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

The target of this spell causes several conditions that he suffers from to be lessened in severity one step.

Class Levels:
Druid 2 Witch 2 Cleric 2 Oracle 2 Ranger 3 Paladin 2 Inquisitor 2
Conjuration Creation

You summon a spectral creature in the shape of the Tiny or smaller animal of your choice, which always appears in your square.

Class Levels:
Bard 3 Druid 3 Ranger 3 Shaman 3 Wizard 3 Sorcerer 3
Conjuration Healing

This spell functions as spindrift spritz, except as noted above.

Class Levels:
Druid 4 Cleric 4 Ranger 3 Shaman 4 Paladin 3 Inquisitor 4 Spiritualist 4
Conjuration

You cause a willing plant creature's body to sprout small, puffy mushrooms that remain for 1 round per caster level or until the creature uses them.

Class Levels:
Druid 2 Witch 2 Ranger 3 Shaman 2
Transmutation

The target exudes a strong odor that most predators recognize as the scent of helpless prey.

Class Levels:
Druid 3 Hunter 3 Ranger 3 Shaman 3
Transmutation

Natural attacks damage as two sizes bigger.

Class Levels:
Druid 4 Hunter 3 Ranger 3
Conjuration Summoning

Summons a creature from the 3rd-level nature list (or 1d3 from 2nd-level list).

Class Levels:
Druid 3 Hunter 3 Ranger 3 Shaman 3
Conjuration Summoning

Some people revere more than the deities of distant planes, but also the animals and natural forces of the rugged lands they call home.

Class Levels:
Druid 3 Cleric 3 Ranger 3 Wizard 3 Sorcerer 3 Summoner 3
Illusion Glamer

A touched creature becomes invisible (as per invisibility) as long as it is in direct sunlight (or bright light shed by a daylight spell).

Class Levels:
Bard 3 Skald 3 Hunter 3 Ranger 3 Wizard 3 Sorcerer 3
Conjuration Creation

When this spell is cast on a natural, unworked surface, it creates an extradimensional underground space large enough to comfortably hold two creatures of any size per caster level (maximum 12).

Class Levels:
Druid 3 Ranger 3 Shaman 3
Evocation

This spell functions as symbol of death, except that when triggered, a 30-foot-radius centered on the symbol fills with hurricane-force winds (75 mph).

Class Levels:
Druid 6 Witch 6 Cleric 6 Hunter 3 Oracle 6 Ranger 3 Wizard 6 Arcanist 6 Sorcerer 6 Warpriest 6
Transmutation

You compel the water to push the targets in a direction of your choice.

Class Levels:
Druid 3 Magus 4 Cleric 4 Hunter 3 Ranger 3 Shaman 3 Wizard 4 Sorcerer 4 Occultist 3 Warpriest 4 Bloodrager 4 Spiritualist 3
Transmutation

You compel the wind to push the targets in a direction of your choice.

Class Levels:
Druid 3 Magus 4 Cleric 4 Hunter 3 Ranger 3 Shaman 3 Wizard 4 Sorcerer 4 Occultist 3 Warpriest 4 Bloodrager 4 Spiritualist 3
Transmutation

This spell functions as entangle, except the plants also grow thorns and can fling them up to 15 feet.

Class Levels:
Druid 3 Witch 3 Hunter 3 Ranger 3 Shaman 3
Evocation

This spell functions as thunderstomp, except as noted.

Class Levels:
Druid 3 Magus 3 Hunter 3 Ranger 3 Wizard 3 Sorcerer 3 Bloodrager 3
Transmutation

As tireless pursuit, but affects many targets rather than one.

Class Levels:
Hunter 3 Ranger 3 Inquisitor 4
Transmutation

You become grounded and nearly immovable.

Class Levels:
Magus 3 Cleric 3 Ranger 3 Paladin 3 Bloodrager 3 Antipaladin 3
Transmutation

The target creature's blood becomes poisonous.

Class Levels:
Druid 3 Magus 3 Witch 3 Cleric 3 Ranger 3 Wizard 3 Sorcerer 3 Summoner 3 Alchemist 3 Bloodrager 3 Investigator 3
Transmutation

You look exactly like a tree for 1 hour/level.

Class Levels:
Druid 2 Hunter 2 Ranger 3 Shaman 2
Conjuration Healing

This functions as life current except you infuse the current with negative energy, so it heals undead and harms living creatures.

Class Levels:
Druid 3 Cleric 3 Hunter 3 Oracle 3 Ranger 3 Shaman 3 Warpriest 3 Antipaladin 3
Necromancy

Arrow or bolt poisons target.

Class Levels:
Hunter 3 Ranger 3
Transmutation

When you cast vex giant, your senses and reflexes become particularly honed against a single target within 60 feet, provided the target is at least one size category larger than you.

Class Levels:
Ranger 3
Abjuration

While the target of this spell is asleep, she retains some of her normal powers of perception.

Class Levels:
Bard 4 Skald 4 Witch 4 Hunter 3 Medium 3 Ranger 3 Shaman 4 Paladin 3 Psychic 4 Mesmerist 4 Occultist 3 Antipaladin 3
Conjuration Creation

Conjures a 5-ft. seawater wall with currents that sweep swimmers away and deflect projectiles.

Class Levels:
Druid 4 Magus 4 Ranger 3 Shaman 4 Wizard 4 Sorcerer 4
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