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Expanded Druid Spell List for Rangers
Posted on Thu, July 02, 2009 by LordCeb
Kirt writes "This article uses fifteen sources spanning thirty years to compile a comprehensive list of nearly one hundred fifty druid spells castable by Rangers in First and Second Editions.  I have edited the spells to select the best variants and assign the most appropriate levels, as well as added explanations for why some spells were not included in the lists.

This article draws upon my previous "Revised and Expanded Druid Spell List" to present a subset of all the druid spells I found suitable for Rangers.  The purpose is twofold: first, to synthesize First and Second Editions with a unified vision of Ranger druid spells.  Second, to build a comprehensive spell list, so as to not limit spells based on the First Edition druid spells per se or on Second Edition Spheres.

Rangers: non-druid casters of druid spells
I believe it is worth considering the source of ranger druid spells - the source of both the knowledge and the power of the spells themselves. 

Starting at eighth level, rangers have access to druidic spells, but who teaches them these spells?  I presume they learn their spells from other rangers, but also from druids.  It will likely be more frequent that they learn their spells from druids, since it would take a ranger of name level to teach them the same spells that even a low-level druid could.   Ranger selection of spells will thus be limited to the ones that are taught them, and these will be limited by the knowledge of their tutors.  In subsequent articles, I will specifically list what spells are available to druids depending on their patron Power.  
 
However, not every ranger worships a Power that grants druid spells.  (After a discussion of what it is that powers cleric spells, the DMG1 says (p.39) "Note that the above applies to...rangers with respect to their druidic clerical spell powers".)  The general reverence for nature of rangers will be sufficient to provide the faith for spells of first and second level.  In this case, there will be no restrictions on what spells they could learn, though they may have to find druid tutors of several different faiths to learn all the spells possible.  Upon attaining the ability to cast spells of third level, however, they will need a divine source, a servant to their patron Power (DMG1 p.38).  The DM will have to determine whether the ranger's patron Power is willing and able to grant druid spells.  If not, does that Power maintain a friendly relationship with another Power that could grant spells on its behalf?  If the ranger has no specific patron Power, but is of sufficient character, the servant Powers of Ehlonna might consent to grant third level spells.  In extreme cases the DM may rule that no Power is willing or able to provide the spells, and the ranger will not receive them, despite being of the requisite level or even having already learned them.
 
If the ranger actually worships a Power that is a patron for druids, there are no such problems of divine support.  In this case, however, the ranger's access to spells will be restricted to only those spells granted by the patron Power, as if he were a priest or druid of that Power.
 
In PH1, a ranger of 8th level is granted access to one first level druid spell per day.  This access increases to its maximum at 17th level, where a ranger can cast two spells per day for each of spell levels first, second, and third.  These spells come directly from the druid spell lists. 

In PH2, ranger access to priest spells also starts at 8th level, but there is a slightly faster progression until the maximum at 16th level, where three spells each of first, second, and third levels can be cast.  While PH2 rangers access priest spells, they are allowed spells from only the Spheres of Plant and Animal (a subset of the Spheres available to Second Edition druids).
 
As with druids, I see no reason to grant rangers spells that are inappropriate just because they fall in a certain Sphere while denying them others because they are from a different Sphere.  What follows is a list of those spells which I believe rangers should have access to.  After that are notes on the spells that I did not allow rangers, explaining why they were restricted.  Note that some rangers may have access to these "restricted" spells by other means, for example by multiclassing as Cleric/Rangers.  In this case they may indeed fill their ranger spell slots with spells otherwise prohibited to rangers. 

Commentary on spells, as well as all references to the textual sources of spells can be found in my previous article.

First Level druid spells allowed rangers
Animal Friendship
Anti-Vermin Barrier
Banish Flame
Beastmask
Beast Tattoo
Blessed Watchfulness
Calm Animals
Courage
Create Water
(R)
Detect Disease
Detect Living
Detect Magic
Detect Poison
Detect Snares & Pits
Dispel Fatigue
Endure Cold/Endure Heat
Entangle
Fearie Fire
Firelight
Fortitude
Frost Fingers
Ice Walk
Invisibility to Animals
Keen Eye
Know Age
Know Direction
Know Time
Light
(R)
Locate Animals or Plants
Log of Everburning
Motes of Moonlight
Pass without Trace
Precipitation
Predict Weather
Puffball
Purify Food and Drink
Sacred Guardian
Sap
Speak with Animals
Strength of Stone
Sunscorch
Wailing Wind
Water Sprint
Whisperward
Wind Column
 
First level druid spells not allowed rangers
Call Upon Faith
This spell is taught only to rangers who are particularly devoted in their service to a specific patron church.

Ceremony
One must be an ordained priest to officiate at a ceremony.

Circle of Faith
Rangers are in general not taught cooperative magic, as the chance of them casting in conjunction with priests or other rangers is remote.
 
Combine
This is essentially a priest spell and not applicable to rangers.
 
Detect Balance
Given the requirement that rangers be of Good alignment, this spell, founded in the Neutrality of druids, can not be understood by them.
 
Magical Stone
Given that rangers can use bows, they have little need of sling stones.  By the level at which they can cast spells, they should have access to magic arrows.
 
Nature's Blessing (R)
Calling upon a Power to Bless or Curse is the purview of that Power's official representatives, the priests.  It would be presumptuous for a ranger to exercise this ability.

