonlethal damage to kind each round. The amount of information revealed
lethal damage. depends on how long you search a particular area or
Magic fang can be made permanent with a focus on a specific kind of animal or plant.
permanency spell. 1st Round: Presence or absence of that kind of animal
or plant in the area.
2nd Round: Number of individuals of the specified
kind in the area and the condition of the healthiest
specimen.
3rd Round: The condition (see below) and location
of each individual present. If an animal or a plant is

Hide from Animals Detect Snares and Pits Endure Elements


Ranger 1st Ranger 1st Ranger 1st
School abjuration School divination School abjuration
Casting Time 1 standard action Casting Time 1 standard action Casting Time 1 standard action
Components S, DF Components V, S Components V, S
Range touch Range 60 ft. Range touch
Targets one creature touched/level Area cone-shaped emanation Target creature touched
Duration 10 min./level (D) Duration concentration, up to 10 min./level (D) Duration 24 hours
Saving Throw Will negates (harmless) Saving Throw none Saving Throw Will negates (harmless)
Spell Resistance yes CO Spell Resistance no CO Spell Resistance yes (harmless) CO

Animals cannot sense the warded creatures. Even You can detect simple pits, deadfalls, and snares as A creature protected by endure elements suffers no harm
extraordinary or supernatural sensory capabilities, such well as mechanical traps constructed of natural from being in a hot or cold environment. It can exist
as blindsense, blindsight, scent, and tremorsense, materials. The spell does not detect complex traps, comfortably in conditions between –50 and 140 degrees
cannot detect or locate warded creatures. Animals including trapdoor traps. Fahrenheit without having to make Fortitude saves. The
simply act as though the warded creatures are not there. Detect snares and pits does detect certain natural creature’s equipment is likewise protected. Endure
If a warded character touches an animal or attacks any hazards—quicksand (a snare), a sinkhole (a pit), or elements doesn’t provide any protection from fire or
creature, even with a spell, the spell ends for all unsafe walls of natural rock (a deadfall). It does not cold damage, nor does it protect against other
recipients. reveal other potentially dangerous conditions. The spell environmental hazards such as smoke, lack of air, and
does not detect magic traps (except those that operate so forth.
by pit, deadfall, or snaring; see the spell snare), nor
mechanically complex ones, nor those that have been
rendered safe or inactive.
The amount of information revealed depends on how
long you study a particular area.
1st Round: Presence or absence of hazards.

26695372
paizo.com #36638715, trevor cochrane <[email protected]>, Dec 25, 2023 26695372
482152
482152

paizo.com #36638715, trevor cochrane <[email protected]>, Dec 25, 2023

right left

Animal Messenger Alarm


Continued: Continued: Continued:
note to the messenger. The animal then goes to the concentration. A silence spell has no effect on a mental
designated location and waits there until the duration alarm.
of the spell expires, whereupon it resumes its normal Audible Alarm: An audible alarm produces the sound
activities. of a hand bell, and anyone within 60 feet of the warded
right During this period of waiting, the messenger allows area can hear it clearly. Reduce the distance by 10 feet
others to approach it and remove any scroll or token for each interposing closed door and by 20 feet for each
it carries. The intended recipient gains no special substantial interposing wall.
ability to communicate with the animal or read any In quiet conditions, the ringing can be heard faintly left
attached message (if it’s written in a language he as far as 180 feet away. The sound lasts for 1 round.
doesn’t know, for example). Creatures within a silence spell cannot hear the ringing.
Ethereal or astral creatures do not trigger the alarm.
Alarm can be made permanent with a permanency
spell.

Detect Animals or Plants


Continued: Continued: Continued:
outside your line of sight, then you discern its direction
but not its exact location.
Conditions: For purposes of this spell, the categories
of condition are as follows:
Normal: Has at least 90% of full normal hit points,
free of disease.
Fair: 30% to 90% of full normal hit points remaining.
Poor: Less than 30% of full normal hit points
right remaining, afflicted with a disease, or suffering from a left
debilitating injury.
26695373
Weak: 0 or fewer hit points remaining, afflicted with 482152

a disease that has reduced an ability score to 5 or less,


or crippled.
If a creature falls into more than one category, the
spell indicates the weaker of the two.
Each round you can turn to detect a kind of animal
or plant in a new area. The spell can penetrate barriers,
but 1 foot of stone, 1 inch of common metal, a thin
sheet of lead, or 3 feet of wood or dirt blocks it.

Detect Snares and Pits


Continued: Continued: Continued:
2nd Round: Number of hazards and the location of
each. If a hazard is outside your line of sight, then you
discern its direction but not its exact location.
Each Additional Round: The general type and trigger
for one particular hazard closely examined by you. Each
round, you can turn to examine a new area. The spell
can penetrate barriers, but 1 foot of stone, 1 inch of
common metal, a thin sheet of lead, or 3 feet of wood
or dirt blocks it.
right

left

right
left
26695373
paizo.com #36638715, trevor cochrane <[email protected]>, Dec 25, 2023 26695373
482153
482153

paizo.com #36638715, trevor cochrane <[email protected]>, Dec 25, 2023

Entangle Jump Summon Nature’s Ally I


School transmutation Ranger 1st School transmutation
Ranger 1st School conjuration (summoning) Ranger 1st
Casting Time 1 standard action Casting Time 1 standard action Casting Time 1 round
Components V, S, DF Components V, S, M (a grasshopper’s hind leg) Components V, S, DF
Range long (400 ft. + 40 ft./level) Range touch Range close (25 ft. + 5 ft./2 levels)
Area plants in a 40-ft.-radius spread Target creature touched Effect one summoned creature
Duration 1 min./level (D) Duration 1 min./level (D) Duration 1 round/level (D)
Saving Throw: Reflex partial; see text Saving Throw Will negates (harmless) Saving Throw none
Spell Resistance: no CO Spell Resistance yes CO Spell Resistance no CO / BE

This spell causes tall grass, weeds, and other plants to The subject gets a +10 enhancement bonus on This spell summons to your side a natural creature
wrap around foes in the area of effect or those that enter Acrobatics checks made to attempt high jumps or long (typically an animal, fey, magical beast, outsider with
the area. Creatures that fail their save gain the entangled jumps. The enhancement bonus increases to +20 at the elemental subtype, or a giant). The summoned ally
condition. Creatures that make their save can move as caster level 5th, and to +30 (the maximum) at caster appears where you designate and acts immediately,
normal, but those that remain in the area must save again level 9th. on your turn. It attacks your opponents to the best of
at the end of your turn. Creatures that move into the its ability. If you can communicate with the creature,
area must save immediately. Those that fail must end you can direct it not to attack, to attack particular
their movement and gain the entangled condition. enemies, or to perform other actions as you command.
Entangled creatures A summoned monster cannot summon or otherwise
can attempt to break free as a move action, making a conjure another creature, nor can it use any
Strength or Escape Artist check. The DC for this check teleportation or planar travel abilities. Creatures cannot
is equal to the DC of the spell. The entire area of effect be summoned into an environment that cannot support
is considered difficult terrain while the effect lasts. them. Creatures summoned using this spell cannot use
If the plants in the area are covered in thorns, those spells or spell-like abilities that duplicate spells that
in the area take 1 point of damage each time they fail a have expensive material components (such as wish).

Cure Light Wounds Hold Animal Resist Energy


Ranger 2nd Ranger 2nd Ranger 1st
School conjuration (healing)] School abjuration
Casting Time 1 standard action School enchantment (compulsion) [mind-affecting] Casting Time 1 standard action
Components V, S Range medium (100 ft. + 10 ft./level) Components V, S, DF
Range touch Components: V, S Range touch
Target creature touched Target one animal Target creature touched
Duration instantaneous Duration 1 round/level (D); see text Duration 10 min./level
Saving Throw Will half (harmless) see text Saving Throw Will negates; see text Saving Throw Fortitude negates (harmless)
Spell Resistance yes (harmless) see text Spell Resistance yes CO Spell Resistance yes (harmless) CO
CO
This spell functions like hold person, except that it This abjuration grants a creature limited protection from
26695374
When laying your hand upon a living creature, you affects an animal instead of a humanoid. The subject damage of whichever one of five energy types you 482153

channel positive energy that cures 1d8 points of damage becomes paralyzed and freezes in place. It is aware select: acid, cold, electricity, fire, or sonic. The subject
+ 1 point per caster level (maximum +5). Since undead and breathes normally but cannot take any actions, even gains resist energy 10 against the energy type chosen,
are powered by negative energy, this spell deals speech. Each round on its turn, the subject may attempt meaning that each time the creature is subjected to such
damage to them instead of curing their wounds. An a new saving throw to end the effect. This is a full- damage (whether from a natural or magical source),
undead creature can apply spell resistance, and can round action that does not provoke attacks of that damage is reduced by 10 points before being
attempt a Will save to take half damage. opportunity. A winged creature who is paralyzed cannot applied to the creature’s hit points. The value of the
flap its wings and falls. A swimmer can’t swim and energy resistance granted increases to 20 points at 7th
may drown. level and to a maximum of 30 points at 11th level. The
spell protects the recipient’s equipment as well.
Resist energy absorbs only damage. The subject
could still suffer unfortunate side effects.

