Ranger Poultices
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Poultice Level
1 | 2 | 3 | 4 |
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1st Level Ranger Poultices
Poultice Name | School | Spell Level | Components | Description |
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Abundant Ammunition | Ranger 1 | Replaces non-magical ammunition every round. | ||
Acid Maw | Ranger 1 | Your animal companion's bite attack deals an additional 1d4 points of acid damage, and the acid deals another 1d4 points of acid damage to the target on the next round. | ||
Air Bubble | Ranger 1 | Creates a small pocket of air around your head or an object. | ||
Alarm | Ranger 1 | Wards an area for 2 hours/level. | ||
Animal Messenger | Ranger 1 | Sends a Tiny animal to a specific place. | ||
Animal Purpose Training | Ranger 1 | Animal gains a new general purpose. | ||
Ant Haul | Ranger 1 | Triples carrying capacity of a creature. | ||
Anticipate Peril | Ranger 1 | Target gains a bonus on one initiative check. | ||
Aspect of the Falcon | Ranger 1 | Gives bonuses on Perception and ranged attacks. | ||
Aspect of the Nightingale | Ranger 1 | You gain a +2 competence bonus on Perform (sing) checks and a +2 competence bonus on Diplomacy checks. Once per minute, if you are subject to a charm effect that allows a saving throw, you may roll twice and take the more favorable result. | ||
Blend | Ranger 1 | Gain a bonus to Stealth and make checks without cover or concealment. Elf only. | ||
Bowstaff | Ranger 1 | A shortbow may double as a club, or a longbow as a quarterstaff. | ||
Call Animal | Ranger 1 | Makes an animal come to you. | ||
Call Weapon | Ranger 1 | Telekinetically summon a weapon from an ally's possession. | ||
Calm Animals | Ranger 1 | Calms 2d4 + level HD of animals. | ||
Carrion Compass | Ranger 1 | You are lead to an undead creature's most recent controller or the cause of the creature's undeath. | ||
Charm Animal | Ranger 1 | Makes one animal your friend. | ||
Cheetah's Sprint | Ranger 1 | A wild surge of energy courses through your body and propels you into a sprint. | ||
Cloak of Shade | Ranger 1 | Reduces effects of intense sun exposure and environmental heat. | ||
Commune with Birds | Ranger 1 | You can ask birds a question. | ||
Compel Hostility | Ranger 1 | Compels opponents to attack you instead of your allies. | ||
Dancing Lantern | Ranger 1 | Animates a lantern that follows you. | ||
Defoliate | Ranger 1 | You hurl a tiny ball of negative energy, destroying plant life either in a line 60 feet long or a 10-foot-radius spread. | ||
Delay Poison | Ranger 1 | Stops poison from harming subject for 1 hour/level. | ||
Detect Aberration | Ranger 1 | Detect presence of aberrations. | ||
Detect Animals or Plants | Ranger 1 | Detects kinds of animals or plants. | ||
Detect Poison | Ranger 1 | Detects poison in one creature or object. | ||
Detect Snares and Pits | Ranger 1 | Reveals natural or primitive traps. | ||
Detect the Faithful | Ranger 1 | You can detect other worshipers of your deity. | ||
Diagnose Disease | Ranger 1 | Detect and identify diseases. | ||
Dream Feast | Ranger 1 | Dream of a rich feast and when you awake, you are sated as if you ate and drank a nutritious meal. | ||
Endure Elements | Ranger 1 | Exist comfortably in hot or cold regions. | ||
Entangle | Ranger 1 | Plants entangle everyone in 40-ft. radius. | ||
Feather Step | Ranger 1 | Subject ignores adverse movement effects in difficult terrain. | ||
Flotsam Vessel | Ranger 1 | Creates a sturdy raft and oars from driftwood, reeds, and other river detritus. | ||
Glide | Ranger 1 | No fall damage, move 60 ft./round while falling. | ||
Gravity Bow | Ranger 1 | Arrows do damage as though one size category bigger. | ||
