Ranger Poultices

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Poultice Level: 1 2 3 4


1st Level Ranger Poultices

Poultice Name School Spell Level Components Description
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
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
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
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.