Barkskin Bear’s Endurance Cat’s Grace


Ranger 2nd Ranger 2nd Ranger 2nd
School transmutation School transmutation School transmutation
Casting Time 1 standard action Casting Time 1 standard action Casting Time 1 standard action
Components V, S, DF Components V, S, M/DF (a few hairs, or a pinch of Components V, S, M (pinch of cat fur)
Range touch dung, from a bear) Range touch
Target living creature touched Range touch Target creature touched
Duration 10 min./level Target creature touched Duration 1 min./level
Saving Throw none Duration 1 min./level Saving Throw Will negates (harmless)
Spell Resistance yes (harmless) CO Saving Throw Will negates (harmless) Spell Resistance yes CO
Spell Resistance yes CO
Barkskin toughens a creature’s skin. The effect grants The transmuted creature becomes more graceful, agile,
a +2 enhancement bonus to the creature’s existing The affected creature gains greater vitality and stamina. and coordinated. The spell grants a +4 enhancement
natural armor bonus. This enhancement bonus increases The spell grants the subject a +4 enhancement bonus to bonus to Dexterity, adding the usual benefits to AC,
by 1 for every three caster levels above 3rd, to a Constitution, which adds the usual benefits to hit points, Reflex saves, and other uses of the Dexterity modifier.
maximum of +5 at 12th level. Fortitude saves, Constitution checks, and so forth. Hit
The enhancement bonus provided by barkskin stacks points gained by a temporary increase in Constitution
with the target’s natural armor bonus, but not with other score are not temporary hit points. They go away when
enhancement bonuses to natural armor. A creature the subject’s Constitution drops back to normal. They
without natural armor has an effective natural armor are not lost first as temporary hit points are.
bonus of +0.

26695374
paizo.com #36638715, trevor cochrane <[email protected]>, Dec 25, 2023 26695374
482154
482154

paizo.com #36638715, trevor cochrane <[email protected]>, Dec 25, 2023

right left

Summon Nature’s Ally I Entangle


Continued: Continued: Continued:
The spell conjures one of the creatures save against the entangle or fail a check made to break
from the 1st Level list on Table 10–2. You choose which free. Other effects, depending on the local plants, might
kind of creature to summon, and you can change that
be possible at GM discretion.
choice each time you cast the spell. All the creatures on
the table are neutral unless otherwise noted.
right When you use a summoning spell to summon a
creature with an alignment or elemental subtype, it is a
spell of that type. All creatures summoned with this spell
without alignment subtypes have an alignment that
matches yours, regardless of their usual alignment.
left
Summoning these creatures makes the summoning
spell’s type match your alignment.
Name Subtype
Dire rat -
Dolphin -
Eagle -
Giant centipede -
Fire beetle -
Mite (gremlin) -
Poisonous frog -
Pony (horse) -
Riding dog -
Stirge -
Viper (snake) -

Resist Energy
Continued: Continued: Continued:
Resist energy overlaps (and does not stack with)
protection from energy. If a character is warded by
protection from energy and resist energy, the protection
spell absorbs damage until its power is exhausted.

right left
26695375 482154

Continued: Continued: Continued:

right

left

right
left
26695375
paizo.com #36638715, trevor cochrane <[email protected]>, Dec 25, 2023 26695375
482155
482155

paizo.com #36638715, trevor cochrane <[email protected]>, Dec 25, 2023

Owl’s Wisdom Protection from Energy Snare


School transmutation
Ranger 2nd School abjuration Ranger 2nd School transmutation
Ranger 2nd
Casting Time 1 standard action Casting Time 1 standard action Casting Time 3 rounds
Components V, S, M/DF (feathers or droppings Components V, S, DF Components V, S, DF
from an owl) Range touch Range touch
Range touch Target creature touched Target touched nonmagical circle of vine, rope, or
Target creature touched Duration 10 min./level or until discharged thong with a 2
Duration 1 min./level Saving Throw Fortitude negates (harmless) ft. diameter + 2 ft./level
Saving Throw Will negates (harmless) Spell Resistance yes (harmless) CO Duration Until triggered or broken
Spell Resistance yes CO Saving Throw none
Protection from energy grants temporary immunity to Spell Resistance no CO
The transmuted creature becomes wiser. The spell the type of energy you specify when you cast it (acid,
grants a +4 enhancement bonus to Wisdom, adding cold, electricity, fire, or sonic). When the spell absorbs This spell enables you to make a snare that functions
the usual benefit to Wisdom-related skills. Clerics, 12 points per caster level of energy damage (to a as a magic trap. The snare can be made from any supple
druids, and rangers (and other Wisdom-based maximum of 120 points at 10th level), it is discharged. vine, a thong, or a rope. When you cast snare upon it,
spellcasters) who receive owl’s wisdom do not gain Protection from energy overlaps (and does not stack the cordlike object blends with its surroundings (DC
any additional bonus spells for the increased Wisdom, with) resist energy. If a character is warded by 23 Perception check for a character with the trapfinding
but the save DCs for their spells increase. protection from energy and resist energy, the ability to locate). One end of the snare is tied in a loop
protection spell absorbs damage until its power is that contracts around one or more of the limbs of any
exhausted. creature stepping inside the circle.
If a strong and supple tree is nearby, the snare can be
fastened to it. The spell causes the tree to bend,
straightening when the loop is triggered, dealing 1d6
points of damage to the creature trapped and lifting it

Speak with Plants Spike Growth Summon Nature’s Ally II


Ranger 2nd Ranger 2nd Ranger 2nd
School divination School transmutation School conjuration (summoning)
Casting Time 1 standard action Casting Time 1 standard action Casting Time 1 round
Components V, S Components V, S, DF Components V, S, DF
Range personal Range medium (100 ft. + 10 ft./level) Range close (25 ft. + 5 ft./2 levels)
Target you Area one 20-ft. square/level Effect one summoned creature
Duration 1 min./level CO Duration 1 hour/level (D) Duration 1 round/level (D)
Saving Throw Reflex partial Saving Throw none;
You can communicate with normal plants and plant Spell Resistance yes CO Spell Resistance no CO / BE
creatures, and can ask questions of and receive answers
from them. A normal plant’s sense of its surroundings Any ground-covering vegetation in the spell’s area This spell functions as summon nature’s ally I, except
26695376
is limited, so it won’t be able to give (or recognize) becomes very hard and sharply pointed without that you summon one 2nd-level creature or 1d3 1st- 482155

detailed descriptions of creatures or answer questions changing its appearance. level creatures of the same kind.
about events outside its immediate vicinity. The spell In areas of bare earth, roots and rootlets act in the Name Subtype
doesn’t make plant creatures any more friendly or same way. Typically, spike growth can be cast in any Ant, giant (worker) -
cooperative than normal. Furthermore, wary and outdoor setting except open water, ice, heavy snow, Elemental (Small) Elemental
cunning plant creatures are likely to be terse and sandy desert, or bare stone. Any creature moving on Giant frog -
evasive, while the more stupid ones may make inane foot into or through the spell’s area takes 1d4 points of Giant spider -
comments. If a plant creature is friendly, it may do some piercing damage for each 5 feet of movement through Goblin dog -
favor or service for you. the spiked area. Horse -
Any creature that takes damage from this spell must Hyena -
also succeed on a Reflex save or suffer injuries to its Octopus -
feet and legs that slow its land speed by half. This Squid -
speed penalty lasts for 24 hours or until the injured Wolf -

Wind Wall Command Plants Cure Moderate Wounds


Ranger 2nd School transmutation
Ranger 3rd Ranger 3rd
School evocation [air] School conjuration (healing)
Casting Time 1 standard action Casting Time 1 standard action Casting Time 1 standard action
Components V, S, M/DF (a tiny fan and an exotic Components V Components V, S
feather) Range close (25 ft. + 5 ft./2 levels) Range touch
Range medium (100 ft. + 10 ft./level) Targets up to 2 HD/level of plant creatures, no two Target creature touched
Effect wall up to 10 ft./level long and 5 ft./level of which can Duration instantaneous
high (S) be more than 30 ft. apart Saving Throw Will half (harmless) see text
Duration 1 round/level Duration 1 day/level Spell Resistance yes (harmless); see text CO
Saving Throw none; see text Saving Throw Will negates
Spell Resistance yes CO Spell Resistance yes CO This spell functions like cure light wounds, except that
it cures 2d8 points of damage + 1 point per caster level
An invisible vertical curtain of wind appears. It is 2 This spell allows you some degree of control over one (maximum +10).
feet thick and of considerable strength. It is a roaring or more plant creatures. Affected plant creatures can
blast sufficient to blow away any bird smaller than an understand you, and they perceive your words and
eagle, or tear papers and similar materials from actions in the most favorable way (treat their attitude
unsuspecting hands. (A Reflex save allows a creature as friendly). They will not attack you while the spell
to maintain its grasp on an object.) Tiny and Small flying lasts. You can try to give a subject orders, but you must
creatures cannot pass through the barrier. Loose win an opposed Charisma check to convince it to do
materials and cloth garments fly upward when caught anything it wouldn’t ordinarily do. (Retries are not
in a wind wall. Arrows and bolts are deflected upward allowed.) A commanded plant never obeys suicidal or
and miss, while any other normal ranged weapon passing obviously harmful orders, but it might be convinced
through the wall has a 30% miss chance. (A giant-thrown that something very dangerous is worth doing.
boulder, a siege engine projectile, and other massive You can affect a number of plant creatures whose
combined level or HD do not exceed twice your level.

