Treat enemies as favored for 1 round/level.
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.
Inquisitors and rangers alike learned long ago that knowledge of an enemy grants power over that enemy.
Choose one creature type (and subtype, if applicable) from the ranger's favored enemy list.
You create a blast of intense cold, coating all solid surfaces in the area with a thin coating of ice.
The target takes on the form of a half-elf from the surface world.
Improves a trap with one specific element of the trap chosen at the time of casting.
This spell creates an area of stabilizing magical energy that emanates from you.
For the duration of this spell, you may ignore any divine focus components of your spells, allowing you to cast such spells without holding or revealing your holy or unholy symbol.
This spell summons one or more vermin to investigate a single location or building you can see.
You summon one or more glossy black beetles, which have a measure of intelligence and make for excellent spies.
You can heal a creature, harm an undead creature, or call upon a very recently dead creature to fight beyond death's reach.
Bleed effects on the target immediately end when this spell is cast, and no blood flows out when the target is damaged by a slashing or piercing weapon.
Target is treated as a favored enemy type of your choice.
You create an illusory duplicate of the target item.
This spell functions as alarm, except it is triggered only by invisible creatures entering or leaving the warded area.
By holding aloft a holy symbol and calling your deity's name, you take on an aspect of that divinity.
This spell creates a 1-foot-long spike of cold iron that you fling at your target as a ranged touch attack.
Causes a brushy beard of stiff iron to erupt from the face of a willing target.
Your skin hardens and takes on the color and texture of rough iron.
You gain some of the appearance and qualities of the ja noi, oni who take hobgoblin form.
Subject gets bonus on Acrobatics checks.
You merge your mind into the jungle's social hierarchy, mystically establishing yourself as a master of wild beasts and an apex predator.
Subject gains +2 Perception, low-light vision.
This spell enables the subjects to stand watch or keep vigil throughout the night without any ill effects.