Orison
These are learned by priests before taking religious vows, but not typically as part of ranger training.  They might be granted to a ranger manifesting a particularly strong devotion to a specific patron church.
 
Of this Oerth Only
Given the requirement that rangers be of Good alignment, this spell, founded in the Neutrality of druids, is not usable.

Putrefy Food and Drink
While rangers are allowed Purify Food and Drink, their Good nature disallows the use of the reverse spell.
 
Reed Staff, Shillelagh
As with Magical Stone, a ranger of eighth level most likely has access to a magical sword or other melee weapon, obviating the need for these spells.
 
 
Second Level druid spells allowed rangers
Acorn Barrage
Alicorn Lance
Animal Spy
Arboreal Scamper
Aura of Comfort
Banish Blight
Beast Claw
Beastspite
Bounty
Charm Person or Mammal
Create Holy Symbol
Cure Light Wounds
Detect Charm
Draw Upon Power Primeval
Dust Devil
Earth Anchor
Feign Death
Fire Trap
Flame Blade
Fortifying Stew
Frost Whip
Gift of Speech
Goodberry
Heat Metal
(R)
Iron Vigil
Lionheart
Messenger
Nap
Natural Attunement
Nurture
Obscurement
Produce Flame
Protection from Aging
Resist Acid and Corrosion
Resist Fire/Resist Cold
Restore Strength
Slow Poison
Snake Charm
Soften Earth and Stone
Stalk
Stormvoice
Trip
Warp Wood
(R)
Watery Fist
Wood Sword
 
Second level druid spells not allowed rangers
Augury
The gods regard information on fate and the future to be for their priests, only.
 
Badberry
See Goodberry.
 
Barkskin
Not necessary, as rangers have armor, and likely magic armor, by the level at which they receive this spell.  However, if the DM does not allow rangers to cast druid spells while wearing metal armor, this spell should be among the first learned.
 
Cause Light Wounds
See Cure Light Wounds.

Chilling Scythe
The life-draining, necromantic aspect of this spell makes it unsuitable for Good rangers.

Cure Light Wounds
While rangers are allowed Cure Light Wounds, their Good nature disallows the use of the reverse spell.

Death Prayer
This spell is the province of the clergy, who are in charge of souls and bodies.

Goodberry
While rangers are allowed Goodberry, their Good nature disallows the use of the reverse spell.

Handfang
This emulates the use of poison, and would generally not be favored by Good rangers.

Mystic Transfer
Rangers, in general, are not taught cooperative magic, as the chance of them casting in conjunction with priests or other rangers is remote.

Poison Touch
This emulates the use of poison, and would generally not be favored by Good rangers.

Sanctify
This spell is a sacrament of the clergy.

Touchsickle
A ranger of tenth level most likely has access to a magical sword or other melee weapon of +2 or better enchantment, obviating the need for this spell.  In a particularly low-magic campaign this might be taught to rangers.

Wind Lash
By the time a ranger is capable of casting this spell, she would normally have far more effective means of attack.
 
 
Third Level druid spells allowed rangers
Accelerate Healing
Adaptation
Archer's Redoubt
Call Lightning
Chill
Cloudburst
Create Campsite
(R)
Cure Disease
Cure Moderate Wounds
Earthenair
Efficacious Monster Ward
Everfull Quiver
Extended Forecast
Find Sustenance
Flame Shield
Flame Walk
Fortify
Greenwood
Hold Animal
Hold Poison
Moon Blade
Nature's Eyes
Pass without Trace, 10' Radius
Plant Growth
Protection from Cold
Protection from Fire
Pyrotechnics
Renewed Youth
(R)
Shape Wood
Slow Rot
(R)
Snare
Spike Growth
Starshine
Stone Shape
Storm Shield
Summon Animal Spirit
Summon Insects
Sunrise
Sunstroke
Tree
Warmth
Water Breathing
(R)
Water Walk
Windbearer
Wind Blast
Wind Servent
Zone of Sweet Air
 
Third level druid spells not allowed rangers
Cause Disease
See Cure Disease and Cure Moderate Wounds.
 
Cause Moderate Wounds
See Cure Disease and Cure Moderate Wounds.

Cure Disease and Cure Moderate Wounds
While rangers are allowed Cure Disease and Cure Moderate Wounds, their Good nature disallows the use of the reverse spells.

Ease Labor
This is generally only taught to druidesses, especially those of Beory, who regularly care for expectant mothers.  It would not be shown to rangers who follow the path of war.

Know Alignment
The difference in alignment between druids and rangers renders this spell non-functional for them.  

Mold Touch
The "caused disease" aspect of this spell would be avoided by Good rangers.

Neutralize Poison
While rangers are allowed Neutralize Poison, their Good nature disallows the use of the reverse spell.
 
Poison
See Neutralize Poison.
 
Reflecting Pool

This type of divination magic is for priests only.

Summon Animal Spirit

The spell is not taught to rangers by most faiths, who consider dealing with spirits to be reserved for clergy.  However, priestesses of Ehlonna will teach the spell to rangers of their faith only.

Wheel of Bones

By tenth level, a ranger will have access to much more potent forms of melee and missile attack than this spell, whose imagery is somewhat disturbing for a Good-aligned character.
 





 
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