Library / Spells / Ranger Spells

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.

Transmutation

You gain mastery over the element matching the elemental essence in your blood (fire for ifrits, earth for oreads, air for sylphs, and water for undines).

Class Levels:
Druid 4 Magus 4 Ranger 4 Wizard 4 Sorcerer 4 Bloodrager 4
Abjuration

Exist comfortably in hot or cold regions.

Class Levels:
Adept 1 Druid 1 Cleric 1 Hunter 1 Oracle 1 Ranger 1 Shaman 1 Wizard 1 Paladin 1 Psychic 1 Arcanist 1 Sorcerer 1 Summoner 1 Alchemist 1 Warpriest 1 Bloodrager 1 Investigator 1 Spiritualist 1
Abjuration

As endure elements, but you may divide the duration among creatures touched.

Class Levels:
Druid 2 Cleric 2 Hunter 2 Oracle 2 Ranger 2 Wizard 2 Paladin 2 Arcanist 2 Sorcerer 2 Alchemist 3 Warpriest 2 Investigator 3
Divination

You forge a mental bond between yourself and the other targets, each of which must have an Intelligence score of 3 or higher.

Class Levels:
Hunter 2 Ranger 2
Abjuration

Ward yourself against thought detection and memory alteration.

Class Levels:
Bard 2 Skald 2 Witch 2 Hunter 3 Medium 2 Ranger 3 Shaman 2 Psychic 2 Alchemist 2 Mesmerist 2 Inquisitor 2 Investigator 2
Transmutation

Plants entangle everyone in 40-ft. radius.

Class Levels:
Druid 1 Hunter 1 Ranger 1 Shaman 1
Conjuration Calling

This spell functions as lesser planar ally, except that you entice a fey of 6 HD or fewer to lend you its aid with an offering of music or something else it finds appealing.

Class Levels:
Bard 4 Druid 5 Skald 4 Hunter 4 Medium 3 Ranger 4 Shaman 5
Abjuration

You place a ward on an area that notifies you when a creature exits it.

Class Levels:
Bard 2 Skald 2 Hunter 2 Ranger 2 Wizard 2 Psychic 2 Arcanist 2 Sorcerer 2 Summoner 2 Occultist 2 Inquisitor 2 Spiritualist 2
Abjuration

This ward grants you extra maneuverability when you avoid attacks against larger foes.

Class Levels:
Bard 2 Magus 2 Skald 2 Hunter 2 Ranger 2 Wizard 2 Arcanist 2 Sorcerer 2 Inquisitor 2
Evocation

The target's buoyancy becomes and stays swiftly rising, regardless of how dense the target and its gear are.

Class Levels:
Bard 2 Druid 2 Skald 2 Hunter 2 Medium 2 Ranger 2 Shaman 2 Psychic 2 Alchemist 2 Occultist 2 Warpriest 2 Investigator 2
Transmutation

Subject ignores adverse movement effects in difficult terrain.

Class Levels:
Bard 1 Druid 1 Skald 1 Hunter 1 Ranger 1 Psychic 1
Transmutation

As feather step, but affects many targets rather than one.

Class Levels:
Bard 3 Druid 3 Skald 3 Hunter 3 Ranger 3 Psychic 3
Transmutation

Wind walls selectively block attacks.

Class Levels:
Druid 5 Cleric 5 Hunter 3 Oracle 5 Ranger 3 Wizard 5 Arcanist 5 Sorcerer 5 Warpriest 5 Spiritualist 5
Divination

You can sense whether a particular creature is within 20 miles of your location.

Class Levels:
Hunter 4 Ranger 4 Inquisitor 4
Conjuration Creation

This spell assembles a sturdy raft and oars from driftwood, reeds, and other river detritus.

Class Levels:
Druid 2 Cleric 2 Ranger 1 Summoner 1
Abjuration

Plants in a forested area become helpful instead of hindering you and your allies.

Class Levels:
Druid 2 Hunter 2 Ranger 2
Divination Scrying

You can sense the location of a target creature within range if it is also within 10 feet of a living plant or fungus.

Class Levels:
Druid 4 Hunter 3 Ranger 3 Shaman 4
Abjuration

The target can move and attack underwater normally without the usual penalties involved with underwater combat, as if under the effects of freedom of movement.

Class Levels:
Bard 3 Druid 3 Skald 3 Cleric 3 Hunter 3 Medium 3 Oracle 3 Ranger 3 Psychic 3 Alchemist 3 Mesmerist 3 Occultist 3 Warpriest 3 Inquisitor 3 Investigator 3 Spiritualist 3
Abjuration

Subject moves normally despite impediments to movement.

Class Levels:
Bard 4 Druid 4 Skald 4 Cleric 4 Hunter 4 Medium 4 Oracle 4 Ranger 4 Psychic 4 Alchemist 4 Mesmerist 4 Warpriest 4 Inquisitor 4 Investigator 4 Spiritualist 4
Necromancy Haunted

You harness fear of frozen environments into a haunt that withers defenses against the cold.

Class Levels:
Druid 4 Witch 4 Cleric 4 Ranger 3 Shaman 4 Wizard 4 Sorcerer 4
Transmutation

You cast this spell as you draw out a consumable alchemical item to use.

Class Levels:
Bard 2 Druid 2 Ranger 3 Wizard 2 Sorcerer 2 Alchemist 2 Occultist 3 Inquisitor 3
Conjuration Creation

Vividly colored poisonous mushrooms instantly spring into existence in squares you select.

Class Levels:
Druid 2 Witch 2 Ranger 2 Wizard 2 Sorcerer 2 Summoner 2
Illusion Figment

You create a written message of 50 words or fewer, or else an image, a drawing, or a similar diagram.

Class Levels:
Bard 3 Skald 3 Hunter 3 Medium 3 Ranger 3 Wizard 4 Arcanist 4 Sorcerer 4 Occultist 3
Transmutation

You take no falling damage and move 60 ft./round while falling.

Class Levels:
Druid 2 Witch 2 Hunter 1 Ranger 1 Shaman 2 Wizard 2 Psychic 2 Arcanist 2 Sorcerer 2 Summoner 2 Elementalist Wizard 2
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