Library / Spells / Ranger Spells

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.

Conjuration Healing

Cures 2d8 damage +1/level (max. +10).

Class Levels:
Bard 2 Adept 2 Druid 3 Skald 2 Witch 2 Cleric 2 Hunter 3 Oracle 2 Ranger 3 Shaman 2 Paladin 3 Alchemist 2 Warpriest 2 Inquisitor 2 Investigator 2 Spiritualist 2
Transmutation

See 60 ft. in total darkness.

Class Levels:
Hunter 3 Ranger 3 Wizard 2 Psychic 2 Arcanist 2 Sorcerer 2 Alchemist 2 Antipaladin 2 Investigator 2
Conjuration Healing

As delay poison, but you may divide the duration among creatures touched.

Class Levels:
Bard 3 Druid 3 Skald 3 Witch 3 Cleric 3 Hunter 3 Oracle 3 Ranger 3 Paladin 3 Alchemist 3 Warpriest 3 Inquisitor 3 Investigator 3
Transmutation

Reduces size or blights growth of normal plants.

Class Levels:
Druid 3 Hunter 3 Ranger 3
Transmutation

Drains 1 dose of venom from a poisonous creature and magically coats your weapon.

Class Levels:
Druid 3 Witch 3 Cleric 3 Ranger 3 Alchemist 3 Antipaladin 3
Abjuration

Ward yourself against thought detection and memory alteration.

Class Levels:
Bard 2 Skald 2 Witch 2 Hunter 3 Medium 2 Ranger 3 Shaman 2 Psychic 2 Alchemist 2 Mesmerist 2 Inquisitor 2 Investigator 2
Transmutation

As feather step, but affects many targets rather than one.

Class Levels:
Bard 3 Druid 3 Skald 3 Hunter 3 Ranger 3 Psychic 3
Transmutation

Wind walls selectively block attacks.

Class Levels:
Druid 5 Cleric 5 Hunter 3 Oracle 5 Ranger 3 Wizard 5 Arcanist 5 Sorcerer 5 Warpriest 5 Spiritualist 5
Divination Scrying

You can sense the location of a target creature within range if it is also within 10 feet of a living plant or fungus.

Class Levels:
Druid 4 Hunter 3 Ranger 3 Shaman 4
Abjuration

The target can move and attack underwater normally without the usual penalties involved with underwater combat, as if under the effects of freedom of movement.

Class Levels:
Bard 3 Druid 3 Skald 3 Cleric 3 Hunter 3 Medium 3 Oracle 3 Ranger 3 Psychic 3 Alchemist 3 Mesmerist 3 Occultist 3 Warpriest 3 Inquisitor 3 Investigator 3 Spiritualist 3
Necromancy Haunted

You harness fear of frozen environments into a haunt that withers defenses against the cold.

Class Levels:
Druid 4 Witch 4 Cleric 4 Ranger 3 Shaman 4 Wizard 4 Sorcerer 4
Transmutation

You cast this spell as you draw out a consumable alchemical item to use.

Class Levels:
Bard 2 Druid 2 Ranger 3 Wizard 2 Sorcerer 2 Alchemist 2 Occultist 3 Inquisitor 3
Illusion Figment

You create a written message of 50 words or fewer, or else an image, a drawing, or a similar diagram.

Class Levels:
Bard 3 Skald 3 Hunter 3 Medium 3 Ranger 3 Wizard 4 Arcanist 4 Sorcerer 4 Occultist 3
Conjuration Summoning

You summon a wasp swarm that builds a 10-foot-by-10-foot nest in the place you designate--typically under the eaves of a house, amid the rafters of a tavern, or in another obscured place.

Class Levels:
Druid 3 Ranger 3 Wizard 3 Psychic 3 Sorcerer 3
Divination

You summon one or more glossy black beetles, which have a measure of intelligence and make for excellent spies.

Class Levels:
Druid 3 Witch 4 Hunter 3 Ranger 3 Wizard 4 Sorcerer 4 Summoner 3
Enchantment

Target is treated as a favored enemy type of your choice.

Class Levels:
Hunter 3 Ranger 3
Illusion Figment

You create an illusory duplicate of the target item.

Class Levels:
Bard 3 Magus 4 Skald 3 Hunter 3 Ranger 3 Wizard 4 Sorcerer 4 Mesmerist 3 Occultist 3 Inquisitor 3
Transmutation Polymorph

You gain some of the appearance and qualities of the ja noi, oni who take hobgoblin form.

Class Levels:
Druid 3 Magus 3 Ranger 3 Wizard 3 Sorcerer 3 Alchemist 3 Bloodrager 3
Necromancy

Drain life from local vegetation to launch a blast of positive energy.

Class Levels:
Druid 4 Hunter 3 Ranger 3 Shaman 4
Abjuration

Protects creatures from sustained environmental effects.

Class Levels:
Druid 4 Cleric 5 Hunter 3 Oracle 5 Ranger 3 Wizard 5 Psychic 5 Arcanist 5 Sorcerer 5 Warpriest 5
Conjuration Healing

You infuse the current with positive energy.

Class Levels:
Druid 3 Cleric 3 Hunter 3 Oracle 3 Ranger 3 Shaman 3 Paladin 3 Warpriest 3
Transmutation

+20 ft. enhancement bonus to base land speed and +10 ft. to other movement modes.

Class Levels:
Druid 3 Hunter 3 Ranger 3
Transmutation

One natural weapon gets + 1/four levels (max. +5).

Class Levels:
Druid 3 Hunter 3 Ranger 3 Summoner 3
Divination

You compare two similar items and know if they are identical to one another or not.

Class Levels:
Bard 3 Skald 3 Witch 4 Hunter 3 Ranger 3 Wizard 4 Sorcerer 4 Occultist 3 Inquisitor 3
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