26695376
paizo.com #36638715, trevor cochrane <[email protected]>, Dec 25, 2023 26695376
482156
482156

paizo.com #36638715, trevor cochrane <[email protected]>, Dec 25, 2023

right left

Snare
Continued: Continued: Continued:
off the ground by the trapped limb or limbs. If no
such tree is available, the cordlike object tightens
around the creature, dealing no damage but causing
it to be entangled.
right The snare is magical. To escape, a trapped creature
must make a DC 23 Escape Artist check or a DC 23
Strength check that is a full-round action. The snare
has AC 7 and 5 hit points. A successful escape from
the snare breaks the loop and ends the spell.
left

Spike Growth
Continued: Continued: Continued:
creature receives a cure spell (which also restores lost
hit points). Another character can remove the penalty
by taking 10 minutes to dress the injuries and
succeeding on a Heal check against the spell’s save
DC.
Magic traps are hard to detect. A rogue (only) can
use the Perception skill to find a spike growth. The
DC is 25 + spell level, or DC 28 for spike growth (or
right DC 27 for spike growth cast by a ranger). Spike growth left
can’t be disabled with the Disable Device skill.
26695377 482156

Wind Wall
Continued: Continued: Continued:
ranged weapons are not affected.) Gases, most
gaseous breath weapons, and creatures in gaseous
form cannot pass through the wall (although it is no
barrier to incorporeal creatures).
While the wall must be vertical, you can shape it in
any continuous path along the ground that you like. It
is possible to create cylindrical or square wind walls
to enclose specific points.

right

left

right
left
26695377
paizo.com #36638715, trevor cochrane <[email protected]>, Dec 25, 2023 26695377
482157
482157

paizo.com #36638715, trevor cochrane <[email protected]>, Dec 25, 2023

Darkvision Diminish Plants Magic Fang, Greater


Ranger 3rd Ranger 3rd Ranger 3rd
School transmutation School transmutation School transmutation
Casting Time 1 standard action Casting Time 1 standard action Casting Time 1 standard action
Components V, S, M (either a pinch of dried carrot Components V, S, DF Components V, S, DF
or an agate) Range see text Range close (25 ft. + 5 ft./2 levels)
Range touch Target or Area see text Target one living creature
Target creature touched Duration instantaneous Duration 1 hour/level
Duration 1 hour/level Saving Throw none Saving Throw Will negates (harmless)
Saving Throw Will negates (harmless) Spell Resistance no CO Spell Resistance yes (harmless) CO
Spell Resistance yes (harmless) CO
This spell has two versions. This spell functions like magic fang, except that the
The subject gains the ability to see 60 feet even in total Prune Growth: This version of the spell causes enhancement bonus on attack and damage rolls is +1
darkness. Darkvision is black and white only but normal vegetation within long range (400 feet + 40 feet per four caster levels (maximum +5). This bonus does
otherwise like normal sight. per level) to shrink to about one-third normal size, not allow a natural weapon or unarmed strike to
Darkvision can be made permanent with a becoming untangled and less bushy. The affected bypass damage reduction aside from magic.
permanency spell. vegetation appears to have been carefully pruned and Alternatively, you may imbue all of the creature’s
trimmed. This version of diminish plants automatically natural weapons with a +1 enhancement bonus
dispels any spells or effects that enhance plants, such (regardless of your caster level).
as entangle, plant growth, and wall of thorns. Greater magic fang can be made permanent with a
At your option, the area can be a 100-foot-radius permanency spell.
circle, a 150-foot-radius semicircle, or a 200-foot-
radius quarter-circle. You may also designate portions
of the area that are not affected.

Neutralize Poison Plant Growth Reduce Animal


Ranger 3rd Ranger 3rd Ranger 3rd
School conjuration (healing) School transmutation School transmutation
Casting Time 1 standard action Casting Time 1 standard action Casting Time 1 standard action
Components V, S, M/DF (charcoal) Components V, S, DF Components V, S
Range touch Range see text Range touch
Target creature or object of up to 1 cu. ft./level touched Target or Area see text Target one willing animal of Small, Medium, Large,
Duration instantaneous or 10 min./level; see text Duration instantaneous or Huge size
Saving Throw Will negates (harmless, object) Saving Throw none Duration 1 hour/level (D)
Spell Resistance yes (harmless, object) CO Spell Resistance no CO Saving Throw none
Spell Resistance no CO
You detoxify any sort of venom in the creature or object Plant growth has different effects depending on the
touched. If the target is a creature, you must make a version chosen. This spell functions like reduce person, except that it
26695378 482157

caster level check (1d20 + caster level) against the Overgrowth: This effect causes normal vegetation affects a single willing animal. Reduce the damage
DC of each poison affecting the target. Success means (grasses, briars, bushes, creepers, thistles, trees, vines, dealt by the animal’s natural attacks as appropriate
that the poison is neutralized. A cured creature suffers and so on) within long range (400 feet + 40 feet per for its new size (see Chapter 6 how to adjust damage
no additional effects from the poison, and any caster level) to become thick and overgrown. The plants for size).
temporary effects are ended, but the spell does not entwine to form a thicket or jungle that creatures must
reverse instantaneous effects, such as hit point damage, hack or force a way through. Speed drops to 5 feet, or
temporary ability damage, or effects that don’t go away 10 feet for Large or larger creatures. The area must
on their own.
have brush and trees in it for this spell to take effect. If
This spell can instead neutralize the poison in a
this spell is cast on an area that is already affected by
poisonous creature or object for 10 minutes per level,
any spell or effect that enhances plants, such as
at the caster’s option. If cast on a creature, the creature
entangle or wall of thorns, any DC involved with these
receives a Will save to negate the effect.

Remove Disease Repel Vermin Summon Nature’s Ally III


Ranger 3rd Ranger 3rd School conjuration (summoning)
Ranger 3rd
School conjuration (healing) School abjuration
Casting Time 1 standard action Casting Time 1 standard action Casting Time 1 round
Components V, S Components V, S, DF Components V, S, DF
Range touch Range 10 ft. Range close (25 ft. + 5 ft./2 levels)
Target creature touched Area 10-ft.-radius emanation centered on you Effect one summoned creature
Duration instantaneous Duration 10 min./level (D) Duration 1 round/level (D)
Saving Throw Fortitude negates (harmless) Saving Throw none or Will negates; see text Saving Throw none
Spell Resistance yes (harmless) CO Spell Resistance yes CO Spell Resistance no CO / BE

Remove disease can cure all diseases from which the An invisible barrier holds back vermin. A vermin with This spell functions like summon nature’s ally I,
subject is suffering. You must make a caster level check HD of less than one-third your level cannot penetrate except that you can summon one 3rd-level creature,
(1d20 + caster level) against the DC of each disease the barrier. 1d3 2nd-level creatures of the same kind, or 1d4+1
affecting the target. Success A vermin with HD of one-third your level or more 1st-level creatures of the same kind.
means that the disease is cured. The spell also kills can penetrate the barrier if it succeeds on a Will save.
some hazards and parasites, including green slime and Even so, crossing the barrier deals the vermin 2d6
others. points of damage, and pressing against the barrier
Since the spell’s duration is instantaneous, it does causes pain, which deters most vermin.
not prevent reinfection after a new exposure to the same
disease at a later date.

26695378
paizo.com #36638715, trevor cochrane <[email protected]>, Dec 25, 2023 26695378
482158
482158

paizo.com #36638715, trevor cochrane <[email protected]>, Dec 25, 2023

right left

Diminish Plants
Continued: Continued: Continued:
Stunt Growth: This version of the spell targets all
normal plants within a range of 1/2 mile, reducing their
potential productivity over the course of the following
year to half normal.
right This spell has no effect on plant creatures.

left

Plant Growth
Continued: Continued: Continued:
spells is increased by 4. This bonus is granted for 1
day after the casting of plant growth.
At your option, the area can be a 100-foot-radius
circle, a 150-foot-radius semicircle, or a 200-foot-
radius quarter circle.
You may designate places within the area that are
not affected.
right Enrichment: This effect targets plants within a range
of a half-mile, raising their potential productivity over
left
the course of the next year to one-third above normal.
26695379
Plant growth counters diminish plants. 482158

This spell has no effect on plant creatures.

Summon Nature’s Ally III


Continued: Continued: Continued:
Name Subtype
Ant, giant (soldier) -
Ape, Gorilla -
Aurochs (herd animal) -
Boar -
Cheetah -
Constrictor snake -
Crocodile -
right Dire bat -
Electric eel -
Giant Crab -
Giant lizard -
Leopard (cat) -
Shark -
Wolverine -
left

right
left
26695379
paizo.com #36638715, trevor cochrane <[email protected]>, Dec 25, 2023 26695379
482159
482159

paizo.com #36638715, trevor cochrane <[email protected]>, Dec 25, 2023

Tree Shape Water Walk Animal Growth


School transmutation Ranger 3rd Ranger 3rd Ranger 4th
School transmutation [water] School transmutation
Casting Time 1 standard action Casting Time 1 standard action Casting Time 1 standard action
Components V, S, DF Components V, S, DF Components V, S
Range personal Range touch Range medium (100 ft. + 10 ft./level)
Target you Targets one touched creature/level Target one animal (Gargantuan or smaller)
Duration 1 hour/level (D) CO Duration 10 min./level (D) Duration 1 min./level
Saving Throw Will negates (harmless) Saving Throw Fortitude negates
This spell allows you to assume the form of a Large
Spell Resistance yes (harmless) CO Spell Resistance yes CO
living tree or shrub or a Large dead tree trunk with a
small number of limbs. The exact type of tree, as well
The transmuted creatures can tread on any liquid as if The target animal grows to twice its normal size and
as its appearance, is completely under your control.
it were firm ground. Mud, oil, snow, quicksand, running eight times its normal weight. This alteration changes
Even the closest inspection cannot reveal that the tree
water, ice, and even lava can be traversed easily, since the animal’s size category to the next largest, grants it
in question is actually a magically concealed creature.
the subjects’ feet hover an inch or two above the a +8 size bonus to Strength and a +4 size bonus to
To all normal tests you are, in fact, a tree or shrub,
surface. Creatures crossing molten lava still take Constitution (and thus an extra 2 hit points per HD),
although a detect magic spell reveals a faint
damage from the heat because they are near it. The and imposes a –2 size penalty to Dexterity. The
transmutation on the tree. While in tree form, you can
subjects can walk, run, charge, or otherwise move creature’s existing natural armor bonus increases by 2.
observe all that transpires around you just as if you
across the surface as if it were normal ground. The size change also affects the animal’s modifier to
were in your normal form, and your hit points and save
If the spell is cast underwater (or while the subjects AC, attack rolls, and its base damage. The animal’s
bonuses remain unaffected. You gain a +10 natural
are partially or wholly submerged in whatever liquid space and reach change as appropriate to the new size,
armor bonus to AC but have an effective Dexterity score
they are in), the subjects are borne toward the surface but its speed does not change. If insufficient room is
of 0 and a speed of 0 feet. You are immune to critical
at 60 feet per round until they can stand on it. available for the desired growth, the creature attains
hits while in tree form. All clothing and gear carried or
the maximum possible size and may make a Strength
worn changes with you. You can dismiss tree shape as
check (using its increased Strength) to burst any
a free action (instead of as a standard action).

