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Dungeons & Dragons 3.5 Edition Index – Ranger Spell Summaries

http://www.crystalkeep.com/d20 Collected by Chet Erez ([email protected]) Report Suggestions or Errors at http://www.crystalkeep.com/forums/index.php December 9, 2005

Ranger Spell List...... 2 Glossary...... 12 Areas of Effect – Fill ...... 13 1st Level...... 2 Auras ...... 12 Casting Times ...... 13 2nd Level...... 5 Ranges...... 12 Other Definitions ...... 14 3rd Level ...... 7 Levels of Concealment ...... 13 Appendix ...... 16 4th Level ...... 9 Levels of Cover...... 13 Revision History ...... 16 Spell Tables...... 11 Level of Exhaustion...... 13 Key to Sourcebooks...... 16 Summon Nature’s Ally...... 11 Levels of Fear ...... 13 Areas of Effect – Shape ...... 13

Dungeons & Dragons 3.5 Edition Index – Ranger Spell Summaries December 9, 2005 Ranger Spell List Wisdom-based Prepared Divine Spells Note that a Ranger’s Caster Level is half his/her Ranger Class Level.

1st Level Abjuration Divination Detect Snares and Pits(PH p220) Alarm(PH p197) Arrow Mind(CAdv p143) Close-range, 2hrs/lvl(D), no save, no SR> Personal, 1min/lvl(D)> – The caster can see pits, deadfalls, snares, – If any creature of Tiny-size or larger passes – When using a straight bow of any size, the quicksand, a sinkhole, etc, in a 60’ Cone- through the warded 20’ radius Emanation caster threatens all hexes within his/her shaped Emanation. This spell does not locate without saying the password, an alarm normal reach, allowing Attacks of items that are obscured (i.e., behind boxes or (chosen at casting time) will sound. Opportunity with the bow. under a rug). Audible: Chimes for 1 round. Easily heard In addition, the caster does not generate Attacks The information gained increases each round: st within 60’ in typical conditions. of Opportunity when firing a bow in a 1 round – presence of a hazard. nd Mental: The chime is only in the caster’s threatened hex. 2 round – number of hazards & the location head, though he/she must be within 1 mile. Bloodhound(CAdv p144) of each one. If not in line-of-sight, the This will wake the caster, but not disturb caster only knows the direction. rd his/her concentration. – If the caster fails a Survival check for the 3 + rounds – type & triggering method of Easy Trail(CAdv p147)(MoF p91) purpose of tracking a creature, he/she one specific hazard. immediately get another check at the same This spell is blocked by 3’ of wood or dirt, 1’ of – All plants (but not Plant Creatures) within a DC to reestablish the trail. If this check fails, stone, 1” of metal, & any amount of lead. 40’ radius Emanation of the caster are moved the caster must spend 5 minutes (if indoors) Guided Shot(CAdv p150) aside, creating a temporary trail. This or 30 minutes (if outdoors) before making a reduces the penalties for moving through new check. – The caster receives the following bonuses with Dense Vegetation(PH p164). Once the area of Detect Animals or Plants(PH p218) ranged attacks: effect has past, the plants return to normal, distance (though the maximum distance is Endure Elements(PH p226) – Caster can detect a specific animal or plant in still the same); and Cone-shaped Emanation each round. The b) ignores AC bonus due to Cover for less – Touched subject takes no harm (i.e., no caster can change the animal / plant being than Total Cover. Fortitude saves) from being in heat up to 140 looked for each round. Healing Lorecall(CAdv p151) degrees Fahrenheit –and– cold down to –50. The information gained increases each round Hide from Animals(PH p241) spent focusing on a single target: – When the caster casts healing spells while this st absence. a) the caster may use his/her ranks in Heal as – One touched subject per level cannot be 2nd round – number of individual targets & the caster level of healing spells; perceived by Animals. Effected senses the healthiest one’s condition. If not in b) if the caster has 5+ ranks in Heal, one of include Blindsense, Blindsight, Scent, line-of-sight, the caster only knows the the following conditions may be removed Tremorsense, Sight, Hearing, or Smell. direction. from the target of a healing spell: Dazed, If any of the spell’s subject touches or attacks 3rd round – condition & location of each Dazzled, or Fatigued; (including with spells) any creature, the spell individual target. c) if the caster has 10+ ranks in Heal, one of ends for all the subjects. Possible conditions are ‘normal’, ‘fair’, the following conditions may be removed Resist Energy(PH p272) ‘poor’, & ‘weak’. from the target of a healing spell: This spell works through minor barriers, up to 3’ Exhausted, Nauseated, or Sickened (or one – The touched subject & his/her equipment are of wood / dirt, 1’ of stone, 1” of metal, but it of the conditions listed above). protected from one Energy Type. Each attack is blocked by any amount of lead. Instant Search(CAdv p153) doing damage of that type has the hp of Detect Poison(PH p219) damage reduced by the amount listed below. round as a Free Action. The check receives a up to 6th 10 7th – 10th 20 11th + 30 – Determines if one creature, one object, or one +2 Insight bonus. Surefoot(MoF p127) 5’ cube is poisonous, has been poisoned, or Locate City(RoD p167) contains poison. – +10 Competence bonus on Balance checks. Identifying the type of poison requires a – Locates the closest community whose Conjuration Wisdom check vs. DC 20. If the caster has minimum size has been designated by the ranks in Craft(alchemy), he/she may also caster (as small as a Village or as large as a Delay Poison(PH p217) make a check with that skill vs. DC 20. Metropolis). The spell does not penetrate – Touched creature suppresses the effects of This spell is blocked by 3’ of wood or dirt, 1’ of solid objects, so it will not locate current or new poisons in its body until the stone, 1” of metal, & any amount of lead. underground cities. spell ends. Marked Man(DR325 p71) – The caster gains a +10 bonus on Search and – Summons one creature from the ‘Summon Survival checks to track the source of the Nature’s Ally I’ Table to fight the caster’s Focus object (typically a lock of hair or a enemies. The creature can attack on the piece of clothing). The caster does not need caster’s initiative starting its first round. to know the creature who left behind the focus.

