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Ranger spells
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Ranger Spells List[edit]
Rangers cast divine spells.
Consult the table below to know the number of Ranger spells available per spell level, and per spell school.
(Note that the Dark Hunter archetype has a modified spell list, as described on this page.)
| Abjuration | Conjuration | Divination | Enchantment | Evocation | Illusion | Necromancy | Transmutation | Total | |
|---|---|---|---|---|---|---|---|---|---|
| Level 1 | 1 | 1 | 0 | 1 | 0 | 0 | 0 | 9 | 12 |
| Level 2 | 1 | 2 | 0 | 1 | 0 | 0 | 0 | 7 | 11 |
| Level 3 | 0 | 4 | 1 | 0 | 0 | 0 | 0 | 0 | 5 |
| Level 4 | 1 | 2 | 0 | 0 | 0 | 0 | 0 | 2 | 5 |
| Total | 3 | 9 | 1 | 2 | 0 | 0 | 0 | 18 | 33 |
Level 1[edit]
Ranger Level 4
| Name | School | Description | S.C. | Metamagics | |||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Camouflage | Transmutation | An ally becomes more able to blend in with his or her surroundings, giving them a +10 determination bonus to Hide. | |||||||||||||
| Charm Animal | Enchantment | Charms a hostile Animal, Magical Beast, or Vermin, which will fight as a trusted friend and ally. Charmed animals get an additional save every 15 to 30 seconds. A successful Will save negates this effect. Mindless targets cannot save, but the duration is halved. | |||||||||||||
| Entangle | Transmutation | Primal magic awakens plants and vines to grasp at the caster's enemies. Entangled creatures suffer a 90% penalty to movement speed, a 50% attack speed penalty, and a -1 penalty to attack rolls, AC, and Reflex. A successful Reflex save negates this effect. Entangled creatures may leave the affected area to escape its effects, or attempt to make a Strength check every 2 seconds to negate. Area of effect fire spells will destroy these vines and free any entangled creature. Incorporeal creatures and oozes are naturally immune. Fire elementals and other fire creatures are immune because they burn through the plants. | |||||||||||||
| Jump | Transmutation | Gives an allied creature a +10 enhancement bonus to Jump skill for 1 minute per caster level. This bonus increases to +20 at 5th level, and +30 at 9th level. This stacks with the typical competence bonus found on items. | |||||||||||||
| Longstrider | Transmutation | You gain a +15% enhancement bonus to run speed and ignore the effects of shallow water. | |||||||||||||
| Magic Fang | Transmutation | Increases the Enhancement Bonus of the target's natural weapon by 1, plus 1 per five caster levels. An item can have only one temporary item enchantment at a time. Only works on players, hirelings, or pets, and only if they are Animals, Vermin, Magical Beasts, Dragons or Fey. | |||||||||||||
| Merfolk's Blessing | Transmutation | Grants nearby allies +10 enhancement bonus in the Swim skill plus 1 for every 2 caster levels. This stacks with the typical competence bonus found on items. | |||||||||||||
| Pass Without Trace | Transmutation | Your feet touch the ground, but leave no trace. Gives an ally a +5 enhancement bonus on Move Silently checks, plus 1 per 2 caster levels to a maximum of 20. | |||||||||||||
| Ram's Might | Transmutation | Your hands increase in size, granting a +2 size bonus to Strength and damage. | |||||||||||||
| Resist Energy | Abjuration | Gives an ally an Enhancement bonus against an elemental damage type (acid, cold, electricity, fire, or sonic), reducing that type of damage taken by 10. The bonus increases to 20 at caster level 7 and 30 at caster level 11. | |||||||||||||
| Summon Nature's Ally I | Conjuration | Summons a Challenge Rating 1 Gray Wolf or a Brown Rat to fight for you for 10 minutes. You can only have 1 summoned creature of any type serving you at a time. Summoning a new creature of any type will return the previous one to its home plane. | |||||||||||||
| Tumble | Transmutation | Grants an ally a +10 enhancement bonus to the Skill Tumble. Also Enables tumbling without skill points allocated to it. | |||||||||||||
Level 2[edit]
Ranger Level 8
| Name | School | Description | S.C. | Metamagics | |||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Barkskin | Transmutation | Barkskin toughens a creature’s skin. The effect grants a +2 enhancement bonus to the creature’s existing natural armor bonus. This enhancement bonus increases by 1 for every three caster levels above 3rd, to a maximum of +5 at caster level 12th. | |||||||||||||
| Bear's Endurance | Transmutation | An ally gains a +4 enhancement bonus to Constitution for 1 minute per caster level. | |||||||||||||
| Camouflage, Mass | Transmutation | Casts Camouflage on multiple targets giving a +10 determination bonus to Hide to each. | |||||||||||||
| Cat's Grace | Transmutation | An ally gains a +4 enhancement bonus to Dexterity for 1 minute per caster level. | |||||||||||||