Commune with Nature Cure Serious Wounds Freedom of Movement


Ranger 4th Ranger 4th School abjuration Ranger 4th
School divination School conjuration (healing)
Casting Time 10 minutes Casting Time 1 standard action Casting Time 1 standard action
Components V, S Components V, S Components V, S, M (a leather strip bound to the
Range personal Range touch target), DF
Target you Target creature touched Range personal or touch
Duration instantaneous CO Duration instantaneous Target you or creature touched
Saving Throw Will half (harmless) see text Duration 10 min./level
You become one with nature, attaining knowledge of Spell Resistance yes (harmless); see text CO Saving Throw Will negates (harmless)
the surrounding territory. You instantly gain knowledge Spell Resistance yes (harmless) CO
of as many as three facts from among the following This spell functions like cure light wounds, except that This spell enables you or a creature you touch to move
26695380
subjects: the ground or terrain, plants, minerals, bodies it cures 3d8 points of damage + 1 point per caster level and attack normally for the duration of the spell, even 482159

of water, people, general animal population, presence (maximum +15). under the influence of magic that usually impedes
of woodland creatures, presence of powerful unnatural movement, such as paralysis, solid fog, slow, and web.
creatures, or even the general state of the natural setting. All combat maneuver checks made to grapple the target
In outdoor settings, the spell operates in a radius of automatically fail. The subject automatically succeeds
1 mile per caster level. In natural underground on any combat maneuver checks and Escape Artist
settings—caves, caverns, and the like—the spell is less checks made to escape a grapple or a pin.
powerful, and its radius is limited to 100 feet per caster The spell also allows the subject to move and attack
level. The spell does not function where nature has been normally while underwater, even with slashing
replaced by construction or settlement, such as in weapons such as axes and swords or with bludgeoning
dungeons and towns. weapons such as flails, hammers, and maces, provided
that the weapon is wielded in the hand rather than
hurled. The freedom of movement spell does not,
however, grant water breathing.

Nondetection Summon Nature’s Ally IV Tree Stride


Ranger 4th School conjuration (summoning)
Ranger 4th Ranger 4th
School abjuration School conjuration (teleportation)
Casting Time 1 standard action Casting Time 1 round Casting Time 1 standard action
Components V, S, M (diamond dust worth 50 gp) Components V, S, DF Components V, S, DF
Range touch Range close (25 ft. + 5 ft./2 levels) Range personal
Target creature or object touched Effect one summoned creature Target you
Duration 1 hour/level Duration 1 round/level (D) Duration 1 hour/level or until expended; see text
Saving Throw Will negates (harmless, object) Saving Throw none CO
Spell Resistance yes (harmless, object) CO Spell Resistance no CO / BE
When you cast this spell, you gain the ability to step
The warded creature or object becomes difficult to This spell functions like summon nature’s ally I, except into a tree, magically infusing yourself with the plant.
detect by divination spells such as clairaudience/ that you can summon one 4th-level creature, 1d3 3rd- Once within a tree, you can teleport from that particular
clairvoyance, locate object, and detect spells. level creatures of the same kind, or 1d4+1 lower-level tree to another tree. The trees you enter must be of the
Nondetection also prevents location by such magic creatures of the same kind. same kind, must be living, and must have girth at least
items as crystal balls. If a divination is attempted equal to yours. By moving into an oak tree (for
against the warded creature or item, the caster of the example), you instantly know the location of all other
divination must succeed on a caster level check (1d20 oak trees within transport range (see below) and may
+ caster level) against a DC of 11 + the caster level of choose whether you want to pass
the spellcaster who cast nondetection. If you cast into one or simply step back out of the tree you moved
nondetection on yourself or on an item currently in into. You may choose to pass to any tree of the
your possession, the DC is 15 + your caster level. appropriate kind within the transport range as shown
If cast on a creature, nondetection wards the on the following table.
creature’s gear as well as the creature itself. The effect lasts as long as you speak or sing, to a
maximum of 1 hour. Those enthralled by your words

26695380
paizo.com #36638715, trevor cochrane <[email protected]>, Dec 25, 2023 26695380
482160
482160

paizo.com #36638715, trevor cochrane <[email protected]>, Dec 25, 2023

right left

Animal Growth
Continued: Continued: Continued:
enclosures in the process. If it fails, it is constrained
without harm by the materials enclosing it—the spell
cannot be used to crush a creature by increasing its
size.
right All equipment worn or carried by the animal is
similarly enlarged by the spell, though this change has
no effect on the magical properties of any such
equipment.
Any enlarged item that leaves the enlarged creature’s
left
possession instantly returns to its normal size.
The spell gives no means of command over an
enlarged animal.
Multiple magical effects that increase size do not
stack.

Continued: Continued: Continued:

right left
26695381 482160

Tree Stride Summon Nature’s Ally IV


Continued: Continued: Continued:
Type of Tree Transport Range
Name Subtype
Oak, ash, yew 3,000 feet
Elm, linden 2,000 feet Ant, giant (drone)
Other deciduous 1,500 feet Bison (herd animal) -
Any coniferous 1,000 feet Deinonychus (dinosaur) -
Dire ape -
You may move into a tree up to one time per caster Dire boar -
level (passing from one tree to another counts only as Dire wolf -
Elemental (Medium) Elemental
right moving into one tree). The spell lasts until the duration
Giant stag beetle -
expires or you exit a tree. Each transport is a full-round
action. Giant wasp -
You can, at your option, remain within a tree without Griffon -
transporting yourself, but you are forced out when the Grizzly bear -
spell ends. If the tree in which you are concealed is Lion -
chopped down or burned, you are slain if you do not Mephit (any) Elemental
exit before the process is complete. Pteranodon (dinosaur) -
Rhinoceros - left
Satyr -
Tiger -

right
left
26695381
paizo.com #36638715, trevor cochrane <[email protected]>, Dec 25, 2023 26695381
482161
482161

paizo.com #36638715, trevor cochrane <[email protected]>, Dec 25, 2023

Ranger Spells Quick Reference Ranger Spells Quick Reference Ranger Spells Quick Reference
Ranger 1st Ranger 2nd Ranger 2nd
Advanced Players Guide Core Rulebook Advanced Players Guide

Ant Haul: Triples carrying capacity of a creature. Barkskin: Grants +2 (or higher) enhancement to Accelerate Poison: Hastens targeted poison’s onset.
Aspect of the Falcon: Gives bonuses on Perception natural armor. Allfood: Turns item up to 5 lbs./level into food.
and ranged attacks. Bear’s Endurance: Subject gains +4 to Con for Arrow Eruption: Creates duplicates of an arrow used
Call Animal: Makes an animal come to you. 1 min./level. to kill a creature in the previous round.
Cloak of Shade: Reduces effects of intense sun Cat’s Grace: Subject gains +4 to Dex for 1 min./ Aspect of the Bear: +2 AC and combat maneuver
exposure and environmental heat. level. rolls.
Dancing Lantern: Animates a lantern that follows you. Cure Light Wounds: Cures 1d8 damage + 1/level Bloodhound: Gives caster the scent special ability.
Detect Aberration: Detect presence of aberrations. (max +5). Campfire Wall: Creates a shelter around a campfire.
Feather Step: Subject ignores adverse movement Hold Animal: Paralyzes one animal for 1 round/ Chameleon Stride: Gives a +4 bonus on Stealth
effects in difficult terrain. level. checks and concealment.
Glide: No fall damage, move 60 ft./round while falling. Owl’s Wisdom: Subject gains +4 to Wis for 1 min./ Create Treasure Map: Creates treasure map out of a
Gravity Bow: Arrows do damage as though one size level. creature’s corpse.
category bigger. Protection from Energy: Absorbs 12 points/level of Eagle Eye: Creates a magical sensor high above you.
Hunter’s Howl: Treat enemies as favored for 1 round/ damage from one kind of energy. Guiding Star: Know approximate distance from where
level. Snare: Creates a magic booby trap. you cast this spell.
Keen Senses: Subject gains +2 Perception, low-light Speak with Plants: You can talk to plants and plant Hide Campsite: Hides all traces of your campsite.
vision. creatures. Hunter’s Eye: +20 on Perception checks to locate a
Lead Blades: Melee weapons damage as if one size Spike Growth: Creatures in area take 1d4 damage, target.
bigger. may be slowed. Lockjaw: Gives creature grab ability with a natural
Negate Aroma: Subject cannot be tracked by scent. Summon Nature’s Ally II: Summons creature to attack.
Residual Tracking: Tell creature’s appearance by fight for you. Perceive Cues: +5 Perception and Sense Motive 10
footprint. Wind Wall: Def lects arrows, smaller creatures, and min./level.
Tireless Pursuit: Ignore fatigue while hustling. gases.