Heightened Awareness | Ranger 1 | Your recall and ability to process information improve. | ||
Hide from animals | Ranger 1 | animals can't perceive one subject/level. | ||
Hollow Blades | Ranger 1 | Target creature's melee and natural attacks deal damage as if it were one size category smaller. | ||
Horn of Pursuit | Ranger 1 | Create three notes heard miles away. | ||
Hunter's Howl | Ranger 1 | Treat enemies as favored for 1 round/level. | ||
Hunter's Lore | Ranger 1 | You gain a +4 sacred bonus on all Survival checks for the duration of the spell, and you do not have to move at half your speed while traveling through the wilderness or while tracking. | ||
Invisibility Alarm | Ranger 1 | As alarm, but reacting only to invisible creatures. | ||
Ironbeard | Ranger 1 | Target gains a beard of cold iron that increases AC and can be used to attack enemies. | ||
Jump | Ranger 1 | Subject gets bonus on Acrobatics checks. | ||
Keen Senses | Ranger 1 | Gain +2 Perception and low-light vision. | ||
Keep Watch | Ranger 1 | Targets are able to stand watch or keep vigil throughout the night without any ill effects. | ||
Know the Enemy | Ranger 1 | Gain +10 on a monster Knowledge check. | ||
Lead Blades | Ranger 1 | Melee weapons damage as if one size bigger. | ||
Liberating Command | Ranger 1 | Target makes an Escape Artist check as an immediate action and gains a bonus on it. | ||
Linebreaker | Ranger 1 | Gain +20 foot bonus to speed when charging and a +2 bonus to bull rush or overrun. | ||
Longshot | Ranger 1 | Grants a +10-foot bonus to the range increment for any ranged weapon fired. | ||
Longstrider | Ranger 1 | Your base speed increases by 10 ft. | ||
Magic Fang | Ranger 1 | One natural weapon of subject creature gets +1 on attack and damage rolls. | ||
Marid's Mastery | Ranger 1 | If target and opponent are touching water +1 bonus on attack and damage rolls, otherwise -4. | ||
Nature's Paths | Ranger 1 | The target instinctively knows the shortest, easiest, and fastest way through the wilderness. | ||
Negate Aroma | Ranger 1 | Subject cannot be tracked by scent. | ||
Pass without Trace | Ranger 1 | One subject/level leaves no tracks. | ||
Read Magic | Ranger 1 | Read scrolls and spellbooks. | ||
Read Weather | Ranger 1 | Forecast weather at your location for next 48 hours. | ||
Refine Improvised Weapon | Ranger 1 | Transform improvised weapon into a masterwork simple or martial weapon. | ||
Residual Tracking | Ranger 1 | Tell creature's appearance by footprint. | ||
Resist Energy | Ranger 1 | Ignores 10 (or more) points of damage/attack from specified energy type. | ||
Returning Weapon | Ranger 1 | Grants a weapon the returning special weapon quality. | ||
Savage Maw | Ranger 1 | Gain a bite attack. | ||
Shock Arrow | Ranger 1 | You create an arrow made of crackling electricity, which you may fire as a weapon or use as a glowing beacon. | ||
Speak with animals | Ranger 1 | You can communicate with animals. | ||
Stone Throwing | Ranger 1 | The subject gains the rock throwing and rock catching abilities usable with solid, inflexible objects with hardness of at least 5. | ||
Summon Minor Ally | Ranger 1 | Summon 1d3 Tiny animals. | ||
Summon Nature's Ally I | Ranger 1 | Summons creature to fight for you. | ||
Sun Metal | Ranger 1 | Target weapon ignites into flame that does not hurt the weapon or the wielder, but damages those hit by the weapon. | ||
Thorn Javelin | Ranger 1 | Wield a javelin that sickens opponents when it strikes. | ||
Thunderstomp | Ranger 1 | Trip one creature within range. | ||
Tireless Pursuit | Ranger 1 | Ignore fatigue while hustling. | ||
Tracking Mark | Ranger 1 | You treat the DCs of all Survival checks made to track a target as if 5 lower than normal, and gain a +5 bonus on Perception checks to notice the target if it is using Stealth or to recognize it if it is using Disguise. | ||