| Cure Light Wounds | Conjuration | Positive energy heals an ally for 1d6+2 plus 1 per caster level (max 1d6+7 at caster level 5) hit points, or deals the same amount of damage to an Undead creature. A successful Will save takes half damage (undead only). | |||||||||||||
| Hold Animal | Enchantment | An Animal, Magical Beast, or Vermin becomes paralyzed and freezes in place. It is aware, but it can take no actions for a maximum of 6 seconds per caster level. A successful Will save negates. The enemy may attempt to make a new Will save every 6 seconds. Mindless targets cannot save, but the duration is halved. | |||||||||||||
| Nature's Ally II | Conjuration | Summons a Challenge Rating 2 Hyena to fight for you for 10 minutes. You can only have 1 summoned creature of any type serving you at a time. Summoning a new creature of any type will return the previous one to its home plane. | |||||||||||||
| Owl's Wisdom | Transmutation | An ally gains a +4 enhancement bonus to Wisdom for 1 minute per caster level. | |||||||||||||
| Protection from Energy | Abjuration | Protection from Energy grants temporary immunity to one chosen type of energy you specify when you cast it (Acid, cold, electricity, fire, or sonic.) for 1 minute per caster level, or until 12 points of energy per caster level (Maximum caster level 10.) from the chosen kind of energy type has been absorbed. | |||||||||||||
| Snare | Transmutation | Creates a snare that when triggered entangles a single enemy. An Entangled creature may attempt to make a Strength check every 2 seconds to escape. Incorporeal creatures, and Oozes cannot be caught in the snare. | |||||||||||||
| Spike Growth | Transmutation | Creates hard and pointed vegetation that injures the feet and legs of enemies that pass over it, slowing movement and causing 1d4 piercing damage per caster level (max. 10d4) every 2 seconds. A successful Reflex save negates the slow effect and halves the damage. | |||||||||||||
Level 3[edit]
Ranger Level 11
| Name | School | Description | S.C. | Metamagics | |||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Cure Moderate Wounds | Conjuration | Positive energy heals an ally for 2d6+4 plus 1 per caster level (max 2d6+14 at caster level 10) hit points, or deals the same amount of damage to an Undead creature. | |||||||||||||
| Neutralize Poison | Conjuration | Detoxifies any sort of venom in an ally, causing him to suffer no additional effects from the Poison. The spell does not reverse instantaneous effects, such as hit point damage, temporary ability damage, or effects that don’t go away on their own. Target is immune to any Poison effects he is exposed to during the duration of the spell, e.g. Troglodyte Stench, but not to poison damage. | |||||||||||||
| Remove Disease | Conjuration | Cures all diseases on an ally and grants immunity to disease for 6 seconds per caster level. | |||||||||||||
| Summon Nature's Ally III | Conjuration | This spell allows you to summon one of two different creatures: a lioness or a winter wolf. It will fight for you for a brief time, but you can only have one summoned creature serving you at a time. Summoning another creature will return this one to it's home plane. | |||||||||||||
| Wild Instincts | Divination | You sharpen your instincts and your awareness of immediate surroundings, giving a +10 insight bonus on Listen and Spot checks. | |||||||||||||
Level 4[edit]
Ranger Level 14
| Name | School | Description | S.C. | Metamagics | |||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Animal Growth | Transmutation | Grants an Animal, Magical Beast, or Vermin a +4 size bonus to Strength, a +4 Size Bonus to Constitution, and a -2 penalty to Dexterity. | |||||||||||||
| Cure Serious Wounds | Conjuration | Positive energy heals an ally for 3d6+6 plus 1 per caster level (max 3d6+21 at caster level 15) hit points, or deals the same amount of damage to an Undead creature. (a will save reduces this damage by half) | |||||||||||||
| Freedom of Movement | Abjuration | This spell enables an ally to move and attack normally for the duration of the spell, even under the influence of magic or conditions that normally impedes movement, such as Entangled, Paralyzed, or Solid Fog. | |||||||||||||
| Longstrider, Mass | Transmutation | Casts Longstrider on multiple targets, increasing base run speed of allies by +15%, plus all ignore the effects of shallow water. | |||||||||||||
| Summon Nature's Ally IV | Conjuration | Summons a Challenge Rating 4 Young Razor Cat to fight for you for 10 minutes. You can only have 1 summoned creature of any type serving you at a time. Summoning a new creature of any type will return the previous one to its home plane. | |||||||||||||


























































