This spell makes your eyes shine blood red and allows you to see the vital areas and weak points of creatures within 30 feet of you as a warm glow.
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.
You summon a set of Small or Medium masterwork restraints into being.
This spell functions as beast shape II, but you may only assume the form of an animal of a type identical to your animal companion or familiar.
Select one teamwork feat you have.
This spell creates a special mystical connection between you and your companion creature-animal companion, bonded mount, eidolon, or familiar-which allows you to transfer its wounds to you.
Functions as shield other, transferring half the damage taken by your companion creature or familiar to you.
Creates a disk of sunlight on one arm, providing light and dealing 1d6 fire damage to melee attackers.
You gain five burning wings that grant a fly speed equal to the number of wings × 10 (average maneuverability) for an initial fly speed of 50 feet.
Creates an electrical arrow that deals 1d8+1/level electricity damage or signals allies.
This spell functions as entangle, except the plants are coated with an irritating sap that creates a painful, itching rash on creatures that touch them.
You are imbued with disease, and any creature you strike with a melee attack must make a Fortitude save or be sickened for 1 minute.
Deals 1d6/2 levels slashing damage (max 5d6) and knocks creatures prone toward area edges.
As message, except the only information you can transmit is that you are a worshiper of the designated deity.
This spell functions as commune with nature except it reveals up to three details about the territory you currently occupy from the following list - bodies of water, features, minerals, or plants.
Wave boosts creature's speed.
Creates a magic booby trap.
You create an area of healing mud.
The target of this spell causes several conditions that he suffers from to be lessened in severity one step.
This spell functions as tongues, except the creature touched gains only the ability to speak and understand a regional human language and the language granted must be one you know.
You can communicate with animals.
You can talk to plants and plant creatures.
You summon a spectral creature in the shape of the Tiny or smaller animal of your choice, which always appears in your square.
Creatures in area take 1d4 damage, may be slowed.
You can cast this spell only as a response to a target attempting a saving throw against an effect that would cause the fatigued, shaken, sickened, or staggered conditions.