Ranger Spells

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== 1st Level ==
Alarm - wards an area for 2 hour/lvl
Animal Messenger - sends a tiny animal to a specific place
Calm Animals - calms 2d4 +lvl HD animals
Charm Animal - makes one animal your friend
Delay Poison - stop poison from harming subject for 1 hour/lvl
Detect animal or plants - detects kinds of animals or plants
Detect Poison - Detect poison in one creature of object
Detect Snares or Pits - reveals all natual or primitive traps
Endure Elements - exist comfortably in hot or cold environments
Entangle - plants entangle everyone within 40ft radius 
Hide from Animals - animals cant perceive one subject/lvl
Jump - subject gets a bonus on jump checks
Longstrider - your speed increases by 10ft
Magic Fang - one natural weapon of subject creature gets +1 on attack and damage rolls
Pass without Trace - one target/lvl leaves no tracks
Read Magic-you can decipher magical texts on objects
Speak with Animals - you can communicate with animals
Summon Nature's Ally 1 - calls an animal to fight for you
==2nd Level==
Barkskin - grants +2(or higher) enhancement to natural armor
Bear's Endurance - subject gains +4 to CON for 1 min/lvl
Cat's Grace- target gains +4 to DEX for 1 min/lvl
Cure Light Wounds- cure 1d8 damage +1/lvl (+5 max)
Hold Animal - paralyzes one animal for 1 round/lvl
Owl's Wisdom - subject gains +4 to WIS for 1 min/lvl
Protection from Energy - absorb 12 points/lvl of damage from one kind of energy
Snare - creates a magical booby trap
Speak With Plants- you can talk to normal plants and plant creatures
Spike Growth - creatures in area take 1d4 damage may be slowed
Summon Nature's ally 2 - calls animal to fight for you
Wind Wall - Deflect arrows smaller creatures and gases
==3rd Level==
Command Plants - sway the actions of one or more plant creatures
Cure Moderate Wounds - cures 2d8 damage +1/lvl (max +10)
Darkvision - see 60ft in total darkness
Diminish Plants - reduces sizes or blights growth of normal plants
Magic Fang, Greater - one natural weapon of subject gets +1/4lvls on attack and damage rolls
Neutralize Poison - immunize subject against poison detoxifies venom in or on subject
Plant Growth - grows vegetation, improves crops
Reduce Animal - shrink a willing animal
Remove Disease - cures all diseases affecting subject
Repel Vermin- insects spiders and other vermin stay 10ft away
Summon Nature's Ally 3 - calls an animal to fight for you
Tree Shape - you look exactly like a tree for 1hour/lvl
Water Walk - subject treads on water as if soild
==4th Level==
Ainmal Growth - one animal/2lvls double in size
Commune with Nature - learn about terrain for 1 mile/lvl
Cure Serious Wounds- cures 3d8 damages+1/lvl (max+15)
Freedom of Movement- subject moves freely despite impediments
Nondetection - hides subject from divination or scrying
Summon Nature's Ally 4 - calls an animal to fight for you
Tree Stride - step from one tree to another far away