Unbreakable Heart | Ranger 1 | Target gains a +4 bonus on saves against mind-affecting effects that rely on negative emotions. | ||
Wartrain Mount | Ranger 1 | Animal gains combat training. | ||
Whispering Lore | Ranger 1 | Gain a bonus to Knowledge checks about your environment from the land itself. Elf only. |
2nd Level Ranger Poultices
Poultice Name | School | Spell Level | Components | Description |
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Accelerate Poison | Ranger 2 | Hastens targeted poison's onset. | ||
Acute Senses | Ranger 2 | Subject gains a bonus on Perception checks. | ||
Air Step | Ranger 2 | Tread unsteadily on air, with limitations. | ||
Allfood | Ranger 2 | Turns item up to 5 lbs./level into food. | ||
Alter Summoned Monster | Ranger 2 | You swap a creature summoned by a conjuration (summoning) spell for a creature you could summon with a summon monster or summon nature's ally spell | ||
Animal Aspect | Ranger 2 | You gain some of the beneficial qualities of an animal. | ||
Ant Haul, Communal | Ranger 2 | As ant haul, but you may divide the duration among creatures touched. | ||
Ape Walk | Ranger 2 | Target gains climb 30 and +8 racial bonus on Climb skill checks. | ||
Arrow Eruption | Ranger 2 | Creates duplicates of an arrow used to kill a creature in the previous round. | ||
Aspect of the Bear | Ranger 2 | +2 AC and combat maneuver rolls. | ||
Badger's Ferocity | Ranger 2 | Weapons are keen while you concentrate. | ||
Barkskin | Ranger 2 | Grants +2 (or higher) enhancement to natural armor. | ||
Bear's Endurance | Ranger 2 | Subject gains +4 to Con for 1 min./level. | ||
Blood Scent | Ranger 2 | Gain scent ability against injured creatures. | ||
Bloodhound | Ranger 2 | Gives caster the scent special ability. | ||
Brow Gasher | Ranger 2 | Slashing weapon deals bleed damage to an opponent's head. | ||
Bullet Ward | Ranger 2 | F | Adamantine bullets intercept firearm attacks. | |
Campfire Wall | Ranger 2 | Creates a shelter around a campfire. | ||
Carry Companion | Ranger 2 | You touch an animal or magical beast that has a helpful attitude toward you, instantly transforming the creature into a miniature figurine of stone, small enough to fit into the palm of your hand. | ||
Cat's Grace | Ranger 2 | Subject gains +4 to Dex for 1 min./level. | ||
Chameleon Stride | Ranger 2 | Gives a +4 bonus on Stealth checks and concealment. | ||
Clear Grove | Ranger 2 | Trees, shrubs, and other thick vegetation move out of the spell's area. | ||
Companion Life Link | Ranger 2 | Sense whenever your companion is wounded and call out to it in a time of need. | ||
Create Treasure Map | Ranger 2 | M | Creates treasure map out of a creature's corpse. | |
Cure Light Wounds | Ranger 2 | Cures 1d8 damage + 1/level (max +5). | ||
Delay Disease | Ranger 2 | DF | Gain immunity to disease for 24h. | |
Eagle Eye | Ranger 2 | Creates a magical sensor high above you. | ||
Effortless Armor | Ranger 2 | Armor you wear no longer slows your speed. | ||
Endure Elements, Communal | Ranger 2 | As endure elements, but you may divide the duration among creatures touched. | ||
Enemy Insight | Ranger 2 | Grant others a bonus against your favored enemies. | ||
Escaping Ward | Ranger 2 | Move 5 feet away from a larger attacking creature as an immediate action. | ||
Forest Friend | Ranger 2 | Plants in a forested area become helpful instead of hindering you and your allies. | ||
Greensight | Ranger 2 | See through plant matter as though it were transparent. Blocked by solid wood. | ||
Groundswell | Ranger 2 | Enable target to raise the ground he's standing on five feet, which negates flanking bonuses. | ||
