This spell functions as spindrift spritz, except as noted above.
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 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.
You instantly stabilize the target's pressure, causing it to adjust to its current pressure all at once.
You can observe the night sky and all of its celestial bodies as if it were a clear night, regardless of weather conditions that would otherwise block your view.
The target exudes a strong odor that most predators recognize as the scent of helpless prey.
2d6 damage to all creatures in area.
The subject gains the rock throwing and rock catching abilities.
Natural attacks damage as two sizes bigger.
The target's wings grow more powerful, causing its fly speed to increase by +10 feet and its maneuverability to improve by one category (to a maximum of good).
You cause a large tree to grow in the 5-foot square you touch.
This spell can affect any creatures with which you interacted in the last 24 hours.
You summon 1d4+1 giant eagles to serve as you designate.
Summons 1d3 Tiny animals from the summon nature's ally list to fight for you.
Summons an animal or nature creature from the 1st-level list to fight for you.
Summons a creature from the 2nd-level nature list (or 1d3 from 1st-level list).
Summons a creature from the 3rd-level nature list (or 1d3 from 2nd-level list).
Summons a creature from the 4th-level nature list (or 1d3 from 3rd-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.
Weapon touched bursts into flames.
A touched creature becomes invisible (as per invisibility) as long as it is in direct sunlight (or bright light shed by a daylight spell).
You touch your boots, shoes, or other footwear and imbue them with the ability to find purchase on even the most treacherous ground.
The affected creatures immediately--though temporarily--stop drowning and cannot suffocate or drown while this spell is in effect.
Glands along your neck, back, or wrists swell and exude a viscous injury poison (save Fort DC 14; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save).
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).