Library / Spells / Ranger Spells

Ranger Level 1 Spells

A ranger gains the ability to cast a small number of divine spells drawn from the ranger spell list. Learn more about the Ranger class.

Transmutation

You cause the target rope to shrink and reshape itself into an arrow, bolt, or similar piece of ammunition, which you can shoot at any Medium or larger object.

Class Levels:
Hunter 1 Ranger 1 Wizard 1 Sorcerer 1 Inquisitor 1
Divination

You enter a heightened state of awareness that allows you to notice more about your surroundings and recall information effortlessly.

Class Levels:
Bard 1 Druid 1 Skald 1 Hunter 1 Medium 1 Ranger 1 Shaman 1 Wizard 1 Psychic 1 Sorcerer 1 Alchemist 1 Mesmerist 1 Inquisitor 1 Investigator 1
Transmutation

You spend 1 hour in quiet meditation, holding the focus component in both hands and walking around a natural area.

Class Levels:
Druid 1 Witch 1 Cleric 1 Hunter 1 Ranger 1 Shaman 1 Warpriest 1
Abjuration

Animals can't perceive one subject/level.

Class Levels:
Druid 1 Hunter 1 Ranger 1 Shaman 1
Transmutation

Upon casting this spell, a light or one-handed melee weapon in your hand melds with your flesh, accompanied by a disgusting sucking sound.

Class Levels:
Magus 1 Ranger 1 Wizard 1 Sorcerer 1 Bloodrager 1 Inquisitor 1 Antipaladin 1
Transmutation

This spell disrupts the method a target uses for movement.

Class Levels:
Bard 1 Magus 1 Ranger 1 Wizard 1 Sorcerer 1 Mesmerist 1 Bloodrager 1 Inquisitor 1
Transmutation

All melee and natural attacks from the target deal damage as if the target were one size category smaller than it actually is.

Class Levels:
Magus 2 Witch 3 Ranger 1 Shaman 3 Wizard 3 Sorcerer 3
Evocation

Create three notes heard miles away.

Class Levels:
Bard 1 Skald 1 Hunter 1 Ranger 1 Paladin 1 Inquisitor 1
Necromancy

Treat enemies as favored for 1 round/level.

Class Levels:
Hunter 1 Ranger 1
Transmutation

Choose one creature type (and subtype, if applicable) from the ranger's favored enemy list.

Class Levels:
Druid 2 Magus 2 Hunter 1 Ranger 1 Shaman 2 Paladin 1 Occultist 2 Bloodrager 2 Inquisitor 2 Antipaladin 1
Illusion Glamer

For the duration of this spell, you may ignore any divine focus components of your spells, allowing you to cast such spells without holding or revealing your holy or unholy symbol.

Class Levels:
Druid 2 Cleric 2 Ranger 1 Paladin 1 Inquisitor 2 Antipaladin 1
Conjuration Healing

Bleed effects on the target immediately end when this spell is cast, and no blood flows out when the target is damaged by a slashing or piercing weapon.

Class Levels:
Bard 1 Druid 1 Witch 1 Cleric 1 Ranger 1 Shaman 1 Paladin 1 Alchemist 1 Inquisitor 1
Abjuration

This spell functions as alarm, except it is triggered only by invisible creatures entering or leaving the warded area.

Class Levels:
Bard 1 Skald 1 Hunter 1 Ranger 1 Wizard 1 Psychic 1 Sorcerer 1 Alchemist 1 Inquisitor 1 Investigator 1
Transmutation

Causes a brushy beard of stiff iron to erupt from the face of a willing target.

Class Levels:
Magus 1 Cleric 1 Hunter 1 Oracle 1 Ranger 1 Paladin 1 Warpriest 1 Antipaladin 1
Transmutation

Subject gets bonus on Acrobatics checks.

Class Levels:
Druid 1 Magus 1 Hunter 1 Ranger 1 Wizard 1 Psychic 1 Arcanist 1 Sorcerer 1 Summoner 1 Alchemist 1 Bloodrager 1 Investigator 1
Transmutation

Subject gains +2 Perception, low-light vision.

Class Levels:
Druid 1 Hunter 1 Ranger 1 Alchemist 1 Investigator 1
Enchantment

This spell enables the subjects to stand watch or keep vigil throughout the night without any ill effects.

Class Levels:
Magus 1 Ranger 1 Wizard 1 Paladin 1 Sorcerer 1 Inquisitor 1
Divination

Gain +10 on a monster Knowledge check.

Class Levels:
Cleric 1 Hunter 1 Oracle 1 Ranger 1 Paladin 1 Warpriest 1 Inquisitor 1
Transmutation

Melee weapons damage as if one size bigger.

Class Levels:
Hunter 1 Ranger 1
Transmutation

Target makes an Escape Artist check as an immediate action and gains a bonus on it.

Class Levels:
Bard 1 Druid 1 Skald 1 Cleric 1 Hunter 1 Medium 1 Oracle 1 Ranger 1 Wizard 1 Paladin 1 Psychic 1 Arcanist 1 Sorcerer 1 Warpriest 1
Transmutation

You gain a +20 foot bonus to your base speed when charging and a +2 bonus on combat maneuver checks made to bull rush or overrun.

Class Levels:
Magus 1 Hunter 1 Ranger 1 Paladin 1 Alchemist 1 Inquisitor 1 Antipaladin 1 Investigator 1
Divination

When this spell is active, you feel a mental pull in the direction of any active or operable portal leading to another plane within range of the spell.

Class Levels:
Bard 2 Druid 2 Witch 2 Cleric 2 Ranger 1 Shaman 2 Wizard 2 Psychic 2 Sorcerer 2 Summoner 2
Transmutation

Grants a +10-foot bonus to the range increment for any ranged weapon fired.

Class Levels:
Magus 1 Hunter 1 Ranger 1 Wizard 1 Paladin 1 Psychic 1 Arcanist 1 Sorcerer 1 Alchemist 1 Inquisitor 1 Antipaladin 1 Investigator 1
Transmutation

Your base speed increases by 10 ft.

Class Levels:
Druid 1 Hunter 1 Ranger 1
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