Guiding Star | Ranger 2 | Know approximate distance from where you cast this spell. | ||
Hide Campsite | Ranger 2 | Hides all traces of your campsite. | ||
Hold Animal | Ranger 2 | Paralyzes one animal for 1 round/level. | ||
Hunter's Eye | Ranger 2 | +20 on Perception checks to locate a target. | ||
Hunter's Lore | Ranger 2 | Take 20 on Knowledge checks to learn monster's weaknesses. | ||
Ice Slick | Ranger 2 | You create a blast of intense cold, coating all solid surfaces in the area with a thin coating of ice. | ||
Improve trap | Ranger 2 | Improve one specific element of a trap. | ||
Ironskin | Ranger 2 | DF/M | Your skin hardens and takes on the color and texture of rough iron. | |
Locate Weakness | Ranger 2 | You roll damage twice when you roll damage for a critical hit and take the best damage. | ||
Lockjaw | Ranger 2 | Gives creature grab ability with a natural attack. | ||
Owl's Wisdom | Ranger 2 | Subject gains +4 to Wis for 1 min./level. | ||
Perceive Cues | Ranger 2 | +5 Perception and Sense Motive 10 min./level. | ||
Protection from Energy | Ranger 2 | Absorbs 12 points/level of damage from one kind of energy. | ||
Protective Spirit | Ranger 2 | Protects from attacks of opportunity. | ||
Raven's Flight | Ranger 2 | You can cast this spell only if it is the first action you take on your turn. In a burst of shadowy feathers, you turn into a Tiny blurred shape reminiscent of a black raven until the beginning of your next turn. | ||
Reloading Hands | Ranger 2 | Loads a single shot into your weapon every round. | ||
Returning weapon. Communal | Ranger 2 | As returning weapon, but you may divide the duration among weapons touched. | ||
Ricochet Shot | Ranger 2 | Imbues a projectile weapon to give its ammunition the ability to ricochet. | ||
Riversight | Ranger 2 | You can view events transpiring along a natural watercourse you touch. | ||
Scale Spikes | Ranger 2 | DF/M | When the target is affected by this spell, its scales grow jagged spikes. These spikes act like +1 armor spikes. The subject is automatically considered proficient with these scale spikes. | |
Shield Companion | Ranger 2 | As shield other, but affecting your companion creature. | ||
Sickening Entanglement | Ranger 2 | As entangle, but plants have sickening sap. | ||
Slipstream | Ranger 2 | Wave boosts creature's speed. | ||
Snare | Ranger 2 | Creates a magic booby trap. | ||
Speak with Plants | Ranger 2 | You can talk to plants and plant creatures. | ||
Spike Growth | Ranger 2 | Creatures in area take 1d4 damage, may be slowed. | ||
Stone Call | Ranger 2 | 2d6 damage to all creatures in area. | ||
Summon Nature's Ally II | Ranger 2 | Summons creature to fight for you. | ||
Versatile Weapon | Ranger 2 | Weapon bypasses some DR. | ||
Vine Strike | Ranger 2 | Bristles burst from your body, lodging in your opponent and blossoming into entangling vines as you pummel your target. | ||
Web Shelter | Ranger 2 | Create a comfortable shelter made of webbing. | ||
Wild Instinct | Ranger 2 | This spell sharpens your senses, allowing you to perceive threats you would otherwise miss. | ||
Wilderness Soldiers | Ranger 2 | Nearby plants aid you in combat. | ||
Wind Wall | Ranger 2 | Deflects arrows, smaller creatures, and gases. |
3rd Level Ranger Poultices
Poultice Name | School | Spell Level | Components | Description |
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Animal Aspect, Greater | Ranger 3 | As animal aspect, but you gain two animal qualities. | ||
Aspect of the Stag | Ranger 3 | +2 AC against attacks of opportunity and increases speed. | ||
Battle Trance | Ranger 3 | Gain ferocity monster special ability, temporary hit points, and a morale bonus against mind-affecting effects. | ||
