Paladin and Ranger Spells

October 8th, 2014

Joshua Zaback

Obscure Arcana Archive

                We all know that casting spells as a paladin or ranger is…less than great. Most of us spend some amount of time looking for a way to circumvent it, usually with a more martially-aligned archetype or by multi-classing into other classes early on. It doesn’t have to be that way, though; paladins and rangers can have cool spells which are uniquely their own, and not just 2nd-level cleric spells. Check these out and enjoy taking your martially-aligned characters to the height of their casting potential.


School transmutation; Level druid 2, ranger 1
Casting Time 1 standard action
Components V, S, DF
Range touch
Target one suit of armor or shield
Duration 1 min./level
Saving Throw Fortitude negates (object, harmless); Spell Resistance yes (object, harmless)

                You infuse the touched object with supernatural woodland strength, greatly increasing the defensive value of natural materials. The exact effects depend on the object’s construction. Non-metal armors and shield have their armor bonus to AC (not including any enhancement bonus) doubled for the duration of the spell, and have their armor check penalties reduced by 1. A metal armor or shield touched becomes immune to the effects of rust and grants its wearer 1 point of damage reduction which cannot be overcome by any means. This damage reduction does not stack with any other damage reduction granted by the armor, but does stack with other damage reduction possessed by the character, such as by a high level barbarian.


School enchantment (compulsion) [mind-affecting]; Level antipaladin 1, bard 1, cleric/oracle 1, inquisitor 1, paladin 1
Casting Time 1 standard action
Components V
Range long (400 ft. + 40 ft./level)
Target one living creature
Duration 1 round/level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

                You speak inspiring words, calling those who hear you to arms and ridding them of fear and self-doubt. The target gains immunity to fear effects and a +1 morale bonus on attack and weapon damage rolls.


School necromancy; Level paladin 4
Casting Time 1 standard action
Components V, S, DF
Range long (400 ft. + 40 ft./level)
Target one undead creature
Duration instantaneous
Saving Throw Will negates; Spell Resistance yes

                You channel the unending energy of life into the target, transforming its undead flesh back into a living vessel, welcoming to the soul. The target suffers 1d6 points of damage per caster level you possess. If the damage is sufficient to destroy the target, then its soul is entitled a chance to return to the body and be returned to life as though by the spell raise dead, except that both you and the target gain 2 negative levels (a 1st-level character loses 2 points of Constitution instead). A successful Will save negates the damage and the raise dead effect.


School divination; Level ranger 4
Casting Time 1 standard action
Components V, S, DF
Range personal
Target you
Duration 1 round/level

                You become one with the very land itself, embracing nature and spreading your consciousness throughout your surroundings. You can only cast this spell in one of your favored terrains. You gain perfect insight into your surroundings, granting you a +20 bonus to Perception checks so long as you remain within that favored terrain. Additionally, because you are one with the land, you are always treated as though you are flanking your target, even if you are the only character threatening him. Finally, you are not impeded by natural difficult terrain within that favored terrain (but not artificial difficult terrain, such as that created by a spell), and gain a +20-foot enhancement bonus to your movement speed.