
Twoswords |
I am playing a level 2 ranger in a campaign that will last until level 20. Due to some circumstances all the players have been allowed to take the spell effect of a level 0 or 1 spell. This will work for us once per day and may or may not increase in power as we level.
We are allowed to pick ANY spell effect of the official Paizo material for Pathfinder. I am looking for a spell effect that will be sustained for a while, and not just last a single round. What spell would be quite useful, and in what manner?
Oh...I know Cure Light Wounds is nice, (especially since we do not have a cleric or healer), but it is a very restricted usefulness, so I wont be taking it.

mplindustries |

Any spell at all? Well, it's silly to take a Ranger spell--you can cast those from Wands at any level, and you'll be able to cast them normally later.
I'd go for:
Grease, Silent Image, or Charm Person
Those are Sorcerer/Wizard spells that stay awesome and relevant for 20 levels. Entangle is another fantastic spell for 20 levels and well worth taking--you will get to cast it eventually, but it's still that good that it's a good choice anyway.
Of course, this advice assumes that the spells will somehow scale with your level and that the saves will be based on a stat you care about (you know, the typical DC= 10 + 1/2HD + stat mod thing).
If you can't rely on the saves being relevant, then I would suggest your either become very clever with Silent Image (they only get to save if they interact with it), or you get Shield, which provides a bonus the vast majority of Rangers will never have (unless you're the rare sword 'n' board Ranger), and lasts for 10 rounds even with an effective CL of 1.
Edit: Yeah, Enlarge Person is decent, too, but really only if you're melee (for the reach). I don't think the slight damage buff is worth the accuracy and AC penalties for an Archer.

Twoswords |
I should add: The character is Lawful Evil (he will obey the laws, he will not betray the party, but he is out for personal glory and growth to prove some people wrong. RP is a big part of his background. Eventually he will likely turn neutral.)
He is a dedicated range archer. He is likely to go 1-20 as Ranger.

Breiti |

I should add: The character is Lawful Evil (he will obey the laws, he will not betray the party, but he is out for personal glory and growth to prove some people wrong. RP is a big part of his background. Eventually he will likely turn neutral.)
He is a dedicated range archer. He is likely to go 1-20 as Ranger.
Ranged so defintly Divine Favor. May be he prayed at some shrine of a goddness of competition to help him to prove this real power to the people that have wronged him. It's by far the most powerfull option. And even if you DM does not remove the +3 cap it's still good at high levels.
Breiti

Lightbulb |
I was going to say Vanish but not sure how helpful 1 (2?) round(s) will be.
Potentially a level 0 spell is better if you are allowed to cast it multiple times but it would appear not.
Basically the choice MASSIVELY depends on whether it will scale or not.
However don't pick Cure Light Wounds. That's a TERRIBLE choice. You should be carrying a wand of that. At 15gp a cast its cheap and you are basically using up a fantastic ability to save 15gp per day.
-----
Things that will be helpful if it doesn't scale:
Featherfall
True Strike - for when you need to trip/disarm/bullrush something
Or something very powerful at low levels - Sleep or Colo(u)r Spray.
Silent Image is potentially very powerful as well since it maintains whilst you concentrate. The DC will be low so check how it works in you DM's eyes.
Problem is they are all quite boring.
See if it will scale and take Vanish. :)

FuelDrop |

unseen servant. it can hold/retrieve arrows, trigger traps, open doors for you to fire through, close and bolt doors as you run away, act as short-ranged telekinesis, lasts for hours, saves you from menial tasks (Breaking camp, making lunch, ect.) retrieve potions from your belt/backpack, reach things on the tops of shelves, hold your coat, place grappling hooks, pull suspect levers, open suspect chests, carry your water-sensitive gear as you swim across the stream, douse the enemy campfire as you launch your ambush... you get the idea.