Ranger Spell List – 1st level Page 2 Dungeons & Dragons 3.5 Edition Index – Ranger Spell Summaries December 9, 2005

Read Magic(PH p269) Transmutation Extend Shifting(RoE p185) Accelerated Movement(CAdv p142) – Reads scrolls & spell books at 1 page per min. Racial ability ‘Shifting’, the duration is – The caster may move at his/her normal speed increased by 4 rounds. – The next single ranged attack made by the when using Balance, Climb, or Move Silently After the Shifting ends, the caster is Fatigued caster within the spell’s duration may use without taking a penalty. This spell does not for 10 minutes. If he/she was already his/her Sneak Attack no matter the range affect the caster’s Run or Charge speed. Fatigued, he/she becomes Exhausted. (assuming all other Sneak Attack Branch to Branch(CAdv p144)(MoF p83) Eyes of the Avoral(BoED p99) requirements are met). Speak with Animals(PH p281) – Gain a +10 Competence bonus to Climb – Subject gains +8 Racial bonus on Spot checks. checks made in trees. While at least 10’ Ground Smoke(DR326 p73) – The caster may communicate with Animals, above the ground in Medium or Dense Forest, though the spell does not change their the caster may swing from branch to branch – One 5’ square target fire has its smoke intelligence or attitude. at his/her Land speed + 10’ Enhancement dissipate close to the ground. Vine Strike(CAdv p158) bonus. The caster may make a Charge action, Hawkeye(CDiv p166)(CAdv p151) but not a Run action. The caster ignores – The caster treats Plant creatures as if they hampered movement penalties for – Gain a +5 Competence bonus on Spot checks were not immune to Sneak Attacks, though undergrowth and other terrain features. and all projectile weapon range increments all requirements for Sneak Attacks still apply. Camouflage(Und p56)(CDiv p157) are increased by 50%. Note: This spell does not give the caster the Hunter’s Mercy(MoF p101) ability to overcome Damage Reduction or – +10 Circumstance bonus on Hide checks. inflict Critical Hits. Exacting Shot(CAdv p148) – The caster’s next shot with a bow hits Enchantment automatically and threatens a critical, but the Animal Messenger(PH p198) – The touched gains the shot must occur by the end of the round after Favored Enemies: Jump(PH p246) – Sends a Tiny animal to a specific place a) any threatened critical is automatically waits until the end of the duration. This spell b) ignores miss chance due to Concealment – Touched subject gains an Enhancement bonus cannot target an animal trained or under the (but not Total Concealment). on Jump checks: control of someone else (such as a Familiar). Note: the spell fails if the target ranged weapon Lvl Bonus Lvl Bonus Lvl Bonus Typically used to carry a written message. has any magical effects or properties related 1 +10 5 +20 9 +30 Calm Animals(PH p207) to critical hits (such as ‘Flaming Burst’). Longstrider(PH p249) his/her land movement. Does not effect the targets must be the same type of Animal. – All plants in a 40’ radius Spread Entangle & speed of burrowing, climbing, flying, or Any threat to a target will end the effect. anchor everyone in the target area who fails a swimming. Only Animals trained to attack or guard and Reflex save. To become unentangled Low-Light Vision(CArc p113) Dire Animals are allowed a Will save to requires a Full-Round Strength or Escape negate. Artist check vs. DC 20. Anyone not – Subject sees twice as far as a under Charm Animal(PH p208) entangled (including a target that has just poor light. area of effect. On the caster’s action, anyone – One Animal considers the caster its ally. in the area of effect who is not entangled – One natural weapon of touched creature Anything the casters does will be treated the must make a new Reflex save to avoid being (including Humanoids) gets +1 Enhancement same way as if someone friendly has done it. entangled again. bonus to attack and damage. If the target is in a threatening situation when Entangling Staff(CAdv p147) Pass without Trace(PH p259) the spell is cast, it gets a +5 on the save. Any threats from the caster or his/her allies after 1rnd/lvl(D)> – One subject/lvl leaves no tracks or scent trail. the spell is in effect breaks the charm. – The quarterstaff wielded by the caster grows Ram’s Might(MoF p112) Vengeful Mount(DR326 p74) vines that can be used to grab foes. then can start a Grapple as a Free Action considered ‘armed’. – The target Animal will shy away from anyone without provoking an Attack of Opportunity. Raptor’s Sight(RotW p175) attempting to make a Ride check or a Handle The Grapple attempt has a +8 bonus and can Animal check with it. If mounted, the rider be used on creatures up to one size larger – The caster receives the following: must immediately make a Ride check vs. DC than the caster. a) +5 Competence bonus on Spot checks; & 10 to stay on. If the Grapple check is successful, the foe takes b) If the caster has at least 5 ranks in Spot, Illusion 2d6 damage due to constriction (the caster he/she only receives –1 penalty per range Towering Oak(MoF p128) can chose the damage to be lethal or increment on ranged attacks (normally –2). nonlethal). Ride of the Valenar(RoE p189) – +10 Competence bonus on Intimidate checks. After doing damage, the caster has the option of Necromancy releasing the foe, which leaves it Entangled. – The caster gains +5 Competence bonus on Naturewatch(CDiv p170)(MoF p110) If the grapple is maintained, the caster has the Ride checks. per round on a successful Grapple check. the bonus increases to +10. – Determine the health of animals & plants in a Note: Elves from Valenar cast this spell at +1 90 degree arc. Choices are ‘dead’, ‘fragile’, Caster level. ‘alive’, ‘needs to be watered’, ‘hungry’, etc.

Ranger Spell List – 1st level Page 3 Dungeons & Dragons 3.5 Edition Index – Ranger Spell Summaries December 9, 2005

Shifter Prowess(RoE p190) Snowshoes(DR312 p65) Stalking Brand(MoF p123) Racial ability ‘Shifting’, this spell lasts until a) Can walk on ice without a speed reduction; – Target marked with symbol you can see the Shifting is complete. The caster receives b) +5 bonus on Balance checks ore Reflex despite disguises, polymorphing, or the following benefit: saves to walk on ice and/or snow & avoid invisibility. a) the caster’s racial bonus on Balance, falling through it; Traveler’s Mount(CDiv p184) Climb, & Jump checks increase to +8. c) Does not leave trails any more noticeable Silvered Claws(BoED p107) than ‘solid ground’ for purposes of – The touched Animal or Magical Beast tracking. receives the following benefits: – All of the living subject’s natural attacks are Speed Swim(MoF p121) a) +10’ Enhancement bonus to movement; considered to be Silver for purposes of becoming Fatigued; Smell of Fear(MoF p119) – Subject gains a swim speed of 30’ without c) cannot make attack rolls. needing to make a Swim check. – Target’s aroma triples the chance of wandering encounters.