Ranger Spells Quick Reference Ranger Spells Quick Reference Ant Haul
Ranger 4th Ranger 3rd Ranger 1st
Core Rulebook Advanced Players Guide School transmutation
Casting Time 1 standard action
Animal Growth: One animal doubles in size. Aspect of the Stag: +2 AC against attacks of Components V, S, M/DF (a small pulley)
Commune with Nature: Learn about terrain for opportunity and increases speed. Range touch
1 mile/level. Bloody Claws: Gives creature the ability to deal bleed Target creature touched
Cure Serious Wounds: Cures 3d8 damage + 1/level damage with natural attacks. Duration 2 hours/level
(max +15). Cloak of Winds: Creates a whirling screen of strong Saving Throw Fortitude negates (harmless)
Freedom of Movement: Subject moves normally wind around you. Spell Resistance yes (harmless) APG
despite impediments to movement. Feather Step, Mass: As feather step, but affects many
NondetectionM: Hides subject from divination, targets rather than one. The target’s carrying capacity triples (see Carrying
scrying. Instant Enemy: Target is treated as a favored enemy Capacity in the Core Rulebook). This does not affect
26695382 482161

Summon Nature’s Ally IV: Summons creature to type of your choice. the creature’s actual Strength in any way, merely the
fight for you. Life Bubble: Protects creatures from sustained amount of material it can carry while benefiting from
Tree Stride: Step from one tree to another far away. environmental effects. this spell. It also has no effect on encumbrance due to
Strong Jaw: Natural attacks damage as two sizes armor. If the creature wears armor it still takes the
Advanced Players Guide bigger. normal penalties for doing so regardless of how much
Tireless Pursuers: As tireless pursuit, but affects weight the spell allows it to carry.
Aspect of the Wolf: Subject gains +4 Str and Dex,
many targets rather than one.
and +2 bonus on trip attacks.
Venomous Bolt: Arrow or bolt poisons target.
Blessing of the Salamander: Subject gets fast
healing 2, fire resistance 10, +2 CMD.
Bow Spirit: Summons an invisible spirit that fires your
arrows for you as a swift action.
Grove of Respite: Creates trees and a small spring.

Aspect of the Falcon Call Animal Cloak of Shade


School transmutation (polymorph)
Ranger 1st Ranger 1st Ranger 1st
School abjuration
Casting Time 1 standard action School enchantment (compulsion) [mind-affecting] Casting Time 1 standard action
Components V, S, DF Casting Time 1 standard action Component V, S, M (a leaf from a shade tree)
Range personal Component V, S, DF Range touch
Target you Range see description Target one creature per level
Duration 1 minute/level APG Effect one animal whose CR is equal or less than your Duration 1 hour/level (D)
caster level Saving Throw Will negates (harmless)
You take on an aspect of a falcon. Your eyes become Duration 1 hour/level (D) Spell Resistance yes (harmless) APG
wide and raptor-like, and you grow feathers on the sides Saving Throw none
of your head. You gain a +3 competence bonus on Spell Resistance none APG This spell provides the subject with some degree of
Perception checks, a +1 competence bonus on ranged protection from the harmful effects of the sun. The
attacks, and the critical multiplier for your bows and This spell calls the nearest wild animal of a particular cloaked subject treats environmental heat due to sun
crossbows becomes 19–20/×3. This effect does not type you designate (provided the animal’s CR is equal exposure as one level less: severe heat is considered
stack with any other effect that expands the threat range to or less than your caster level) to seek you out. The very hot conditions, while very hot is considered
of a weapon, such as the Improved Critical feat or a animal moves toward you under its own power, so the average temperature (see the Core Rulebook for heat
keen weapon. time it takes to arrive depends on how close an animal dangers). The cloak of shade also reduces any penalties
of the desired type is when you cast the spell. If there from sunlight by 1. The spell does not, however,
is no animal of that type capable of reaching you within eliminate the effects of direct sunlight on creatures
the spell’s duration, you are aware of this fact, but the vulnerable to sunlight. Cloak of shade has no effect
spell is wasted. Knowledge of the local fauna makes on environmental heat from sources other than the sun.
this spell more effective, and the GM may permit a
Knowledge (nature) skill check (DC 15) to know what
animals can be found in an area.

26695382
paizo.com #36638715, trevor cochrane <[email protected]>, Dec 25, 2023 26695382
482162
482162

paizo.com #36638715, trevor cochrane <[email protected]>, Dec 25, 2023

right left

Ranger Spells Quick Reference


Continued: Continued: Continued:

Protective Spirit: Protects from attacks of


opportunity.
Slipstream: Wave boosts creature’s speed.
right Stone Call: 2d6 damage to all creatures in area.
Versatile Weapon: Weapon bypasses some DR.

left

Continued: Continued: Continued:

right left
26695383 482162

Call Animal
Continued: Continued: Continued:
When the called animal arrives, it approaches to
within 5 feet of you and remains nearby for the duration
of the spell. Its starting attitude is indifferent, modified
by circumstances and interaction. Other than starting
attitude, this spell gives you no special influence or
ability to communicate with the called animal, although
you may use other spells or abilities to do so.
Once the spell’s duration expires, the animal acts in
accordance with its attitude. Most animals will likely
right wander off, but a hostile predatory animal may attack,
especially if it is hungry or provoked.
Domesticated animals or animals trained by someone
else, including such creatures as familiars or animal
companions, are unaffected by call animals.

left

right
left
26695383
paizo.com #36638715, trevor cochrane <[email protected]>, Dec 25, 2023 26695383
482163
482163

paizo.com #36638715, trevor cochrane <[email protected]>, Dec 25, 2023

Dancing Lantern Detect Aberration Feather Step


School transmutation [fire, light] Ranger 1st Ranger 1st School transmutation Ranger 1st
School divination
Casting Time 1 standard action Casting Time 1 standard action Casting Time 1 standard action
Components V, S, F (a lantern) Component V, S Components V, S
Range touch Range long (400 ft. + 40 ft./level) Range close (25 ft. + 5 ft./2 levels)
Effect animates one lantern Area cone-shaped emanation Target one creature
Duration 1 hour/level (D) Duration concentration, up to 10 minutes/level (D) Duration 10 minutes/level
Saving Throw none Saving Throw none Saving Throw Fortitude negates (harmless)
Spell Resistance no APG Spell Resistance no APG Spell Resistance yes APG

You can animate a lantern and order it to follow you. This spell functions like detect animals or plants, For the duration of this spell, the subject ignores the
The lantern floats at shoulder height and remains within except it detects creatures of the aberration type in a adverse movement effects of difficult terrain, and can
5 feet of you, no matter how fast you move. The lantern cone emanating out from you in whatever direction you even take 5-foot steps in difficult terrain.
cannot support any additional weight. The lantern face. You must think of a kind of aberration when using
illuminates its normal area, even if it does not have any the spell, but you can change the aberration kind each
oil in it. For the purposes of spells or effects targeting round. The amount of information revealed depends
it the lantern always acts as if in your possession even on how long you search a particular area or focus on a
when not directly on your person. A dancing lantern specific kind of animal or plant.
can be made permanent with a permanency spell. 1st Round: Presence or absence of that kind of
aberration plant in the area.
2nd Round: Number of individuals of the specified
kind in the area and the condition of the healthiest
specimen.

Glide Gravity Bow Hunter’s Howl


Ranger 1st Ranger 1st Ranger 1st
School transmutation School transmutation
Casting Time 1 standard action Casting Time 1 standard action School necromancy [fear, mind-affecting]
Components V, S, M/DF (a leaf ) Components V, S Casting Time 1 standard action
Range personal Range personal Components V, S
Target you Target you Range 20 ft.
Duration until landing or 1 minute/level (D) APG Duration 1 minute/level (D) APG Area 20-ft.-radius burst
Duration 1 round/level
You take no damage from falls (as if from feather fall). Gravity bow significantly increases the weight and Saving Throw Will negates
In addition, you can move up to 5 feet in any horizontal density of arrows or bolts fired from your bow or Spell Resistance none APG
direction for every 1 foot you fall, at a speed of 60 crossbow the instant before they strike their target and
26695384
feet per round. You cannot use this spell to actually then return them to normal a few moments later. Any With a single primal howl, you strike fear in your 482163

gain height, merely coast in other directions as you arrow fired from a bow or crossbow you are carrying opponents. Until the end of the spell’s duration, you
fall. If subjected to a strong wind or any other effect when the spell is cast deals damage as if one size treat those affected by it as if they were your favored
that causes you to rise you can take advantage of it in larger than it actually is. For instance, an arrow fired enemy, gaining a +2 bonus on weapon attack and
order to increase the distance you can glide. The spell from a Medium longbow normally deals 1d8 points damage rolls against them, and a +2 bonus on Bluff,
ends as soon as your feet touch the ground regardless of damage, but it would instead deal 2d6 points of Knowledge, Perception, Sense Motive, and Survival
of its remaining duration. If the spell expires while damage if fired from a gravity bow (see page 145 of checks against them. If an affected creature is already
you are still in the air you fall the remaining distance the Core Rulebook for more information). Only you one of your favored enemies, it is shaken instead. This
as normal. can benefit from this spell. If anyone else uses your is a mindaffecting fear effect.
bow to make an attack the arrows deal damage as
normal for their size.

