Category:Ranger spells

Level 1

 * Camouflage: An ally becomes more able to blend in with its surroundings giving them a bonus to Hide.
 * Jump: Gives an ally a +10 enhancement bonus to Jump skill. This bonus increases to +20 at 5th level and +30 at 9th level (however players will see no improvement after obtaining a Jump skill of 40).
 * Longstrider: Longstrider increases the caster's base run speed. This is a self-buff and cannot be cast on others.
 * Resist energy: Gives an ally limited protection from the chosen energy type, reducing damage/attack by 10 (20 at caster level 7th, 30 at 11th). Energy types available are: fire, sonic, electricity, cold and acid.
 * Tumble: Gives an ally a +10 enhancement bonus to the Tumble skill.
 * Ram's Might: Grants the caster a +2 size bonus to strength and damage. (Coming in Module 6)
 * Summon Nature's Ally I: Summons a wolf to fight for you.

Level 2

 * Barkskin: Toughens the skin of an ally, giving a bonus to their natural armor.
 * Bear's endurance: An ally gains a +4 enhancement bonus to Constitution for 1 min./level.
 * Cat's Grace: An ally gains a +4 enhancement bonus to Dexterity for 1 min./level.
 * Cure light wounds: Heals an ally for ✅ hit points, or deals the same amount of damage to an undead creature (a will save reduces this damage by half).
 * Mass Camouflage: As Camouflage, but effecting multiple targets.
 * Hold Animal: Targeted animal is frozen in place. A Will save negates.
 * Owl's Wisdom: Grants an ally a +4 bonus to Wisdom for 1 min./level.
 * Protection from Energy: Absorbs all damage from one kind of energy. Energy types available are: fire, sonic, electricity, cold and acid.
 * Snare: Lays a trap that entangles a single victim and prevents it from taking actions. A Strength save negates the effect.
 * Spike Growth: Conjures a spiny hedge which obstructs movement and inflicts pierce damage.
 * Summon Nature's Ally II: Summons a hyena to fight for you.

Level 3

 * Cure Moderate Wounds: Heals an ally for 2d6 + 4 +max(caster level, 10) hit points, or deals the same amount of damage to an undead creature (a will save reduces this damage by half).
 * Remove Disease: This spell cures all diseases on an ally. The spell does not prevent re-infection after a new exposure to the disease.
 * Neutralize Poison: Detoxifies any sort of venom in an ally, causing him to suffer no additional effects from the poison. Additionally, it immunizes the ally from any poison he is exposed to during the duration of the spell.
 * Summon Nature's Ally III: Summons a lioness to fight for you.
 * Wild Instincts: Grants a +10 Insight bonus to Spot and Listen.

Level 4

 * Cure Serious Wounds: Positive energy is channeled to heal serious wounds of your target or damage undead for 3d8 hit points +1 per caster level (max +15).


 * Freedom Of Movement: This spell enables an ally to move and attack normally for the duration of the spell, even under the influence of magic that normally impedes movement, such as paralysis, entanglement, or solid fog.


 * Longstrider, Mass: Casts Longstrider on multiple targets, increasing base run speed of allies by +15%.


 * Summon Nature's Ally IV: Summons a young razor cat to fight for you for a brief time. Casting this spell locks out casting any other Summon Nature's Ally spell for 4 minutes.