Ranger Spell List – 1st level Page 4 Dungeons & Dragons 3.5 Edition Index – Ranger Spell Summaries December 9, 2005

2nd Level Abjuration Train Animal(CAdv p157) Cat’s Grace(PH p208) Protection from Energy(PH p266) – +4 Enhancement bonus to Dexterity. 10min/lvl> – The touched Animal gains ½ Caster level of Claws of the Beast(PGF p101) – Touched creature is immune to a total of 12 Tricks (max +5). This spell does not modify damage per level (max 120 hp) from one the Animal’s attitude or guarantee its – The caster’s hands become 1d8 weapons that Energy Type. Once all the damage has been cooperation. make ‘armed attacks’. taken, the spell ends. Evocation Easy Climb(CAdv p147)(MoF p91) Note: This spell takes precedence over Resist Nature’s Favor(CAdv p155) (CDiv p170) (CDivErrata)+ Energy. Only when this spell is depleted will – Changes tree, wall, cliff-face, or any other Resist Energy be applied. – The touched Animal gains a Luck bonus of +1 vertical surface Climb DC to 10 in a Conjuration per 3 levels to attacks & damage (max +5). 10’x20’/lvl path. (CAdv p151) Blades of Fire(CArc p99) Wind Wall(PH p302) Haste, Swift – Up to two melee weapons that the caster is Medium-range, 1rnd/lvl> – The caster moves faster: wielding are sheathed in flames, doing +1d6 – An Invisible wall of air 2’ wide is created in a) +1 bonus on attacks; Fire damage for one round. any continuous shape desired by the caster up b) +1 Dodge bonus to AC; This effect stacks with any other energy to 10’ long per level & 5’ high per level. c) +30’ Enhancement bonus to all forms of damage the weapons deal. The wall is total protection from gases movement (land, climb, swim, burrow, (including some breath weapons), gaseous fly), up to double the base movement; Cure Light Wounds(PH p215) forms, flying creatures up to Small-size, etc. d) when making a Full-Round Attack, the – Cures 1d8 +1/level damage (max +5) with Arrows & bolts are blocked by the wall, & caster gets an additional attack at his/her Positive Energy. other ranged weapons have a 30% miss best attack bonus. chance. Large ranged weapons, such as a This spell Counters & Dispels Slow. Summon Nature’s Ally II(PH p288) The wall may be walked through normally. – Summons one or more creatures to fight the Illusion – Link with nature gives a +2 Competence caster’s enemies. The creatures can attack on Woodland Veil(RotW p176) bonus on Animal Empathy, Handle Animal, the caster’s initiative starting their first round. Hide, Intuit Direction, Move Silently, Search, Table # – All creatures in a 30’ area receive a +5 and Wilderness Lore checks. Summon Nature’s Ally II 1 Competence bonus on Hide and Move Owl’s Wisdom(PH p259) Summon Nature’s Ally I 1d3 Silently checks while outdoors in a natural Divination setting. All subjects can see each other as if – +4 Enhancement bonus to Wisdom. Balancing Lorecall(CAdv p143) not under the effect of the spell. Reachwalker’s Wariness(RoE p189) 1min/lvl(D)> subjects of the spell, the spell ends for that – The caster gains a +4 Insight bonus on one creature. – The caster can sense any Aberration within a 30’ radius spherical Emanation as if he/she Balance checks. Transmutation has the Blindsense ability. If the caster has 5+ ranks in Balance, the slope Barkskin(PH p202) Note: Shifters cast this spell at +1 Caster level. of the surface being balance upon no longer Scent(CDiv p178) (CDivErrata)+ matters, even if the surface is vertical. – Touched living subject gains Natural Armor If the caster has 10+ ranks in Balance, he/she rd can “balance” on liquids, including mud & (max +5). Bonus stacks with a creatures – The subject gains the Scent Ability. snow. Each round the caster balances on a normal Natural Armor bonus. Silvered Weapon(BoED p107) substance that cannot normally hold his/her Bear’s Endurance(PH p203) weight, the DC to continue “balancing” – A single touched weapon or projectile is increases by +5. – +4 Enhancement bonus to Constitution. considered to be Silver for purposes of When under the effect of this spell, the DC for Briar Web(CDiv p156) overcoming Damage Reduction. If the balancing on “impossible” surfaces is 20. material (such as Cold Iron or Adamantine), – Plants Entangle everyone in 20’ radius Spread it looses the benefit from the original material who fails a Reflex save. An entangled target – The caster’s listening improves: for the spell’s duration. a) +4 Insight bonus on Listen checks; may spend a Full Round Action to gain a new Snare(PH p280) b) if the caster has 5+ ranks in Listen, he/she Reflex save to become unentangled (though c) if the caster has 10+ ranks in Listen, he/she 2d6 Piercing damage). – Creates a magical booby trap out of a rope, gains Blindsight 30’. An entangled target to takes any action except vine, etc. (Search vs. DC 23 for a Rogue to If the caster is in an area of magical Silence, trying to get free or holding still takes 2d6 locate). Anyone who puts a limb into the effects b) & c) are suppressed. Piercing damage each round. snare’s loop is Entangled. Speak with Plants(PH p282) Anyone not entangled may move at ½ speed If attached to a supple tree, the person is also through the area of effect (taking no damage). lifted off the ground & takes 1d6 damage. – The caster may communicate with plants & Plants provide Cover 5’, and Full Cover at 20’. To escape, make a Strength or Escape Artist Plant Creatures, though the spell does not Burrow(Und p56) check vs. DC 23 or do 5hp damage to the change their attitude towards the caster. – Touched subject gains claws that do 1d6 Hold Animal(PH p241) through earth, sand, clay, & gravel , but not – One Animal is Held. It gets a new Will save solid stone. each round to end the spell.

Ranger Spell List – 2nd level Page 5 Dungeons & Dragons 3.5 Edition Index – Ranger Spell Summaries December 9, 2005

Spike Growth(PH p283) – The ground vegetation (roots, grasses, etc.) in one 20’ square per level becomes magically sharp. For each 5’ that a creature walks / runs through the area of effect, it takes 1d4 damage (no save) & have its movement reduced to ½ due to foot injuries (RefNeg). The movement penalty lasts until a) the target receives healing magics; b) a Heal check vs. the spell’s DC; or c) 24 hours go by.

Ranger Spell List – 2nd level Page 6 Dungeons & Dragons 3.5 Edition Index – Ranger Spell Summaries December 9, 2005

