You cause the air in the area to ripple where creatures have flown through it up to %1 days ago.
Ranger Level 3 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.
You compel a single animal to travel to a spot you designate and deliver a message to a creature you identify.
As animal aspect, but you gain two animal qualities.
Send or receive a Tiny or smaller animal via teleportation.
This spell functions as ally across time as noted above with two exceptions.
+2 AC against attacks of opportunity and increases speed.
You are transformed into a single-minded force of destruction.
This spell is available to followers of the Horseman of War.
This spell creates an invisible magic field that does not stop weapons (whether manufactured or natural) from moving toward you, but impedes their motion when they are retracted.
When you cast blast barrier, you cause a rippling wall of loose earth, mud, snow, sand, or gravel to spring up in a designated space within the spell's range.
Compel adjacent animal companion or familiar to take an incoming attack or spell in your place.
1 ally/level gains darkvision and a +2 Stealth bonus.
Whenever this spell's target hits a creature with a ranged weapon that successfully deals piercing or slashing damage, the struck creature takes 1 point of bleed damage.
Gives creature the ability to deal bleed damage with natural attacks.
This spell functions as per entangle, except it sets the foliage on fire.
Target gains a burrow speed of 15.
You gain increased speed, and your movement ignores attacks of opportunity and allows you to move through the space of creatures larger than you are.
This spell functions as chameleon stride (Pathfinder RPG Advanced Player's Guide 210), except it confers its bonuses upon all allies within 10 feet of you at the time the spell is cast.
You channel your magical power to fuel the target's spellcasting.
Creates a screen of wind around you.
Cold iron shackles materialize around the target's limbs, reducing each of the target's movement speeds by half.
Sway the actions of plant creatures.
You can talk with your animal companion, and can handle it with supernatural ease.
You create a path of handholds on earthen, plaster, stone, or wooden walls.