The target of this spell causes several conditions that he suffers from to be lessened in severity one step.
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 summon a spectral creature in the shape of the Tiny or smaller animal of your choice, which always appears in your square.
This spell functions as spindrift spritz, except as noted above.
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.
The target exudes a strong odor that most predators recognize as the scent of helpless prey.
Natural attacks damage as two sizes bigger.
Summons a creature from the 3rd-level nature list (or 1d3 from 2nd-level list).
Some people revere more than the deities of distant planes, but also the animals and natural forces of the rugged lands they call home.
A touched creature becomes invisible (as per invisibility) as long as it is in direct sunlight (or bright light shed by a daylight spell).
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).
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).
You compel the water to push the targets in a direction of your choice.
You compel the wind to push the targets in a direction of your choice.
This spell functions as entangle, except the plants also grow thorns and can fling them up to 15 feet.
This spell functions as thunderstomp, except as noted.
As tireless pursuit, but affects many targets rather than one.
You become grounded and nearly immovable.
The target creature's blood becomes poisonous.
You look exactly like a tree for 1 hour/level.
This functions as life current except you infuse the current with negative energy, so it heals undead and harms living creatures.
Arrow or bolt poisons target.
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.
While the target of this spell is asleep, she retains some of her normal powers of perception.
Conjures a 5-ft. seawater wall with currents that sweep swimmers away and deflect projectiles.