Keen Senses Lead Blades Negate Aroma


Ranger 1st Ranger 1st Ranger 1st
School transmutation School transmutation School transmutation
Casting Time 1 standard action Casting Time 1 standard action Casting Time 1 standard action
Components V, M/DF (a hawk’s feather) Components V, S Components V, S, M/DF (a pinch of alum)
Range touch Range personal Range close (25 ft. + 5 ft./2 levels)
Target creature touched Target touch Target one creature or object/level touched
Duration 1 minute/level (D) Duration 1 minute/level (D) APG Duration 1 hour/level (D)
Saving Throw Will negates (harmless) Saving Throw Fortitude negates
Spell Resistance yes (harmless) APG Lead blades increases the momentum and density of Spell Resistance yes APG
your melee weapons just as they strike a foe. All
The subject gains a +2 competence bonus on Perception melee weapons you are carrying when the spell is With a gesture, this spell allows you to dismiss even
checks and gains low-light vision. Subjects that have cast deal damage as if one size category larger than the foulest or most distinctive scents. When cast, the
low-light vision double the distance they can see under they actually are. For instance, a Medium longsword targeted creatures or objects lose all natural and
the effects of this spell. normally deals 1d8 points of damage, but it would unnatural odors. A creature under the effect of negate
instead deal 2d6 points of damage if benefiting from aroma cannot be tracked, located, or pinpointed by
lead blades (see the Core Rulebook for more the scent special quality. In addition, this spell
information). Only you can benefit from this spell. If prevents the target creature from using the stench
anyone else uses one of your weapons to make an special ability and similar odor-based abilities (such
attack it deals damage as normal for its size. as those possessed by troglodytes).
Negate aroma does not prevent the target from
acquiring outside smells or odors. Dowsing the
creature with a pungent substance effectively negates
the benefits of the spell until the substance is
neutralized or washed away.

26695384
paizo.com #36638715, trevor cochrane <[email protected]>, Dec 25, 2023 26695384
482164
482164

paizo.com #36638715, trevor cochrane <[email protected]>, Dec 25, 2023

right left

Detect Aberration
Continued: Continued: Continued:
3rd Round: The condition (see below) and location
of each individual present. If an aberration is outside
your line of sight, then you discern its direction but
not its exact location.
right Conditions: For purposes of this spell, the categories
of condition are as follows:
Normal: Has at least 90% of full normal hit points,
free of disease.
Fair: 30% to 90% of full normal hit points remaining.
left
Poor: Less than 30% of full normal hit points
remaining, afflicted with a disease, or suffering from a
debilitating injury.
Weak: 0 or fewer hit points remaining, afflicted with
a disease that has reduced an ability score to 5 or less,
or crippled.
If a creature falls into more than one category, the
spell indicates the weaker of the two.
Each round you can turn to detect a kind of aberration
in a new area. The spell can penetrate barriers, but 1
foot of stone, 1 inch of common metal, a thin sheet of
lead, or 3 feet of wood or dirt blocks it.

Continued: Continued: Continued:

right left
26695385 482164

Continued: Continued: Continued:

right

left

right
left
26695385
paizo.com #36638715, trevor cochrane <[email protected]>, Dec 25, 2023 26695385
482165
482165

paizo.com #36638715, trevor cochrane <[email protected]>, Dec 25, 2023

Residual Tracking Tireless Pursuit Accelerate Poison


Ranger 1st Ranger 1st Ranger 2nd
School divination School transmutation School transmutation
Casting Time 1 minute Casting Time 1 standard action Casting Time 1 standard action
Components V, S, M (a bit of plaster) Components V, S, M (a hard biscuit) Components V, S, M (a thorn)
Range touch Range personal Range touch
Target footprint touched Target you Target creature touched
Duration instantaneous Duration 1 hour/level (D) APG Duration instantaneous
Saving Throw none Saving Throw Fortitude negates
Spell Resistance no APG You harden your body against the stresses of long Spell Resistance yes APG
travel. You halve the damage caused by hustling and
By touching a footprint, you receive a clear mental forced marching (see Pathfinder RPG Core Rulebook You hasten the onset of poison in the target. If the
image of the person or creature that made it. The image 171). In addition, for the duration of the spell you ignore poison normally has an onset time, its effects begin
has the exact same appearance as the creature that any fatigue caused by such travel. Once the spell ends, immediately. If the poison has no onset time, its
made the footprint at the moment it made the imprint, if you still have any nonlethal damage caused by the frequency is doubled, requiring two saving throws
including any telling features or expressions, any gear hustling or forced march, you become fatigued, or and inflicting damage twice per round or minute,
or equipment, or anything else the creature was exhausted if already fatigued. though its duration is halved. Accelerate poison does
carrying at the time. For example, the footprint of a not change the cure condition for the poison. If the
horse would reveal both the horse and any creature target is affected by more than one poison, you may
riding it when it made the footprint. choose which is affected if you administered the
poison; otherwise, randomly determine which poison
is affected.

Allfood Arrow Eruption Aspect of the Bear


Ranger 2nd Ranger 2nd Ranger 2nd
School transmutation School conjuration (creation) School transmutation (polymorph)
Casting Time 1 standard action Casting Time 1 standard action Casting Time 1 standard action
Components V, S, M (a pinch of salt and pepper) Components V, S, M (arrow or crossbow bolt) Components V, S, DF
Range touch Range long (400 ft. + 40 ft./level) Range personal
Target object touched, weighing up to 5 lbs./level Area 30-ft.-radius burst Target you
Duration instantaneous Duration instantaneous Duration 1 minute/level APG
Saving Throw Will negates (object) Saving Throw none
Spell Resistance yes (object) APG Spell Resistance yes APG You take on an aspect of a bear. You gain a +2
enhancement bonus to natural armor and a +2
You can transform one object, weighing up to 5 lbs. You create exact duplicates of the arrow or crossbow enhancement bonus on CMB rolls. You can also
26695386
per caster level, into an edible substance that any living bolt you used to kill a creature in the previous round perform bull rush, grapple, and overrun combat 482165

creature can chew, swallow, and safely digest. This and launch one at enemy creatures within a 30- foot maneuvers without provoking attacks of opportunity.
allfood always has a bland taste and slightly gooey radius of the corpse. You can target one creature per
consistency when chewed regardless of its original caster level (maximum 15) within range of the burst
nature. One pound of allfood provides enough and must make a single attack roll and apply it to
sustenance to support a Medium creature for an entire each arrow. These duplicate arrows possess all the
day. intrinsic magical properties of the arrow that killed
Objects of similar nature in close proximity, such as the original creature as well as those passed on to it
a pile of rocks, count as a single object for the purpose by your bow. They also enjoy the full benefit of any
of this spell. You cannot use this spell to transform bonuses or modifiers you applied to the attack from
objects with magical or other exceptional qualities. An other magical items, feats, and class or racial features.
object’s hardness is considered to be 0 for the purposes However, this spell cannot reproduce any spells or
of eating it, but it retains its normal hardness for all other limited-use magical effects that you used to

Bloodhound Campfire Wall Chameleon Stride


.
Ranger 2nd School evocation [fire, light]
Ranger 2nd Ranger 2nd
School transmutation School illusion (glamer)
Casting Time 1 standard action Casting Time 1 standard action Casting Time 1 standard action
Components V, S, M (a drop of blood and a pinch of Components V, S, M/DF (ash made from burnt Components V, S, DF
cinnamon) thorns) Range personal
Range personal Range close (25 ft. + 5 ft./2 levels) Target you
Target you Effect 20-ft.-radius sphere centered on fire source Duration 1 minute/level APG
Duration 1 hour/level APG Duration 2 hours/level; see below (D)
Saving Throw none You fade into the background, and while you are not
You gain the scent special quality, including the ability Spell Resistance yes APG truly invisible, you are hard to pinpoint due to your
to track by scent. You receive a +8 competence bonus translucent state. While under the effects of this spell,
on Perception checks involving smell and a +4 You can create a barrier around a fire of at least you gain a +4 bonus on Stealth checks and have
competence bonus on Survival checks to track using campfire size that shelters everyone inside so long as concealment from creatures more than 5 feet away
scent. You take a –4 penalty on saving throws against the fire continues to burn. The barrier appears as a (attacks have a 20% miss chance).
odor-related effects such as the stench ability and crackling sphere of light and fire that is clearly visible,
stinking cloud. A creature under the effects of providing as much illumination as a torch. The barrier
bloodhound can detect poison by scent with a DC 20 bocks line of sight, granting creatures on either side
Perception check. of the barrier total concealment from creatures on the
other side. Any object or creature passing through the
barrier from outside takes 1d6 points of fire damage
and is also outlined with light equivalent to that of a
torch, for 1d6 minutes. Creatures outlined in this way
are plainly visible regardless of the light conditions
and do not benefit from any sort of concealment,

26695386
paizo.com #36638715, trevor cochrane <[email protected]>, Dec 25, 2023 26695386
482166
482166

paizo.com #36638715, trevor cochrane <[email protected]>, Dec 25, 2023

right left

Continued: Continued: Continued:

right

left

Arrow Eruption Allfood


Continued: Continued: Continued:
enhance that particular attack. This includes such other situations, and becomes no more vulnerable to
effects as the true strike spell, as well as any area sunder attacks, break attempts, or any other action
spell you might have placed on the arrow by means of typically directed against objects. Objects such as
the arcane archer’s imbue arrow class feature. hot coals or a burning torch continue to produce energy
even after you transform them into allfood and if a
creature attempts to eat such an object, it takes
damage accordingly.
right left
26695387 482166

Campfire Wall
Continued: Continued: Continued:
magical or otherwise. The light is not bright enough to
have any special effect on undead or creatures
vulnerable to light. Creatures inside the barrier can
leave without penalty, but if they try to return they
suffer the same consequences as anyone else. If the
fire source at the barrier’s center is extinguished or
moved, the spell ends.

