As resist energy, but you may divide the duration among creatures touched.
Ranger 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.
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).
Grants a weapon the returning special weapon quality.
As returning weapon, but you may divide the duration among weapons touched.
You can focus upon a single point within line of sight and discern if the terrain or geographic features of that point are illusory.
Imbues a projectile weapon to give its ammunition the ability to ricochet.
You conjure a cylinder of calm water on an area of solid ground or on top of a body of water.
You energize your body's immune system, improving your ability to resist toxins and ailments.
You can view events transpiring along a natural watercourse you touch.
A 15-foot-long lash of crumbling crystal and earth emerges from the palm of your hand.
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.
Projects a 5-ft. terrain map showing troop positions and movements within 1,000 feet.
Your teeth extend and sharpen, transforming your mouth into a maw of razor-sharp fangs.
When the target is affected by this spell, its scales grow jagged spikes.
This spell functions like scale spikes , except that the spikes growing out of the scales have an enhancement bonus on attack and damage rolls equal to +1 for every 4 caster levels (maximum +5).
Your animal companion moves with astonishing agility and speed until the end of its turn.
Your cape, cloak, or shawl stiffens and maintains its shape even if removed.
Adapts a horse or camel for water, granting swim speed 30 ft. and underwater breathing.
Grants your mount a swim speed equal to its land speed and underwater breathing.
You can cast this spell only when you have fewer than one-quarter of your total hit points.
You gain the ability to see through solid rock as if it were transparent glass.
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.