3rd Level Abjuration Divination Transmutation Safe Clearing(MoF p114) Detect Favored Enemy(CDiv p162) Blade Storm(CAdv p144) Personal, 1rnd> Opponents can’t attack anyone in the area of – The caster can sense a member of his/her – As a Full Round Action, the caster may make effect with melee, ranged, or targeted spells Favored Enemy within a quarter circle one melee attack with each held weapon unless they make a Will save, nor can they extending out 60’. against every threatened foe, up to the enter the safe area. If anyone in the area of The information gained increases each round: caster’s Character level. If dual wielding or effect attacks, the spell ends. 1st round – presence of the Favored Enemy. wielding a double weapon, the caster receives nd Conjuration 2 round – types of the Favored Enemies, two attacks (one with each end/weapon) and their numbers. If not in line-of-sight, against each foe. Bottle of Smoke(CDiv p155) the caster only knows the direction. Blade Thirst(MoF p82) 3 round – location & HD of each creature. – Smoke stored in the bottle can be released as a This spell is blocked by 3’ of wood or dirt, 1’ of – Slashing weapon gains +3 Enhancement Standard Action to form an immaterial stone, 1” of metal, & any amount of lead. bonus and glows as bright as a torch. ‘horse’. Only the person holding the bottle Living Prints(MoF p106) Command Plants(PH p211) can touch the ‘horse’. It cannot be attacked destroys it. The bottle-holder must make a removed on tracks that are up to 30 days old. – Up to (2 * Caster level) HD of plant creatures Ride check vs. DC 10 to mount it. The Wild Instincts(RoE p191) in a 30’ area become friendly towards the ‘horse’ has a movement of 20’/lvl (240’ attempt to give the creatures orders requires a leaves a 20’ tall by 5’ wide trail of smoke that – The caster gains the following: successful Charisma check. lasts for 10 minutes (unless blown away) a) +10 Insight bonus on Listen & Spot checks; Darkvision(PH p216) which provides Concealment. b) retain your Dexterity bonus to AC even if The ‘horse’ remains for 1hr/lvl, but time the Flat-Footed and/or attacked by an unseen – The touched subject can see up to 60’ in non- horse spends in the bottle does not count. opponent. magical darkness, but in black & white only. The spell ends 24 hours after cast whether all Mindset – When the caster has this spell Diminish Plants(PH p221) the riding time is use up. prepared, but not cast, he/she gains a +1 Insight bonus on Listen and Spot checks – This spell either Cure Moderate Wounds(PH p216) a) “prunes” vegetation to 1/ its normal size in (Shifter gain a +2 Insight bonus). 3 – Cures 2d8 +1/level damage (max +10) with Enchantment a 100’ radius circle, a 150’ radius half- circle, or a 200’ radius quarter circle Positive Energy. Inspired Aim(BoED p101) (caster may choose plants to be excluded). Neutralize Poison(PH p257) The area of effect must be within Long- 10min/lvl> – All allies within a 40’ radius Emanation gains range; or – The touched subject or object has all poison a +2 Insight bonus on all ranged attacks. b) blights vegetation within ½ mile to produce 1 removed from it immediately. If a creature Illusion /3 of its normal output in the next year. was poisoned, it does not need to make any Decoy Image(MoF p88) Neither use effects Plant Creatures in any way. further saving throws. This spell does not Fang Blade(DR330 p71) earlier failed saves. – Figment mimics the caster and his/her allies poisonous creature, it cannot poison anyone originals do something that doesn’t fit with – The focus snake is transformed into the for the spell’s duration (WillNeg, SR applies) the decoys, watchers get an immediate Will equivalent of a Longsword sized for the Remove Disease(PH p271) save. caster. The caster is considered proficient Phantasmal Decoy(CDiv p172) with the weapon. On a hit, the foe is affected – Cures all diseases affecting subject, as well as the normal Longsword damage. Repel Vermin(PH p271) – The caster causes one living creature to see its If anyone other than the caster attempts to wield most hated enemy. Only the target and the the weapon, the snake attacks its holder. – Creates a 10’ radius area around the caster that caster can see the image (and the image is The weapon has a Hardness of 8 & the snake’s causes insects & other vermin to stay away. haze for the caster). hp at the time of the casting with regards to 1 rd Vermin whose HD are /3 of the caster level A creature with Intelligence of up to 3 Sunder attempts. or greater are allowed a Will save to enter the automatically chases the image. More At the spell’s end, the snake returns to normal. area, but even then they take 2d6 damage. intelligent creatures are likely to chase too. If Forestfold(CAdv p149)(CDiv p166) Summon Nature’s Ally III(PH p288) the target moves adjacent to the image or throw to recognize it as an illusion. following types of terrain: Aquatic, Desert, – Summons one or more creatures to fight the The caster can cause the image to move up to Plains, Forest, Hills, Mountains, Marsh, or caster’s enemies. The creatures can attack on 60’ as a Move Action. Underground. When in that type of terrain, the caster’s initiative starting their first round. the caster gains a +20 Competence bonus on Table # Hide & Move Silently checks. Summon Nature’s Ally III 1 Magic Fang, Greater(PH p250) Summon Nature’s Ally II 1d3 Summon Nature’s Ally I 1d4+1 – One living creature (including a Humanoid) gains one of the following: a) one natural weapon gets an Enhancement bonus to attack and damage of +1 per 4 levels (max +5); or b) all natural weapons get a +1 Enhancement bonus on attacks and damage.

Ranger Spell List – 3rd level Page 7 Dungeons & Dragons 3.5 Edition Index – Ranger Spell Summaries December 9, 2005

Plant Growth(PH p262) Snowshoes, Mass(DR312 p65) Tremorsense(Und p62) a) causes vegetation to grow thick & receives the following benefits: – The caster can pinpoint the location of any overgrown in a 100’ radius circle, a 150’ a) Can walk on ice without a speed reduction; creature or object within 30’ that is in contact radius half-circle, or a 200’ radius quarter b) +5 bonus on Balance checks ore Reflex with the ground. circle (caster may choose plants to be saves to walk on ice and/or snow & avoid Water Walk(PH p300) excluded). The area of effect must be falling through it; within Long-range. Movement through c) Does not leave trails any more noticeable – The caster can effect 1 touched creature per the overgrown area is reduced to 5’ (or 10’ than ‘solid ground’ for purposes of level. Each subject will hover 1” above any for creatures of at least Large size); or tracking. liquid (such as snow, oil, quicksand, etc.) & b) enhances vegetation within ½ mile to Tree Shape(PH p296) can treat it as walking on normal ground. produce exceed its normal production by If cast underwater, the subject rises to the 1 /3 in the next year. – The caster becomes a Large-sized tree, shrub, surface at 60’ per round. This spell Counters Diminish Plants. or even a dead log. While in this form, the Reduce Animal(PH p269) caster continues to have all his/her senses, gains a +10 Natural Armor bonus to AC, is – One willing Animal of whose size is between immune to criticals, has an effective Small & Huge becomes 1 Size category Dexterity of 0 & a movement of 0’. smaller. Subject gains +2 Size bonus to This spell may be dismissed as a Free Action. Dexterity, –2 Size penalty to Strength, and +1 bonus on attacks & AC. A subject who becomes Tiny-size have a reach of 0’ & must enter an opponent’s hex to attack.