right

left

right
left
26695387
paizo.com #36638715, trevor cochrane <[email protected]>, Dec 25, 2023 26695387
482167
482167

paizo.com #36638715, trevor cochrane <[email protected]>, Dec 25, 2023

Create Treasure Map Eagle Eye Guiding Star


Ranger 2nd Ranger 2nd Ranger 2nd
School divination School divination School divination
Casting Time 1 hour Casting Time 1 minute Casting Time 1 minute
Components V, S, M (powdered metal and rare inks Component V, S, DF Components V, S, M (a spool of thread or string)
worth 100 gp) Range long (400 ft. + 40 ft./level) Range personal
Range touch Effect magical sensor Target you
Target one dead creature Duration 1 minute/level (D) Duration 1 day/level (D) APG
Duration instantaneous Saving Throw none
Saving Throw none Spell Resistance no APG You form a bond with your surroundings when you
Spell Resistance no APG cast this spell. For the remaining duration of the spell
Eagle eye creates a magical sensor directly above you can always, as a standard action, determine your
You can take a piece from a dead creature’s body and you. The sensor can appear anywhere above you, to approximate distance from that area as well as the
use it to create a map that reveals the locations of any a maximum height equal to the spell’s range. You direction you must travel in order to reach it. You
valuables that creature knew about while still alive. can see from this vantage as if you were actually cannot determine the location of the area if you are
You must cut this piece off yourself and the creature there, rotating your viewpoint 360 degrees. You on a different plane. The area counts as “very familiar”
cannot have died more than 24 hours prior to the perceive with your normal visual senses. A caster for the purposes of teleport or similar spells. You can
casting of this spell. You cannot cast this spell on a using eagle eye can easily see for a considerable only attune yourself to one location at a time. If you
creature without a physical body, and the portion you distance. The spell does not penetrate any solid cast the spell at another spot you lose the ability to
remove must have a fairly level surface such as a piece surface, although it is unaffected by foliage and the locate your original area.
of hide, carapace, or skin. The map you create is like.
accurate to the best knowledge the creature had at the
time of its death. It reveals the location of one source
of treasure for every three caster levels you possess.
Any inaccuracies or faulty information held by the

Hide Campsite Hunter’s Eye Lockjaw


School illusion (glamer) Ranger 2nd Ranger 2nd Ranger 2nd
School divination School transmutation
Casting Time 10 minutes Casting Time 1 standard action Casting Time 1 standard action
Components V, S, M (a sprig of mistletoe, and a vial Components V, S, DF Components V, S, M (sticky tree gum)
of quicksilver) Range medium (100 ft. + 10 ft./level) Range touch
Range close (25 ft. + 5 ft./2 levels) Target one creature Target creature touched
Area one 20-ft. cube Duration 1 minute/level Duration 1 round/level
Duration 2 hours/level (D) Saving Throw none Saving Throw Fortitude negates (harmless)
Saving Throw Will disbelief (if interacted with) Spell Resistance yes APG Spell Resistance yes (harmless) APG
Spell Resistance no APG
Sharpening your perceptive abilities and tuning them You give a creature the ability to use one of its natural
You make the area around a campsite appear to be a against obfuscating effects, hunter’s eye greatly attacks to firmly attach itself to an opponent. Choose
26695388 482167

thicket of untouched and forbidding foliage, or some enhances your senses against the target creature. You one of the creature’s natural attacks (usually a claw
other unwelcoming feature matching the surrounding gain the ability to perceive the target when it is or bite attack). The creature gains the grab ability
terrain. Creatures outside the area cannot sense any invisible or ethereal as though using the see invisibility with that natural attack, including the +4 bonus on
activity going on inside the area— they cannot smell spell, and receive a +20 competence bonus on combat maneuver checks to start or maintain a
campfires or cooking food, they cannot hear Perception checks to locate the target. You ignore grapple. A creature with multiple natural attacks can
conversation, loud noises, or spells being cast, and concealment provided by fog or mist, blur, strike at its grappled opponent with its other natural
they cannot even feel heat or a rush of wind coming displacement, invisibility, and similar effects affecting attacks, but cannot attack any other creature.
from the area. Those inside the area can see out the target, but not concealment provided by darkness.
normally. Once a creature steps into the area of the This spell provides no benefits to your allies, and no
spell, it can see everything in and around the area benefits against creatures other than the target.
normally

Perceive Cues Protective Spirit Slipstream


Ranger 2nd Ranger 2nd Ranger 2nd
School transmutation School conjuration (creation)
Casting Time 1 standard action Casting Time 1 standard action School conjuration (creation) [water]
Components V, S, M (a drop of water) Components V, S, DF Casting Time 1 standard action
Range personal Range personal Components V, S, M/DF (a few drops of oil and
Target you Target you water)
Duration 10 minutes/level APG Duration 1 round/level APG Range touch
Target creature touched
Your senses become preternaturally keen, and you gain A protective spirit is an invisible, mindless, shapeless Duration 10 minutes/level (D)
insight into subtle behavioral cues. For the duration of force that hovers about you, defending you against Saving Throw Reflex negates (harmless)
the spell, you receive a +5 competence bonus on unexpected attacks. When a creature makes an attack Spell Resistance no APG
Perception and Sense Motive checks. of opportunity against you, the protective spirit makes
an immediate attack using your base attack bonus plus You create a low-cresting wave of water that carries
your Dexterity modifier. On a successful hit, the spirit the target along the surface of water or the ground.
does no damage, but it causes the attack of opportunity When moving across level ground, the target’s
to automatically miss. A protective spirit can defend speed increases by 10 feet. If going downhill, speed
against a number of attacks of opportunity equal to increases by 20 feet instead, but slipstream provides
your Dexterity bonus (minimum 1) per round. no movement bonus when going uphill. While
A protective spirit occupies your space, and moves swimming, the slipstream increases the target’s
with you. It cannot be attacked or harmed by physical swim speed by 20 feet—if the target does not have
attacks, but dispel magic, disintegrate, a sphere of a swim speed, this spell grants a swim speed of 20
annihilation, or a rod of cancellation affects it. A ft.
protective spirit’s AC against touch attacks is 10 +
your Dexterity modifier.

26695388
paizo.com #36638715, trevor cochrane <[email protected]>, Dec 25, 2023 26695388
482168
482168

paizo.com #36638715, trevor cochrane <[email protected]>, Dec 25, 2023

right left

Create Treasure Map


Continued: Continued: Continued:
creature are represented on the map as well.
Similarly, the map cannot account for any changes
that occur after the creature’s death. You must choose
the scale of the map when creating it, opting between
right nearby (e.g., one or two dungeon levels), local (e.g.,
a valley or community), or broad (e.g., a country or
larger). The map reveals the locations of what the
creature deemed most valuable within its area.
Depending on the creature, the map might reveal a
left
source of tasty food, suitable mates, or even your
own treasure vault.

Continued: Continued: Continued:

right left
26695389 482168

Continued: Continued: Continued:

right

left

right
left
26695389
paizo.com #36638715, trevor cochrane <[email protected]>, Dec 25, 2023 26695389
482169
482169

paizo.com #36638715, trevor cochrane <[email protected]>, Dec 25, 2023

Stone Call Versatile Weapon Aspect of the Stag


Ranger 2nd Ranger 2nd Ranger 3rd
School transmutation
School conjuration (creation) [earth] Casting Time 1 standard action School transmutation (polymorph)
Casting Time 1 standard action Components V, S, M (iron filings) Casting Time 1 standard action
Components V, S, DF Range close (25 ft. + 5 ft./2 levels) Components V, S, DF
Range medium (100 ft. + 10 ft./level) Target one weapon or 50 projectiles, all of which Range personal
Area cylinder (40-ft. radius, 20 ft. high) must be together at the time of casting Target you
Duration 1 round/level Duration 1 minute/level Duration 1 minute/level APG
Saving Throw none Saving Throw Will negates (harmless, object)
Spell Resistance no APG Spell Resistance yes (harmless, object) APG When you cast this spell, you take on an aspect of a
stag, including some of its physical characteristics.
A rain of dirt, gravel, and small pebbles fills the area, You transform the physical makeup of a weapon as Your features become elongated and sinewy, and you
dealing 2d6 points of bludgeoning damage to every you desire. This spell functions like greater magic grow a set of antlers you can use for defense. You
creature in the area. This damage only occurs once, weapon, except that it subtly alters the physical gain a +2 dodge bonus to AC against attacks of
when the spell is cast. For the remaining duration of properties of a weapon, enabling it to bypass damage opportunity, your base speed increases by 20 ft., you
the spell, this debris covers the ground, making the reduction of one the following types: bludgeoning, can move through any undergrowth (including
entire area difficult terrain. At the end of the duration, cold iron, piercing, silver, or slashing. The affected magically manipulated undergrowth) at your normal
the rocks disappear, leaving no aftereffects (other than weapon still inflicts damage of its normal type and its speed, and can even make a 5-foot step within such
the damage dealt). hardness and hit points are unchanged. This spell can terrain. Furthermore, when you are hit with an attack
be cast on a natural weapon or unarmed strike. of opportunity, you can make a single attack with
your antlers against the opponent that hit you as an
immediate action. This attack uses your highest base
attack bonus plus your Strength or Dexterity bonus
(your choice) and deals 1d8 points of piercing
damage (if you are Medium; 1d6 points of damage if

Bloody Claws Cloak of Winds Feather Step, Mass


School necromancy Ranger 3rd Ranger 3rd Ranger 3rd
School abjuration [air] School transmutation
Casting Time 1 standard action Casting Time 1 standard action Casting Time 1 standard action
Components V, S, DF Components V, S Components V, S
Range touch Range close (25 ft. + 5 ft./2 levels) Range close (25 ft. + 5 ft./2 levels)
Target living creature touched Target one living creature Target one creature/level, no two of which can be
Duration 1 minute/level Duration 1 minute/level more than 30 ft. apart
Saving Throw Fortitude negates (harmless) Saving Throw Fortitude negates (harmless) Duration 10 minutes/level
Spell Resistance yes (harmless) APG Spell Resistance yes (harmless) APG Saving Throw Fortitude negates (harmless)
Spell Resistance yes APG
You give a creature the ability to deal bleed damage You shroud a creature in a whirling screen of strong,
26695390
when making natural attacks so long as the attack deals howling wind. The subject is never checked or blown As feather step, except this spell affects multiple 482169

slashing or piercing damage. This bleed damage for away by strong winds of windstorm or lesser strength creatures. For the duration of this spell, the subjects
each attack is equal to one-half your caster level (whether natural or magically created), and ranged ignore the adverse movement effects of difficult
(limited to the creature’s maximum damage with that attack rolls against the subject take a –4 penalty. Tiny terrain, and can even take 5-foot steps in difficult
attack), though bleed damage does not stack. When or smaller creatures must succeed at a Fortitude save terrain.
two or more attacks deal bleed damage, take the worse to successfully touch or attack the subject in melee.
effect. Failure knocks the attacker prone and pushes it 5 feet
away from the subject per level of the caster. This
movement can pass through the squares of other
creatures without affecting them and does not provoke
attacks of opportunity, but the creature takes 3d6
points of nonlethal damage, plus 1d6 if the creature
strikes a solid object that blocks its movement.

