| 1st-Level Ranger Spells |
| Abundant Ammunition |
Replaces nonmagical ammunition every round. |
| Air Bubble |
Creates a small pocket of air around your head or an object. |
| Alarm |
Wards an area for 2 hours/level. |
| Animal Messenger |
Sends a Tiny animal to a specific place. |
| Ant Haul |
Triples carrying capacity of a creature. |
| Anticipate Peril |
Target gains a bonus on one initiative check. |
| Aspect of the Falcon |
Gives bonuses on Perception and ranged attacks. |
| Bowstaff |
A shortbow may double as a club, or a longbow as a quarterstaff. |
| Call Animal |
Makes an animal come to you. |
| Call Weapon |
Telekinetically summon a weapon from an ally's possession. |
| Calm Animals |
Calms 2d4 + level HD of animals. |
| Charm Animal |
Makes one animal your friend. |
| Cloak of Shade |
Reduces effects of intense sun exposure and environmental heat. |
| Compel Hostility |
Compels opponents to attack you instead of your allies |
| Dancing Lantern |
Animates a lantern that follows you. |
| Deadeye's Arrow |
You create an arrow made of crackling electricity, which you may fire as a weapon or use as a glowing beacon. |
| Deadeye’s Lore |
Gain survival bonus and move through woodlands with no penalty. |
| Defoliate |
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 |
Stops poison from harming subject for 1 hour/level. |
| Detect Aberration |
Detect presence of aberrations. |
| Detect Animals or Plants |
Detects kinds of animals or plants. |
| Detect Poison |
Detects poison in one creature or object. |
| Detect Snares and Pits |
Reveals natural or primitive traps. |
| Detect the Faithful |
You can detect other worshipers of your deity. |
| Diagnose Disease |
Detect and identify diseases. |
| Dream Feast |
Dream of a rich feast and when you awake, you are sated as if you ate and drank a nutritious meal. |
| Endure Elements |
Exist comfortably in hot or cold regions. |
| Entangle |
Plants entangle everyone in 40-ft. radius. |
| Feather Step |
Subject ignores adverse movement effects in difficult terrain. |
| Glide |
No fall damage, move 60 ft./round while falling. |
| Gravity Bow |
Arrows do damage as though one size category bigger. |
| Hide from animals |
Animals can't perceive one subject/level. |
| Horn of Pursuit |
Create three notes heard miles away. |
| Hunter's Howl |
Treat enemies as favored for 1 round/level. |
| Jump |
Subject gets bonus on Acrobatics checks. |
| Keen Senses |
Gain +2 Perception and low-light vision. |
| Know the Enemy |
Gain +10 on a monster Knowledge check. |
| Lead Blades |
Melee weapons damage as if one size bigger. |
| Liberating Command |
Target makes an Escape Artist check as an immediate action and gains a bonus on it. |
| Longshot |
Grants a +10-foot bonus to the range increment for any ranged weapon fired. |
| Longstrider |
Your base speed increases by 10 ft. |
| Magic Fang |
One natural weapon of subject creature gets +1 on attack and damage rolls. |
| Negate Aroma |
Subject cannot be tracked by scent. |
| Pass without Trace |
One subject/level leaves no tracks. |
| Read Magic |
Read scrolls and spellbooks. |
| Read Weather |
Predict weather for the area. |
| Residual Tracking |
Tell creature's appearance by footprint. |
| Resist Energy |
Ignores 10 (or more) points of damage/attack from specified energy type. |
| Returning Weapon |
Grants a weapon the returning special weapon quality. |
| Speak with animals |
You can communicate with animals. |
| Summon Minor Ally |
Summon 1d3 Tiny animals. |
| Summon Nature's Ally I |
Summons creature to fight for you. |
| Sun Metal |
Weapon targeted deals extra fire damage. |
| Tireless Pursuit |
Ignore fatigue while hustling. |
| Unbreakable Heart |
Target gains a +4 bonus on saves against mind-affecting effects that rely on negative emotions. |
| Wartrain Mount |
Animal gains combat training. |