Ranger Spell List – 3rd level Page 8 Dungeons & Dragons 3.5 Edition Index – Ranger Spell Summaries December 9, 2005

4th Level Abjuration Implacable Pursuer(CDiv p166) Aspect of the Werebeast(RoE p183) Freedom of Movement(PH p233) – When a Shifter casts this spell upon himself / 10min/lvl> – The caster immediately knows the direction herself, he/she abilities associated with one of – Subject moves normally despite magical and distance to the target whenever it moves the following animals (chosen at casting impediments (Web, Hold Person, etc.). more than 10’ in a single turn. Once the spell time). Only one instance of this spell may be The subject automatically succeeds on any is in effect, its has unlimited range. in effect on the caster at a time. Grapple check to resist being grappled, plus If the caster has a Favored Enemy bonus Bear – gain the following: any Grapple check or Escape Artist check to against the target, the bonus is applied to this a) +4 Enhancement bonus to Strength and escape a grapple and/or a pin. spell’s DC. Constitution; and While under the effect of this spell, the subject If the target moves to another plane of existence, b) if the caster has a natural Claw attack can fight underwater. the caster knows which plane and can resume (such as being a Razorclaw Shifter), Land Womb(MoF p104) pursuing upon arriving on that plane. he/she gains Improved Grab special Evocation ability, allowing the caster automatically – The caster and one creature/level sink into Bane Bow(CDiv p151) attempt a Grapple on a creature at least natural earth, stopping 10’ below the ground. one size category smaller than him/her There is enough air for the duration, but – The touched ranged weapon gains a +5 when he/she hits with a Claw attack. spells with Somatic components cannot be Enhancement bonus to attack & damage rolls, Tiger – gain the following: cast. Only Divinations of 5th level or higher that is also ‘Bane’ (i.e., an extra +2 to attack a) +4 Enhancement bonus to Strength and can detect the “womb”. & +2d6 damage) to 1 chosen type of creature. Dexterity; and Nondetection(PH p257) For the spell’s duration, any other properties of b) gain the Pounce special ability, the target weapon are suppressed. allowing the caster to make a Full – Touched subject (and its possessions) or an Foebane(CAdv p149) Round Attack at the end of a charge. object can only be a target of a Locate Object, Wolf – gain the following: Crystal Ball, etc., on a Caster check vs. DC – A touched weapon gains bonuses against one a) +4 Enhancement bonus to Dexterity and (11 + caster level) (+4 if caster is the subject). of the caster’s Favored Enemies, but all Constitution; Conjuration suppresses the weapon’s other magical b) +10’ Enhancement bonus to Land Speed; and Cure Serious Wounds(PH p216) abilities for the spell’s duration. If the weapon leaves the caster’s hand, the spell c) if the caster has a natural Bite attack – Cures 3d8 +1/level damage (max +15) with ends in 1 round. (such as being a Longtooth Shifter), Positive Energy. The wielder gains the following advantages: he/she gains Improved Trip special ability, allowing the caster automatically Summon Nature’s Ally IV(PH p288) a) the weapon as a +5 Enhancement bonus b) the weapon does +2d6 damage against the with a Bite attack. – Summons one or more creatures to fight the designated type of creature; and Mindset - When the caster has this spell caster’s enemies. The creatures can attack on c) the wielder receives a +4 Resistance bonus prepared, but not cast, the duration of his/her the caster’s initiative starting their first round. against effects created by any creature of Shifts lasts +1 round. Table # the designated type. Blinding Beauty(BoED p92) Summon Nature’s Ally IV 1 Stars of Arvandor(BoED p108) Summon Nature’s Ally III 1d3 Humanoid within 60’ that looks at the caster Tree Stride(PH p296) – One twinkling star per level (max 10) floats becomes permanently Blind (FortNeg). The Once per round, the caster may either take a as a Free Action. – The caster may enter a living tree large Free Action to launch one star –or– take a Note: The caster must abstain from sexual enough to fully contains his/her body. The Standard Action to launch up to three stars. intercourse of one week in order to be able to caster then knows the location of all trees of Each star can have a separate target, requires a cast this spell. the same type within range. Ranged Touch attack to hit, & does 1d8 Burrow, Mass(Und p56) As a Full-Round action, the caster has the damage (no save, SR applies). If the target is which counts as one ‘stride’. The spell is Transmutation – One subject per level within a 30’ area gains claws that do 1d6 damage and are treated as depleted when the caster has made 1 ‘stride’ Animal Growth(PH p198) per level. Each subject gains a Burrow speed of 10’ oak, ash, yew 3,000’ other Deciduous 1,500’ – One animal per two levels in a 30’ area is through earth, sand, clay, & gravel , but not elm, linden 2,000’ any other Tree 500’ increased to the next larger Size Category. solid stone. While the spell has duration remaining & has The targets also gain Damage Reduction Camouflage, Mass(CDiv p157)(MoF p106)(MoFe)+ not been depleted, the caster may enter & 10/magic and a +4 Resistance bonus to leave trees at will. Saving Throws. – +10 Circumstance bonus on Hide checks for Divination This spell does not grant the caster special any number of creatures, no two of which can be more than 60’ apart. If a subject leaves Commune with Nature(PH p211) influence over the target animals. Arrow Storm(CAdv p143) the “pack”, then the spell ends for that person – By becoming “one with nature”, the caster can natural terrain (e.g., location of water, animal – As a Full Round Action, the caster may make – One creatures per level within a 30’ area gain population, presence of powerful unnatural one ranged attack with a straight bow (with the ability to see up to 60’ in non-magical creatures). The caster can learn about an area which you are proficient) against every foe darkness, but in black & white only. of 1 mile/level radius above ground & 100’ within one range increment, up to the caster’s Darkvision, Superior(UE p53) /level below ground. Construction, including Character level. towns & dungeons, obstructs this spell. – The touched subject can see normally (though in black & white) in non-magical darkness. Spot checks are made normally. The range of vision is only limited by the surroundings.

Ranger Spell List – 4th level Page 9 Dungeons & Dragons 3.5 Edition Index – Ranger Spell Summaries December 9, 2005

Deeper Darkvision(Und p58) Snakebite(MoF p120) of Valarian(BoED p107) – The touched subject can see up to 60’ in non- – The caster’s arm turns into poisonous snake – A touched non-magical weapon becomes a +1 magical and magical darkness, but in black & that can be used as a weapon. The snake Silver Magical-Beast-Bane Spear. If the white only. does 1d3 damage and has a (1d6Con+1d4rnd weapon is dropped or sundered, the spell ends Paralysis)/ (1d6Con+1d4rnd Paralysis) poison whose DC is (10 + ½ caster level + caster’s Wisdom modifier).

Ranger Spell List – 4th level Page 10 Dungeons & Dragons 3.5 Edition Index – Ranger Spell Summaries December 9, 2005 Spell Tables

Summon Nature’s Ally List constructed from the table on PH3.5 p288.