Instant Enemy Life Bubble Strong Jaw


School enchantment
Ranger 3rd Ranger 3rd Ranger 3rd
School abjuration School transmutation
Casting Time 1 swift action Casting Time 1 standard action Casting Time 1 standard action
Components V, S Components V, S, M/DF (a bit of eggshell) Components V, S
Range close (25 ft. + 5 ft./2 levels) Range touch Range touch
Target one creature that is not your favored enemy. Target creatures touched, up to one/level Target creature touched
Duration 1 minute/level Duration 2 hours/level; see text Duration 1 minute/level
Saving Throw none Saving Throw Will negates (harmless) Saving Throw Fortitude negates (harmless)
Spell Resistance no APG Spell Resistance yes (harmless) APG Spell Resistance yes (harmless) APG

With this spell you designate the target as your favored You surround the touched creatures with a constant Laying a hand upon an allied creature’s jaw, claws,
enemy for the remainder of its duration. Select one of and moveable 1-inch shell of tolerable living tentacles, or other natural weapons, you enhance the
your favored enemy types. For the duration of the conditions. This shell enables the subjects to breathe power of that creature’s natural attacks. Each natural
spell, you treat the target as if it were that type of freely, even underwater or in a vacuum, as well as attack that creature makes deals damage as if the
favored enemy for all purposes. making them immune to harmful gases and vapors, creature were two sizes larger than it actually is (see
including inhaled diseases and poisons and spells like page 302 of the Pathfinder Bestiary for more
cloudkill and stinking cloud. In addition, the shell information). If the creature is already Gargantuan
protects subjects from extremes of temperature (per or Colossal-sized, double the amount of damage dealt
endure elements) as well as extremes of pressure. by each of its natural attacks instead. This spell does
Life bubble does not provide protection from not actually change the creature’s size; all of its
negative or positive energy (such as found on the statistics except the amount of damage dealt by its
Negative and Positive Energy planes), the ability to natural attacks remain unchanged.
see in conditions of poor visibility (such as in smoke
or fog), nor the ability to move or act normally in

26695390
paizo.com #36638715, trevor cochrane <[email protected]>, Dec 25, 2023 26695390
482170
482170

paizo.com #36638715, trevor cochrane <[email protected]>, Dec 25, 2023

right left

Aspect of the Stag


Continued: Continued: Continued:

Small) plus your Strength modifier on a successful


hit. The antlers have a critical multiplier of
19–20/×2.
right

left

Continued: Continued: Continued:

right left
26695391 482170

Life Bubble
Continued: Continued: Continued:
conditions that impede movement (such as underwater).
When you cast this spell it has a total duration of 2
hours per caster level. You can divide this duration up
in any manner
you wish, not necessarily equally, between up to 1
creature per caster level.

right

left

right
left
26695391
paizo.com #36638715, trevor cochrane <[email protected]>, Dec 25, 2023 26695391
482171
482171

paizo.com #36638715, trevor cochrane <[email protected]>, Dec 25, 2023

Tireless Pursuers Venomous Bolt Aspect of the Wolf


Ranger 3rd Ranger 3rd Ranger 4th
School transmutation School necromancy
Casting Time 1 standard action Casting Time 1 swift action School transmutation (polymorph)
Components V, S, M (a hard biscuit broken into Components V, S Casting Time 1 standard action
pieces) Range 0 ft. Components V, S, DF
Range touch Target one arrow or bolt Range personal
Target you plus one touched creature/3 levels Duration instantaneous Target you
Duration 1 hour/level (D) Saving Throw Fortitude negates; see text Duration 1 minute/level APG
Saving Throw Fortitude negates (harmless) Spell Resistance yes APG
Spell Resistance yes (harmless) APG When you cast this spell, you take on an aspect of a
You infuse a single arrow or crossbow bolt with natural wolf, including some of its physical characteristics.
This spell functions as tireless pursuit, except as noted venom as you fire it. In addition to its normal damage, You become more rugged, your ears become
above and for multiple targets. You harden the target’s anyone struck by this arrow or bolt is affected as if elongated, and you sprout sharp fangs and fur. You
bodies against the stresses of long travel. You halve by the poison spell. If the arrow is not fired gain a +4 enhancement bonus to Strength and
the damage caused by hustling and forced marching immediately, the spell ends with no effect. Dexterity, the scent ability, a +2 enhancement bonus
(see Pathfinder RPG Core Rulebook). In addition, for on trip attacks, and can make a trip combat maneuver
the duration of the spell you ignore any fatigue caused as a swift action. This trip attack does not provoke
by such travel. Once the spell ends, if the target still attacks of opportunity.
has any nonlethal damage caused by the hustling or
forced march, you become fatigued, or exhausted if
already fatigued.

Blessing of the Salamander Bow Spirit Grove of Respite


Ranger 4th Ranger 4th Ranger 4th
School conjuration (creation) School conjuration (creation)
School transmutation (polymorph) Casting Time 1 standard action Casting Time 10 minutes
Casting Time 1 standard action Components V, S, DF Component V, S, M/DF (a leaf or blade of grass
Components V, S, DF Range personal and a drop of water)
Range touch Target you Range close (25 ft. + 5 ft./2 levels)
Target creature touched Duration 1 round/level APG Effect 20-ft.-radius grove
Duration 1 round/level Duration 2 hours/level (D)
Saving Throw Fortitude negates (harmless) A bow spirit is a shapeless force that hovers about Saving Throw none
Spell Resistance yes (harmless) APG you, taking ammunition from your quiver and firing Spell Resistance no APG
it. For as long as the bow spirit lasts, you can spend
26695392
When you cast this on a creature, its skin turns slick a swift action to direct the bow spirit to fire an arrow You conjure a sheltered grove of trees surrounding a 482171

and clammy and it is able to regenerate damage each or a bolt at a target of your choice, as if the bow spirit shallow spring. The grove appears from nowhere
round. While under the effects of the spell, the creature were firing the necessary ranged weapon. The bow even in the most barren, rocky soil regardless of
gains fast healing 5, fire resistance 20 and a +2 spirit uses your base attack bonus plus your Dexterity season, but the spell must be cast outside on open
competence bonus to its Combat Maneuver Defense. modifier, as well as any bonuses and effects from feats ground.
you have that affect ranged attacks, or bonuses from The area within the grove is temperate and
the ammunition it uses. A bow spirit’s attacks do not comfortable, like that of a tiny hut, although the grove
provoke attacks of opportunity. There must be provides no illumination and provides no protection
ammunition available for the bow spirit to use, and it from the elements. The water in the grove’s spring is
expends ammunition as if used by you. clean and drinkable. Additionally, the trees provide
A bow spirit occupies your space, and moves with a variety of ripe fruit, regardless of season, which
you. It cannot be attacked or harmed by physical acts as a goodberry spell for up to eight people. The
attacks, but dispel magic, disintegrate, a sphere of grove is warded with an alarm spell that alerts you

26695392
paizo.com #36638715, trevor cochrane <[email protected]>, Dec 25, 2023 26695392
482172
482172

paizo.com #36638715, trevor cochrane <[email protected]>, Dec 25, 2023

right left

Continued: Continued: Continued:

right

left

Grove of Respite Bow Spirit


Continued: Continued: Continued:
whenever any creature enters the area. Once the spell annihilation, or a rod of cancellation affects it. A
expires, the grove vanishes, including all fruit, water, bow spirit’s AC against touch attacks is 10 + your
and other materials from it, although any nourishment Dexterity modifier.
or healing gained from its effects remains.

right left
26695393 482172

Continued: Continued: Continued:

right

left

right
left
26695393
paizo.com #36638715, trevor cochrane <[email protected]>, Dec 25, 2023 26695393
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.

1. Definitions: (a) “Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b) “Derivative Material”
means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction,
addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c)
“Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d) “Open Game Content” means
the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is
an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered
by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” means
product and product line names, logos and identifying marks including trade dress; artifacts, creatures, characters, stories, storylines, plots, thematic
elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic
and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and
special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs;
and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically
excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or
its products or the associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute,
copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of
this agreement.

2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under
and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this
License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.

3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.

4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-
exclusive license with the exact terms of this License to Use, the Open Game Content.

5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are
Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.

6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT
NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright
holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.

7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in
another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with
any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent
Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a
challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest
in and to that Product Identity.

8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game
Content.

9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this
License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.

10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You distribute.

11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written
permission from the Contributor to do so.

12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content
due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.

13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of
becoming aware of the breach. All sublicenses shall survive the termination of this License.

14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it
enforceable.

15. COPYRIGHT NOTICE


System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by
E. Gary Gygax and Dave Arneson.

Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook,
and Skip Williams.

The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved.

Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey
Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR

You might also like