Absorbs 12 points/level of damage from one kind of energy.
Ranger Level 2 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.
Upon casting this spell, select one type of natural attack from the following: bite, claw, gore, hoof, pincers, slam, sting, swarm, tail slap, talon, tentacle, or wing.
Protects from attacks of opportunity.
Use change shape as a swift action and surprise foes.
Those under the effects of this spell become faster in the use of thrown weapons.
You can cast this spell only if it is the first action you take on your turn.
Loads a single shot into your weapon every round.
This spell allows you to reconstruct past events that occurred in your current location based on the tracks and other signs left behind.
A cloak you are wearing transforms into a canvas tent large enough to hold four Medium creatures, firmly pitched in a flat area adjacent to you (if there is no such area, this spell simply fails).
As returning weapon, but you may divide the duration among weapons touched.
Imbues a projectile weapon to give its ammunition the ability to ricochet.
You can view events transpiring along a natural watercourse you touch.
You cause the target rope to grow in length and weave itself into one of several forms, each of which can support up to (min(3000,(CASTERLEVEL*200)+1000)) pounds.
When the target is affected by this spell, its scales grow jagged spikes.
Your animal companion moves with astonishing agility and speed until the end of its turn.
Grants your mount a swim speed equal to its land speed and underwater breathing.
You summon one or more wafting seeds, which have a measure of intelligence and make for excellent spies.
This spell functions as alarm, except that you can tweak the spell to be more discerning in what types of creatures or objects trigger the alarm.
Perceive nearby creatures that are experiencing fear.
This spell makes your eyes shine blood red and allows you to see the vital areas and weak points of creatures within 30 feet of you as a warm glow.
You summon a set of Small or Medium masterwork restraints into being.
Select one teamwork feat you have.
This spell creates a special mystical connection between you and your companion creature-animal companion, bonded mount, eidolon, or familiar-which allows you to transfer its wounds to you.
This spell functions as entangle, except the plants are coated with an irritating sap that creates a painful, itching rash on creatures that touch them.