Summon Nature’s Ally I Dire Rat Monkey Owl Snake, Small Viper (MM p64) (MM p276) (MM p277) (MM p279) Eagle Octopus Porpoise Wolf (MM p272) (MM p276) (MM p278) (MM p283)

Summon Nature’s Ally II Bear, Black Elemental, Air (small) [air] Hippogriff Wolverine (MM p269) (MM p95) (MM p152) (MM p283) Crocodile Elemental, Earth (small) [earth] Shark, Medium (MM p271) (MM p98) (MM p279) Dire Badger Elemental, Fire (small) [fire] Snake, Medium Viper (MM p62) (MM p98) (MM p279) Dire Bat Elemental, Water (small) [water] Squid (MM p62) (MM p98) (MM p281)

Summon Nature’s Ally III Ape Elemental, Storm (small) [air] Lion Snake, Constrictor (MM p268) (MM3 p48) (MM p274) (MM p279) Dire Weasel Giant Eagle Satyr (without pipes) Snake, Large Viper (MM p65) (MM p93) (MM p219) (MM p279) Dire Wolf Giant Owl Shark, Large Thoqqua [earth][fire] (MM p65) (MM p205) (MM p279) (MM p242)

Summon Nature’s Ally IV Arrowhawk, Juvenile [air] Dire Boar Elemental, Water (med.) [water] Tiger (MM p19) (MM p63) (MM p98) (MM p281) Bear, Brown Dire Wolverine Salamander, Flamebrother [fire] Tojanida, Juvenile [water] (MM p269) (MM p66) (MM p218) (MM p243) Crocodile, Giant Elemental, Air (med.) [air] Sea Cat Unicorn (MM p271) (MM p95) (MM p220) (MM p249) Deinonychus Elemental, Earth (med.) [earth] Shark, Huge (MM p60) (MM p98) (MM p279) Dire Ape Elemental, Fire (med.) [fire] Snake, Huge Viper (MM p62) (MM p98) (MM p279)

Spell Tables Page 11

Dungeons & Dragons 3.5 Edition Index – Ranger Spell Summaries December 9, 2005 Glossary

Auras Alignment Aura(PH p219) Use the following table to determine the strength of the aura seen by Detect Good, Detect Evil, etc.

Dim Faint Moderate Strong Overwhelming Creature / Object Unit Aura Aura Aura Aura Aura Outsider HD see below up to 1 2 – 4 5 – 10 11+ Undead HD see below up to 2 3 – 8 9 – 20 21+ other Creature HD see below up to 10 11 – 25 26 – 50 51+ Cleric, Paladin or Class see below 1st 2nd – 4th 5th – 10th 11th+ other religious class Level Spell or Magic Items Caster see below up to 2nd 3rd – 8th 9th – 20th 21st + with an alignment Level Lingering Aura — — 1d6 rnds 1d6 min 1d6 * 10 min 1d6 days remains

A ‘Lingering Aura’ is left behind by an aligned spell ending or the dead/destruction of an aligned creature or magic item. The time it lasts depends on the strength of the original aura. The lingering aura itself is always a ‘Dim Aura’. If a caster sees an ‘Overwhelming Aura’ that is opposite of his/her own alignment and the aura was generate by something with twice the HD / Class Level / Caster level of the caster, the caster is Stunned for one round & the detection spell ends.

Magic Aura(PH p219) Use the following table to determine the strength of the aura seen by Detect Magic.

Dim Faint Moderate Strong Overwhelming Creature / Object Unit Aura Aura Aura Aura Aura Spell Active Spell see below up to 3rd 4th – 6th 7th – 9th 10th+ Level Caster Magic Item see below up to 5th 6th – 11th 12th – 20th 21st+ Level Lingering Aura — — 1d6 rnds 1d6 min 1d6 * 10 min 1d6 days remains

A ‘Lingering Aura’ is left behind by an spell ending or the destruction of a magic item. The time it lasts depends on the strength of the original aura. The lingering aura itself is always a ‘Dim Aura’.

Undead Aura(PH p220) Use the following table to determine the strength of the aura seen by Detect Good, Detect Evil, etc.

Dim Faint Moderate Strong Overwhelming Creature / Object Unit Aura Aura Aura Aura Aura Undead HD see below up to 1 2 – 4 5 – 10 11+ Lingering Aura — — 1d6 rnds 1d6 min 1d6 * 10 min 1d6 days remains

A ‘Lingering Aura’ is left behind by the destruction of an Undead. The time it lasts depends on the strength of the original aura. The lingering aura itself is always a ‘Dim Aura’.

Ranges Close-range – 25’ + 5’ per 2 levels. Medium-range – 100’ + 10’ per level. Long-range – 400’ + 40’ per level.

Glossary Page 12 Dungeons & Dragons 3.5 Edition Index – Ranger Spell Summaries December 9, 2005

Levels of Concealment

Concealment(PH p152) Total Concealment(PH p152) 20% miss chance. Must guess at the correct hex. If the guess is correct, then there is still a 50% miss chance.

Levels of Cover

Cover, Hard (such as walls) (PH p150) Cover, Soft (such as opponents) (PH p150)(PH3.5e)+ Full Cover (PH p150) +4 Cover bonus to AC & +2 Cover bonus to +4 Cover bonus to AC against Ranged Attacks. Can’t be targeted Reflex saves for spell’s whose point of origin Not subject to Attacks of Opportunity through is on the other side of the cover. the cover Not subject to Attacks of Opportunity through the cover.

Level of Exhaustion

Fatigued(PH p308) Exhausted(PH p308) Subject cannot move run or change and suffers a Subject can only move at ½ speed and suffers a –2 penalty of Strength & Dexterity. Any –6 penalty of Strength & Dexterity. action that would cause ‘Fatigue’ instead After one hour of complete rest, the subject causes the subject to become Exhausted. becomes Fatigued. After 8 hours of complete rest, fatigue is removed.

Levels of Fear (in order of severity) Shaken, Frightened, Panicked, Cowering Shaken(PH p312) Frightened(PH p309) Panicked(PH p311) Cowering(PH p306) Subject suffers a –2 penalty to Subject must flee from the source Subject drops anything in his/her Subject is paralyzed with fear and attacks, skill checks, ability of the fear. hands & flees from the source cannot take any actions. –2 checks, & saving throws. If cornered, the subject can fight of the fear. penalty to AC & looses with a –2 penalty to attacks, If cornered, the subject must use Dexterity modifier to AC. skill checks, ability checks, & Total Defense. All skill saving throws. checks, ability checks, & saving throws have a –2 penalty.

Areas of Effect – Shape

Cone(PH p175) Line(PH p175) Effect starts at the caster and extends out to the A Line area-of-effect stretches from the caster to cone’s length in a quarter circle. the end of range. All creatures & objects within a hex touched by that line are targeted.

Areas of Effect – Fill

Burst(PH p175) Emanation(PH p175) Spread(PH p175) Cannot go around corners or through Total Cannot go around corners or though Total Can go around corners, but not though Total Cover. The targets are determined when the Cover. Any creature that enters the Cover. spell is cast only. emanation during the spell’s duration is effected.