Blade Snare | Ranger 3 | This spell creates an invisible magic field that does not stop weapons (whether manufactured or natural) from moving toward you, but impedes their motion when they are retracted. | ||
Blast Barrier | Ranger 3 | Creates unstable wall for cover that eventually explodes for 2d6 slashing damage plus 1d6 sonic/3 levels. | ||
Blessing of the Mole | Ranger 3 | 1 ally/level gains darkvision and a +2 Stealth bonus. | ||
Bloody Arrows | Ranger 3 | When you deal piercing or slashing damage with a ranged weapon the victim also takes bleed damage. | ||
Bloody Claws | Ranger 3 | Gives creature the ability to deal bleed damage with natural attacks. | ||
Burrow | Ranger 3 | Target gains a burrow speed of 15. | ||
Burst of Speed | Ranger 3 | You gain increased speed, and your movement ignores attacks of opportunity and allows you to move through the space of creatures larger than you are. | ||
Chameleon Stride, Greater | Ranger 3 | As chameleon stride, but affecting all nearby creatures. | ||
Channel the Gift | Ranger 3 | Channel magical power into target to fuel their spellcasting. The next 3rd level or lower spell target casts does not expend a spell slot; instead you use your spell slot to power their spell. | ||
Cloak of Winds | Ranger 3 | Creates a whirling screen of strong wind around you. | ||
Command Plants | Ranger 3 | Sway the actions of plant creatures. | ||
Companion Mind Link | Ranger 3 | You can talk with your animal companion, and can handle it with supernatural ease. | ||
Create Holds | Ranger 3 | You create a path of handholds on earthen, plaster, stone, or wooden walls. | ||
Cure Moderate Wounds | Ranger 3 | Cures 2d8 damage +1/level (max. +10). | ||
Darkvision | Ranger 3 | See 60 ft. in total darkness. | ||
Delay Poison, Communal | Ranger 3 | As delay poison, but you may divide the duration among creatures touched. | ||
Diminish Plants | Ranger 3 | Reduces size or blights growth of normal plants. | ||
Enshroud Thoughts | Ranger 3 | You are warded against the mental prying of others. | ||
Feather Step, Mass | Ranger 3 | As feather step, but affects many targets rather than one. | ||
Fickle Winds | Ranger 3 | Wind walls selectively block attacks. | ||
Instant Enemy | Ranger 3 | Target is treated as a favored enemy type of your choice. | ||
Life Bubble | Ranger 3 | Protects creatures from sustained environmental effects. | ||
Longstrider, Greater | Ranger 3 | As longstrider, plus the speeds of other movement modes increase. | ||
Magic Fang, Greater | Ranger 3 | One natural weapon gets + 1/four levels (max. +5). | ||
Named Bullet | Ranger 3 | Imbues ammunition with accuracy against a specific creature type. | ||
Neutralize Poison | Ranger 3 | Immunizes subject against poison, detoxifies venom in or on subject. | ||
Plant Growth | Ranger 3 | Grows vegetation, improves crops. | ||
Protection from Energy, Communal | Ranger 3 | As protection from energy, but you may divide the duration among creatures touched. | ||
Reduce Animal | Ranger 3 | Shrinks one willing animal. | ||
Remove Disease | Ranger 3 | Cures all diseases affecting subject. | ||
Repel Vermin | Ranger 3 | Insects, spiders, and other vermin stay 10 ft. away. | ||
Resist Energy, Communal | Ranger 3 | As resist energy, but you may divide the duration among creatures touched. | ||
Scale Spikes, Greater | Ranger 3 | DF/M | As scale spikes, except that the spikes growing out of the scales have an enhancement bonus on attack and damage rolls equal to +1 for every 4 caster levels (maximum +5). This bonus does not allow the spikes to bypass damage reduction aside from magic. | |
Soothing Word | Ranger 3 | Reduces effects of multiple conditions on target. | ||
Spore Burst | Ranger 3 | You cause a willing plant creature's body to sprout small, puffy mushrooms that remain for 1 round per caster level or until the creature uses them. | ||
