
Oykiv |

I need some help with my ranger spells, because I don´t know wich of them could we useful.
Lets put this in context:
Urban Ranger level 7 who, since 4th level has only cast 1 cure light wounds (and that with a 1st level spell, my fault). I have a Roc as animal companion.
Playing Curse of the Crimson Throne with a Barbarian, Cleric, Gunslinger, sometimes a wizard and, just added, a Warpriest.
I don´t find cast gravity bow better than just firing, and the rest are a little situational. The ony thing I´m moderately sure is to hace a Protection/Resist energy memorized for the next time our GM burn a house with all the party inside (Roc included), and maybe magic fang in case my Roc need it.
Any suggestion?

chaoseffect |

Ranger spells are kinda bleh before you get access to 3rd level spells, but there are some decent ones that you may find useful in many situations.
1st level
-Blend (elf/half elf only technically) - bonuses to stealth plus you can essentially have hide in plain sight.
-Feather step - long duration, ignore difficult terrain
-Liberating command - immediate action, someone gets to try to escape artist a grapple
-Longstrider - hours per level and get +10 speed
2nd level
-Acute senses - massive bonus to perception
-Barksin - nat armor
-Chameleon stride - like Blend but for non-elves
-Carry Companion - because your Roc may not always be able to fit
-Iron Skin - a better Barkskin that you can also dismiss to negate a crit against you, but shorter duration
-Spike Growth - very fun spell. Set hour per level magical traps that force reflex saves or take minor damage and move at half speed.

Mysterious Stranger |

Archer
Abundant ammunition (Long battle where you run out of arrows)
Aspect of the falcon (+3 perception, +1 to hit and 19-20 x3 critical)
Gravity bow (Damage as weapon is one step larger)
Cats grace (if you don’t already have a belt of dexterity)
Melee
Lead blades (Damage as weapon one step larger)
General
Endure elements (Good for when you are in extreme temperature)
Hunters Howl (Treat creature as if favored enemy, actual favored enemy gains shaken condition)
Jump (Allows jump a lot better +20 to acrobatics at 5th level, decent duration)
Keen senses (+2 perception and low light vision, increases low light vision if you have it)
Pass without trace (Can’t be tracked by non-magical means
Resist Energy (Protects from spells dealing elemental damage)
Urban Grace (Increased movement in city)
Animal Aspect (Several bonuses’)
Bloodhound (Gains scent)
Eagle eye (Great for spying or scouting)
Hunter’s eye (See invisible targets, ignores most concealment)
Perceive clues (+5 to perception and sense motive, lasts 10 minutes per level)
Wind Wall (shuts down an archer)

chaoseffect |

No one mentioned entangle, which is a great battlefield control spell. You need a fairly decent wisdom to pull it off, though.
Hmm
That's why I didn't mention it. As a Ranger you're going to have bad DCs, so for the most part it is better to avoid such spells IMO. The only reason I suggested Spike Growth at all was because it can potentially force multiple saves repeatedly.

BretI |

Even with bad DCs, entangle works against large numbers of creatures.
Abundant Ammunition should get called out again, for when using special ammunition such as Adamantine or Mithral (works as silver but much more expensive) on your arrows. Can save a huge expense.
Ant Haul is special purpose, but that is OK since you are a prepared caster. If you want to ride your Roc and it doesn't have enough strength yet, this can give it a short term boost.
You have Glide in your spell list now. That means you can train in the Fly skill. Just take it when you don't plan to be doing anything active that day. Might even find it useful assuming you have a decent climb skill to get on top of buildings.