Casting Times

Immediate Action(CArc p86) Swift Action(CArc p86) Standard Action(PH p138) Full Round Action(PH p139) A Swift Action that can be used You may execute one Swift The default casting time for a A Full Round Action. Casting when it is not your turn. It still Action each turn during your spell. time for many summoning counts as your one Swift action. It takes as much time as spells. Action of the coming turn. a Free Action. You cannot use an Immediate Example: A spell with Feat: Action when Flat-Footed. Quicken Spell applied to it. Example: Feather Fall.

Glossary Page 13 Dungeons & Dragons 3.5 Edition Index – Ranger Spell Summaries December 9, 2005

Other Definitions

All Actions Confused(PH p212) Energy Type Attack Rolls, Saving Throws, Skill Checks, & Mental-effect causes the target acts randomly Acid, Cold, Electricity, Fire, or Sonic. Ability Checks. each round that the spell is in effect: Entangled(PH p308) Attitude Categories(PH p72) 01-10: Attack the caster. Subject receives a –2 penalty to attacks, a –4 See table on PH3.5 p72. 11-20: Act normally. penalty to effective Dexterity, & must make Avert Gaze (i.e., try to avoid eye contact) (MM p309) 21-50: Do nothing. Concentration checks to cast spells. If the entanglement is ‘anchored’, the subject Gain a 50% chance to avoid a gaze attack, but 51-70: Run away from the caster at top speed cannot move, otherwise the subject can only grant your opponent Concealment (20% miss 71-00: Attack the nearest creature (ignoring move at ½ speed, but can’t run or charge. chance). your familiar). To remove the entangle usually requires a Blind(PH p305) Cowering Strength or Escape Artist check whose DC is Subject cannot see, has a 50% chance of missing See above designated by the effect. outright in combat (assuming the correct hex Creature Equivalent Exhausted(PH p308) was chosen), receives a –2 penalty on AC & Some spells express the amount of load that can looses Dexterity modifier to AC, moves at ½ See above. be carried and/or teleported as a number of speed, suffers a –4 penalty on most Strength Fascinated(PH p308) Medium-sized creatures. & Dexterity skills. Subject stays still & quiet as long as the effect a) the count does not include that caster; Calling Diagram(PH p249) lasts. During this time, it receives a –4 b) each subject, including the caster, can penalty on Listen & Spot checks. Created by making a Spellcraft roll vs. DC 20 carry Maximum Load; and spending 10 minutes (it is possible to If potentially threatened, the subject receives a ‘Take 10’, but not ‘Take 20’). When a c) one Small-sized (or smaller) creature can new saving throw. Of obviously threatened, Conj(call) spell is used with a Calling be substituted for one Medium-sized the fascination ends. creature; Diagram & Dimensional Anchor, the called An ally can “shake” a creature out of fascination creature cannot leave the diagram either by d) larger creatures may be substituted as a Standard Action. magic or mundane means. The captured according to the following table Fast Healing N creature also cannot use any of its abilities, 1 Large-size = 2 Medium-size attacks, or even Spell Resistance to escape. Subject heals damage taken during the spell’s 1 Huge-size = 4 Medium-size duration at the rate of N hit points per round The description of a Calling Diagram is 1 Gargantuan-size = 8 Medium-size & automatically Stabilizes. This spell does contained in the spell Magic Circle against 1 Colossal-size = 16 Medium-size not heal starvation, thirst, or suffocation Evil. Crippled damage. Fast Healing effects do not stack. Caster Check(PH p305) Effectively has 0 hp, & can’t partake in Fatigued(PH p308) Caster level + 1d20 vs. the indicated DC. strenuous activity. See above. Catch Fire Dazed(PH p307) Frightened Reflex save vs. DC 15 to avoid catching fire. Subject can take no actions, but is able to defend See above. Each round, the subject & its equipment take itself normally & has not AC penalty. 1d6 fire damage. A new Reflex save vs. DC Held 15 is allowed each round to put the fire out. Dazzled(PH p307) Subject cannot move & is Helpless. Subject can +4 bonus for rolling on the ground or having Sighted creatures receive a –1 penalty to attack still breath & think, though. useful help. The fire goes out automatically rolls, Spot checks, & Search checks. Helpless(PH p309) if the subject is doused with water, jumps in a Damage Subject is immobile & extremely vulnerable. lake, etc. Target looses an ability score which heals Dexterity is considered 0, so the subject’s AC Cloud normally. is at –5. Melee attacks are at an additional 5’ of cloud provides Concealment, while 10’ or Drain +4. The subject is vulnerable to sneak attacks more provides Full Concealment. & coup de graces. Target looses an ability score which can only be Dispersed by a Moderate Wind (11-20 mph) in healed with magic. Incorporeal(PH p309) four rounds or by a Strong Wing (21+ mph) The subject does not have a solid body & is Deafened(PH p307) in one round. immune to non-magical attacks. Magic Subject cannot hear, suffers a –4 Initiative Comatose(PH p228) weapons & spells can effect them with a 50% penalty, can has a 20% chance of spell failure miss chance. Force effects always effect an Target enters a catatonic coma & cannot be if the spell has verbal components. awaken. Elves & Half-Elves are vulnerable incorporeal target. When attacking, to this effect. Defenseless(PH p257) incorporeal creatures ignore Natural Armor Helpless, plus always fail saving throws. bonuses & Armor bonuses (unless generated Community Sizes(DMG p137) by a Force effect, such as Mage Armor). Indicates the adult population. Non-adult Dismissible (D)(PH p176) Insignia(RoD p166) population will be 10% – 40% more. Dismissing a spell requires the caster to be Focus for the spells Insignia of Alarm, Insignia Thorp 20 – 80 within spell range & use a verbal component. If the original spell did not have a verbal of Blessing, Insignia of Healing, & Insignia Hamlet 81 – 400 component, a somatic component is used of Warding. Must have been crafted by the Village 401 – 900 instead. Either act counts as a Standard spellcaster. Small Town 901 – 2,000 Action that does not generate an Attack of Emblem of an organization, such as a Guild, Large Town 2,001 – 5,000 Opportunity. Church, or Militia. The insignia may be an Small City 5,001 – 12,000 Concentration spells can be dismissed as a Free amulet, badge, ring, etc., but each insignia of a set must have a matching logo, crest, or Large City 12,001 – 25,000 Action on the caster’s action. symbol and be worth at least 10gp. Metropolis 25,001 or more Dispel Check(PH p307) 1d20 + Caster Level (max +N) vs. DC 11 + target spell’s caster level. ‘N’ is determined by spell.

