Ranger Level One Spells 1. Alarm- Wards target area (10' diameter) for 2 hours/level 2. Animal Friendship- Target animal befriends caster permanently 3. Delay Poison- Target creature is not affect by poisons for 2 hours/level 4. Detect Animals/Plants- Detects species of animals or plants 5. Detect Snares/Pits- Caster can detect any traps in the wild 6. Sniper's eye I- Caster can see far distances for 1 minute RT (real time) 7. Identify- Caster can identify target three objects 8. Magic Fang- Target weapon is covered with spikes for one attack (three uses) 9. Resistance- Caster creates a minor barrier protecting them from the next magical attack 10. Deadly Aim I- Caster has an increased chance of hitting with bows Level Two Spells 1. Endure Elements- Extreme elements such as wind, cold, heat, or lightning do not affect the caster for 5 minutes RT 2. Entangle I- Plants entangle target creature 3. Summon Nature's Ally I- Calls creature to fight for one battle 4. Deadly Aim II- Caster has an increased chance of hitting with bows and crossbows 5. Cure Light Wounds- Target creature is healed from bleeding, infection and other minor non-magical 6. Detect Poison- Caster can see all poisons in seeing range 7. Blend In I- Caster gains ability to blend in with a crowd 8. Identify Bow- Caster can identify target bow, gaining information about range, make, etc 9. Power Shot I- Caster can shoot bows unusually powerfully 10. Detect evil/good- All creatures for 5 minutes RT with an evil/good alignment glow to the caster Level Three Spells 1. Entangle II- Plants entangle target 2 creatures 2. Pass without trace- Leaves no tracks for one mile 3. Speak with animal I- Enables caster to speak with target animal for 5 minutes RT 4. Snare- Creates a magical booby trap 5. Hide Alignment- Caster can mask alignment until midnight 6. Deadly Aim III- Caster has an increased chance of hitting with any ranged weapons 7. Purify food/drink- Spoiled food/drink will become edible 8. Blend In II- Caster can blend in with other races 9. Throw Voice I- Caster can throw voice for one sentence 10. Silence- Negates sound in a 15' radius Level Four Spells 1. Sniper's eye II- Caster can see far distances for 2 minute RT (real time) 2. Speak with plant I- Enables caster to speak with target plant for 5 minutes RT 3. Plant Growth- Grows vegetation, improves crops 4. Shot on the run- Caster can shoot arrows or bolts accurately at a target while wither the archer or the caster is moving 5. Deadly Aim IV- Caster is good at aiming at cracks and weak points in armor and shields 6. Diminish Plants- Target plant or plantlike creature shrinks in size 7. Jump- There is no spoon... 8. Shadow- Enemies cannot tell the difference between the caster and the caster shadow 9. Jack of All trades- Caster's Craft ability is increased by one, for one project 10. Lightning quick reflexes- Caster can block arrows Level Five Spells 1. Deadly Aim V- Caster is excellent at shooting arteries and other sensitive spots 2. Shield Other- Caster takes half of another's damage 3. Obscuring Mist- Caster is surrounded by fog 4. Spider Climb- Caster gains ability to walk on walls and ceilings 5. Invisibility- Caster moves so fast they are invisible for 1 minute RT 6. Power Shot II- Caster can shoot crossbows unusually long distance 7. Rapid Shot- Archer can shoot two arrows/turn 8. Control Plants- Caster can speak with and control target plant for one battle or 5 minutes RT 9. Water Walk- Caster treads on water as if it's solid 10. Polymorph self- Caster changes into a chosen animal for 5 minutes RT or until disrupted Level Six Spells 1. Sniper's eye III- Caster can pick out one person in a crowd, or can see extraordinarily far distances or can pick out minor details 2. Blend In III- Caster can change appearances quickly 3. Throw Voice II- The caster can throw their voice for two sentences 4. Cure Moderate Wounds- Target creature is healed from bleeding, infection, fractures, poisons and minor magical and non-magical injuries 5. Entangle III- Plants entangle target 3 creatures 6. Deadly Aim III- Caster does not miss next shot 7. Summon Nature's Ally II- Calls creature of caster's choice to fight for one battle or