Stench of Prey | Ranger 3 | Predatory animals must successfully save or attack the target. | ||
Strong Jaw | Ranger 3 | Natural attacks damage as two sizes larger. | ||
Summon Nature's Ally III | Ranger 3 | Summons creature to fight for you. | ||
Summon Totem Creature | Ranger 3 | As summon nature's ally III except for different creatures as options. | ||
Thorny Entanglement | Ranger 3 | As entangle, plus plants make ranged attacks. | ||
Thunderstomp, Greater | Ranger 3 | Trip multiple creatures within range. | ||
Tireless Pursuers | Ranger 3 | As tireless pursuit, but affects many targets rather than one. | ||
Tree Shape | Ranger 3 | You look exactly like a tree for 1 hour/level. | ||
Venomous Bolt | Ranger 3 | Arrow or bolt poisons target. | ||
Vex Giant | Ranger 3 | Deal more damage, gain a +4 bonus on combat maneuver checks, and avoid attacks of opportunity against larger foes | ||
Ward of the Season | Ranger 3 | Gain emergency healing (spring), extra speed (summer), a bonus on Fortitude saves (fall) or the ability to navigate across slick surfaces with ease (winter). Elf only. | ||
Water Walk | Ranger 3 | Subject treads on water as if solid. |
4th Level Ranger Poultices
Poultice Name | School | Spell Level | Components | Description |
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Animal Growth | Ranger 4 | One animal doubles in size. | ||
Aspect of the Wolf | Ranger 4 | Subject gains +4 Str and Dex, and +2 bonus on trip attacks. | ||
Blessing of the Salamander | Ranger 4 | Subject gets fast healing 2, fire resistance 10, +2 CMD. | ||
Bloodsworn Retribution | Ranger 4 | Cut yourself and swear an oath of retribution on your own blood. Any attack, save, or check related to the oath grants you a morale bonus to that roll equal to the number of hit points of damage you sacrificed divided by 5. | ||
Bow Spirit | Ranger 4 | Summons an invisible spirit that fires your arrows for you as a swift action. | ||
Cloud Shape | Ranger 4 | Subject becomes insubstantial and can fly slowly. | ||
Commune with Nature | Ranger 4 | Learn about terrain for 1 mile/level. | ||
Control Vermin | Ranger 4 | DF/M | You and a number of allies less than or equal to your caster level designated upon casting can use Handle Animal and Ride checks to influence or control the targeted vermin as if they were animals and had animal-level intelligence. | |
Cure Serious Wounds | Ranger 4 | Cures 3d8 damage + 1/level (max +15). | ||
Darkvision, Communal | Ranger 4 | As darkvision, but you may divide the duration among creatures touched. | ||
Darkvision, Greater | Ranger 4 | See 120 ft. in total darkness. | ||
Find Quarry | Ranger 4 | You can sense whether a particular creature is within 20 miles of your location. | ||
Freedom of Movement | Ranger 4 | Subject moves normally despite impediments to movement. | ||
Grove of Respite | Ranger 4 | Creates trees and a small spring. | ||
Heavy Water | Ranger 4 | You cause a volume of water to become heavier than normal, making it much harder to swim in. | ||
Named Bullet, Greater | Ranger 4 | As named bullet, but deals 2 points of damage per caster level. | ||
Nondetection | Ranger 4 | M | Hides subject from divination, scrying. | |
Raise Animal Companion | Ranger 4 | M | As raise dead, but on an animal. | |
Shield of the Dawnflower | Ranger 4 | Creatures that strike you take 1d6 +1/level fire damage. | ||
Summon Nature's Ally IV | Ranger 4 | Summons creature to fight for you. | ||
Terrain Bond | Ranger 4 | Treat the terrain you are in as a favored terrain for the spell's duration. | ||
Tree Stride | Ranger 4 | Step from one tree to another far away. | ||
Water Walk, Communal | Ranger 4 | As water walk, but you may divide the duration among creatures touched. |