Rangers should have more combat and support oriented spells in a way that a player could be tempted to increase a toon's wisdom to have more spell points!
Here is some spells that could be ADAPTED from PnP.
More info at: http://dndtools.eu/classes/ranger/
Curse of Arrow Attraction
( Player's Handbook II)
Transmutation
Level: Ranger 2, Cleric 3, Sorcerer 3, Wizard 3,
Components: V, S, M,
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
You surround a creature in a nimbus of emerald light that seems to draw missiles toward it.
The subject is cursed so that missile weapons veer toward him and strike with extreme force.
The subject takes a -5 penalty to Armor Class against any ranged attack, including projectile weapons, thrown weapons, and ranged touch attacks.
In addition, any critical threats on such attacks are automatically confirmed.
Sniper's Shot
( Complete Adventurer)
Divination
Level: Assassin 1, Ranger 1, Sorcerer 1, Wizard 1,
Components: V, S,
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round
When you cast this spell, you extend and sharpen your perceptions for one devastating ranged attack.
Your next single ranged attack (if it is made before the start of your next turn) can be a sneak attack regardless of the distance between you and your target.
This spell doesn't grant you the ability to make a sneak attack if you don't already have that ability.
Curse of Impending Blades
( Miniatures Handbook)
Necromancy
Level: Bard 2, Ranger 2, Sorcerer 2, Wizard 2,
Components: V, S, M, DF,
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 1 min./level
Saving Throw: None
Spell Resistance: Yes
The subject of the spell has a hard time avoiding attacks, sometimes even seeming to stumble into harm's way.
The subject takes a -2 penalty to AC.
The curse cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell.
Arcane Material Component: A nail through a piece of leather.
Brilliant Energy Arrow
( Champions of Ruin)
Transmutation
Level: Assassin 2, Ranger 2, Justice of Weald and Woe 2,
Components: V, M,
Casting Time: 1 swift action
Range: Touch
Target: One masterwork arrow or bolt
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
This spell is cast upon a masterwork arrow or bolt, transforming its head into brilliant energy that gives off light as a torch (20-foot radius).
A brilliant energy missile ignores nonliving matter.
Armor bonuses to AC (including any enhancement bonuses to that armor) do not count against it because the missile passes through armor.
It deals normal damage and has no effect on constructs, undead, and objects.
The arrow or bolt must be fired during the same round the spell is cast, or the magic dissipates and is lost.
The projectile is destroyed even if it misses its target.
Material Component:Masterwork arrow or bolt.
Arrowsplit
( Champions of Ruin)
Conjuration (Creation)
Level: Assassin 3, Ranger 3, Justice of Weald and Woe 3,
Components: V, M,
Casting Time: 1 swift action
Range: Touch
Target: One masterwork arrow or bolt
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
This spell is cast upon a masterwork arrow or bolt, causing it to split in mid-flight into 1d4+1 identical masterwork arrows or bolts.
All the missiles strike the same target, and you must make a separate attack roll for each missile.
The arrow or bolt must be fired during the same round the spell is cast, or the magic dissipates and is lost.
The projectile is destroyed even if it misses its target.
Material Component:Masterwork arrow or bolt.
Darkflame Arrow
( Champions of Ruin)
Evocation
Level: Assassin 3, Justice of Weald and Woe 3, Ranger 3,
Components: V, M,
Casting Time: 1 swift action
Range: Touch
Target: One masterwork arrow or bolt
Duration: Instantaneous; see text
Saving Throw: None
Spell Resistance: Yes
This spell is cast upon a masterwork arrow or bolt, engulfing its head in black fire.
The arrow deals normal damage and wreaths the target in black flame that deals an extra 2d6 points of damage.
The black flames continue to engulf the victim for 2 more rounds, dealing 2d6 points of damage each subsequent round (at the start of your turn), and they cannot be extinguished (although they can be dispelled).
The arrow or bolt must be fired during the same round the spell is cast, or the magic dissipates and is lost.