a random creature for one day 8. Extinguish- Target fire is extinguished silently 9. Mikki's Tracking I- Caster can see tracks of desired walking creature 10. Air Mask- Caster is immune to any poisons, gases etc in the air Level Seven Spells 1. Power Shot III- Caster can shoot any bow exceptionally long distances and with a great amount of force 2. Speak with Animals II- Caster can speak with chosen animal for 24 hours 3. Speak with Plants II- Caster can speak with chosen plant for 24 hours 4. Untrackable- Party and Caster are untrapable 5. Light steps- Caster walks upon ground so lightly it is as if he is not touching ground at all. Caster cannot trigger ground traps, caster also leaves no tracks 6. Mikki's Tracking II- Caster can see tracks of desired walking creature even if they are using some Pass Without Trace spell 7. Moonlight- A dim blue light is centered on caster and lights up a 10 foot radius. This does not affect infravision or harm creatures affect by light. This enables the ranger to track at night 8. Ambient Light- Creates a huge sphere of light with no center, therefore there are no shadows. For instance, if it is cast in a house, the hallways would be lit as well as all the corners in every room 9. Cover Scent- Target creature does not smell and therefore cannot be tracked by scent 10. Phantom Steed- Caster summons a spectral horse to ride for one trip Level Eight Spells 1. Throw Voice III- The caster can throw their voice for three sentences 2. Speak with Animals III- Caster understands and can speak with any animal for one hour 3. Speak with Plants III- Caster understands and can speak with any plant for one hour 4. Mikki's Tracking III- Caster can see tracks of desired creature, even if they are swimming or flying 5. Water Breathing- Caster gains ability to breath water as if it were air for 5 minutes RT 6. Favored Enemy- Caster chooses a race upon learning of this spell and does triple damage on all attacks against these creatures 7. Double Bow- Caster can use two bows simultaneously 8. Wind Wall- A 50' square wall of wind appears for 5 rounds, blowing in the direction of the casters choosing 9. Detect Scrying- Caster can sense when allies or self are being detected by scrying spells 10. Hold Monster- Like Hold Person, only with any creature Level Nine Spells 1. Experience- Caster sees all that happened in area in which they stand in past 24 hours 2. Cure Critical Wounds- Target creature is healed of any magical or non-magical injuries 3. Wind Walk- Caster and allies turn into wind and can travel great distances in minimal time, they cannot fit through areas the party could not normally fit through 4. Alpha's Hunting Pack- (1-4) 4 Jackals (5-7) 3 Wild Dogs (8-9) 2 Wolves (10) 1 Dire Wolf. These beasts will act as level 5 Rangers, can sniff clothing etc and run without tiring. They will serve the caster to the best of their ability and can perform basic commands (heel, attack, return etc) 5. Tongues- Caster can speak any language for 5 minutes RT (does not include plants or animals) 6. Spellscan- Caster is aware of any spellcasting that goes on within 100' 7. Summon Natures Ally III- Calls creature of caster's choice to fight for one day 8. Wings- Wings sprout from caster's back, enabling them to fly, spell ends at midnight. (once a week) 9. Renew- Party regains 10 spells, chosen by caster 10. Resist Elements- Caster and anyone touching caster are immune to wind, cold, heat, lightining, or energy Ranger Level 10 Classes: Master Ranger- Ranger continues their training, tracking by smell, sound, and all of the other senses. They become unable to be lost, and become an equal with nature Urban Ranger- Ranger chooses the civilized life over the uncivilized. They track not in the woods but in cities, making head guards and famous bounty hunters Wild One- Ranger becomes one with nature, more as a spiritual connection then physical. They learn how to listen to what nature has to say, letting nature give them directions, instead of the one they are pursuing Hunter- Hunters pride themselves on their silent footsteps and keen shots. They are deadly with their bow strings and prefer to keep to the shadows, stalking in silence