Glossary Page 14 Dungeons & Dragons 3.5 Edition Index – Ranger Spell Summaries December 9, 2005

Invisible(PH p309) Object Equivalent(PH p300) Slowed(PH p280) Gain a +2 bonus on attack, and the target looses Some spells express the amount of inanimate Subject may only take one Standard or Move its Dexterity modifier to AC. An attacker matter that can be effected as a number of Action each round; suffers a –1 penalty to must guess at the correct hex of the invisible Small-sized objects. Larger object may be AC, melee attacks, melee damage, & Reflex creature. If the guess is correct, then there is substituted according to the following table saves. still a 50% miss chance (i.e., Total 1 Small-size = 2 Tiny-size Staggered(PH p313) Concealment). 1 Medium-size = 2 Small-size Subject can only take one Standard Action or Magical Sensor 1 Large-size = 4 Small-size one Move Action each round. When using Clairvoyance/Clairaudience, 1 Huge-size = 8 Small-size Stunned(PH p313) Scrying, or any other “Div(scry)” spell., the 1 Gargantuan-size = 16 Small-size Subject looses Dex bonus to AC, has a –2 spell creates a magical, Invisible spot that is penalty to AC, and cannot take actions. looked and/or listened through. It cannot be 1 Colossal-size = 32 Small-size damaged, but can be Dispelled. It also can be Panicked(PH p311) Suspended Animation located with See Invisible, Detect Magic, or See above. Target is unconscious, does not need to eat, Detect Scrying. drink, or break, and no longer ages. Primary Stat Nauseated(PH p310) For Artificers & Wizards, use Intelligence. Untyped Damage Subject cannot attack, cast spells, concentrate, Damage that is not Acid damage, Cold damage, For Bards & Sorcerers, use Charisma. or do anything other than a single move Electricity damage, Fire damage, Sonic action each round. For Clerics, Druids, Paladins, & Rangers, use damage, Positive Energy damage, nor Wisdom. Negative Energy Damage Negative Energy damage. This kind of Positive Energy damage is not blocked by any type of Harms the living (& the Deathless) and heals the resistance. Undead. Heals the living (& the Deathless) and damages the Undead, who typically receives a Will Weakened Negative Level(PH p310) save for ½ damage. Target’s has a 2d6 penalty to Strength for the For 24 hours, the subject has the following Prone(PH p311) indicated time. penalties per Negative Level: –1 to all skill & ability checks, –1 to all attack rolls, –1 to The subject is lying on the ground. Wind, Moderate (DMG p95) all saving throws; –5 hit points, –1 effective Attackers gain a +4 bonus with melee attacks, 11 – 20 mph level, looses 1 spell from the highest level but receive a –4 penalty with ranged attacks. Wind, Strong (DMG p95) castable that is still available for that day. The prone creature receives a –4 penalty on 21 – 30 mph For any Negative Level that is still in effect after melee attacks & cannot make most ranged 24 hours, the subject must make a Fortitude attacks. Wind, Severe (DMG p95) save vs. the DC of the Negative Level (either Rubble, Dense(DMG p90) 31 – 50 mph the spell’s DC or for a monster, 10 + ½ HD + TBD Temporary HP Charisma modifier). If the subject fails, then These hit-points are removed first if the subject he/she loose an actual level permanently Scent Ability(MM p314) is damaged. They cannot be restored, even (though it may be returned with Restoration Subject can detect opponents by smell within by healing. or Greater Restoration). 30’ (60’ downwind, 15’ upwind) & can track Vile Damage Non-Recoverable Level by scent. HP lost due to Vile Damage can only be Levels lost by Raise Dead or Resurrection Shaken(PH p312) regained by magical healing within a Hallow cannot be replaced by any means. See above. or Consecrate spell. Sickened(PH p228) Target suffers a –2 penalty on attacks, damage, saves, skill checks, & ability checks.

Glossary Page 15 Dungeons & Dragons 3.5 Edition Index – Ranger Spell Summaries December 9, 2005 Appendix

Revision History October 1, 2003 – Creation of the new D&D 3.5 Spell Index. Contains Player’s Handbook 3.5. March 12, 2004 – Added Complete Warrior & the Book of Exalted Deeds. Added Dragon #309 – Dragon #313. August 12, 2004 – Added Dragon #314. Added Player’s Guide to Faerûn. October 12, 2004 – Added Complete Divine. November 12, 2004 – Added Eberron Campaign Setting. Added Dragon #325. Added Monster Manual 3. Change the abbreviation of Monster Manual v3.5 from “MM3.5” to “MM” to avoid confusion with “MM3” April 1, 2005 – Added Complete Arcane. Change the abbreviation of Player’s Handbook v3.5 from “PH3.5” to “PH”. Change the abbreviation of Dungeonmaster’s Guide v3.5 from “DMG3.5” to “DMG”. September 7, 2005 – Added Races of Eberron. Added Complete Adventurer. Added Dragon #330 – #335. December 9, 2005 – Added Races of Stone, Races of Destiny, Races of the Wild, Unearthed Arcana, & Underdark Added Dragon #336 – #338. Made a seperate Assassin Spell List.

Key to Sourcebooks

PH – Player’s Handbook v.3.5 DMG – Dungeon Master’s Guide v.3.5 MM – Monster Manual v.3.5 MM3 – Monster Manual

CWar – Complete Warrior CDiv – Complete Divine CArc – Complete Arcane CAdv – Complete Adventurer

RoS – Races of Stone RoD – Races of Destiny RotW – Races of the Wild RoE – Races of Eberron

BoED – Book of Exalted Deeds UA – Unearthed Arcana

FR – Forgotten Realms Campaign Setting MoF – Magic of Faerûn LoD – Lords of Darkness RoF – Races of Faerûn SM – Silver Marches Und – Underdark PGF – Player’s Guide to Faerûn

Eb – Eberron Campaign Setting

DR### – Dragon Magazine (with issue number) DU## – Dungeon Magazine (with issue number)

3.5up – D&D v.3.5 Accessory Update – http://www.wizards.com/dnd/files/DnD35_update_booklet.zip PH3.5e – Player’s Handbook v.3.5 Errata – http://www.wizards.com/dnd/files/PHB_Errata09242003.zip PGFe – Player’s Guide to Faerûn Errata – http://www.wizards.com/dnd/files/PgtF_Errata07192004.zip CDivErrata – Complete Divine Errata – http://www.wizards.com/dnd/files/CompDiv_Errata09102004.zip CArcErrata – Complete Arcane Errata – http://www.wizards.com/dnd/files/CompArcaneErrata03162005.zip EbErrata – Eberron Errata – http://www.wizards.com/dnd/files/Eberron_Errata10222004.zip

Note: If a Key reference is followed by a “+”, then it is partially superseded the entry above it.

Appendix Page 16