Creatures with immunity or resistance to fire take full damage from the black flames.
The projectile is destroyed even if it misses its target.
Material Component:Masterwork arrow or bolt.
Inspired Aim
( Book of Exalted Deeds)
Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]
Level: Cleric 3, Ranger 3, Bard 4, Fey 3,
Components: V,
Casting Time: 1 standard action
Range: 40 ft.
Target: Allies with 40-ft.-radius emanation centered on you
Duration: Concentration
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You inspire allies within the spell's area to focus their minds on hitting their intended targets.
All affected allies gain a +2 insight bonus on all ranged attacks.
Bane Bow
( Complete Divine)
Evocation
Level: Ranger 4,
Components: V, S,
Casting Time: 1 standard action
Range: Touch
Target: Ranged weapon touched
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
This spell allows you to channel divine power into any ranged weapon you choose.
The weapon gains a +5 enhancement bonus on attack and damage rolls, plus the bane quality (+7 enhancement bonus on attack and damage rolls, plus an additional 2d6 points of damage) against foes of a type you specify.
You must choose one of your favored enemy categories as the type that your bane bow is effective against.
The spell is automatically canceled 1 round after the weapon leaves your hand.
You cannot have more than one bane bow at a time.
If this spell is cast on a magic weapon, the powers of the spell supersede any that the weapon normally has, rendering the normal enhancement bonus and powers of the weapon inoperative for the duration of the spell.
This spell is not cumulative with other spells that modify weapons in some way.
This spell does not work on artifacts.
Note: A masterwork weapon's bonus on attack rolls does not stack with a magic enhancement bonus on attacks.
Ammunition fired from a bane bow loses its magic qualities (taking those of the bane bow instead), but it retains its
material qualities for the purpose of overcoming damage reduction.
For example, a bane bow can still shoot silver arrows that bypass the damage reduction of lycanthropes.
Bloodfreeze Arrow
( Champions of Ruin)
Transmutation
Level: Assassin 4, Ranger 4, Justice of Weald and Woe 4,
Components: V, M,
Casting Time: 1 swift action
Range: Touch
Target: One masterwork arrow or bolt
Duration: Instantaneous
Saving Throw: Fortitude partial; see text
Spell Resistance: Yes
This spell is cast upon a masterwork arrow or bolt, transforming its head into blue ice.
In addition to taking normal damage from the missile, the target takes 2d6 points of cold damage and is paralyzed.
A successful Fortitude save negates the paralysis, and the target can make a new save each round (at the start of the caster's turn).
Material Component:Masterwork arrow or bolt.
Doublestrike Arrow
( Champions of Ruin)
Transmutation
Level: Ranger 4, Justice of Weald and Woe 4,
Components: V, S, M,
Casting Time: 1 swift action
Range: Touch
Target: One arrow or bolt
Duration: 1 round
Saving Throw: None
Spell Resistance: No
This spell is cast upon a single arrow or crossbow bolt, enabling it to strike two targets instead of one.
The character firing the arrow selects the two targets, both of which must be within 30 feet of each other, and makes a separate attack roll against each target (using the same attack bonus).
After striking or missing the first target, the arrow swerves and continues on course to the second target.
A doublestrike missile cannot hit the same target twice, and it is destroyed even if it misses its intended targets.
Material Component: Arrow or bolt.
Shadow Arrow
( Champions of Ruin)
Necromancy
Level: Assassin 4, Justice of Weald and Woe 4, Ranger 4,
Components: V, M,
Casting Time: 1 swift action
Range: Touch
Target: One masterwork arrow or bolt
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
This spell is cast upon a masterwork arrow or bolt, transforming it into pure black shadow.
Make a ranged touch attack with the missile instead of a normal ranged attack.
Instead of dealing normal damage, a shadow arrow deals 1d6 points of Strength damage.
The arrow or bolt must be fired during the same round the spell is cast, or the magic dissipates and is lost.
The projectile is destroyed even if it misses its target.
Material Component:Masterwork arrow or bolt.