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.

Divination

Gain +10 on a monster Knowledge check.

Class Levels:
Cleric 1 Hunter 1 Oracle 1 Ranger 1 Paladin 1 Warpriest 1 Inquisitor 1
Abjuration

You wrap the target in a mantle of summery air, within which the ambient temperature never falls below 70 degrees Fahrenheit.

Class Levels:
Bard 2 Ranger 2
Divination

In a flash of recognition, you learn about the geography of your surroundings within a radius of 1 mile per 2 caster levels (minimum 1 mile).

Class Levels:
Bard 2 Druid 2 Witch 2 Cleric 2 Ranger 2
Evocation

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

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

Melee weapons damage as if one size bigger.

Class Levels:
Hunter 1 Ranger 1
Conjuration Creation

You enclose the target in a thin sheath of lead.

Class Levels:
Druid 2 Witch 2 Cleric 2 Ranger 2 Wizard 2 Sorcerer 2 Alchemist 3
Transmutation

Target makes an Escape Artist check as an immediate action and gains a bonus on it.

Class Levels:
Bard 1 Druid 1 Skald 1 Cleric 1 Hunter 1 Medium 1 Oracle 1 Ranger 1 Wizard 1 Paladin 1 Psychic 1 Arcanist 1 Sorcerer 1 Warpriest 1
Necromancy

Drain life from local vegetation to launch a blast of positive energy.

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

Protects creatures from sustained environmental effects.

Class Levels:
Druid 4 Cleric 5 Hunter 3 Oracle 5 Ranger 3 Wizard 5 Psychic 5 Arcanist 5 Sorcerer 5 Warpriest 5
Conjuration Healing

You infuse the current with positive energy.

Class Levels:
Druid 3 Cleric 3 Hunter 3 Oracle 3 Ranger 3 Shaman 3 Paladin 3 Warpriest 3
Transmutation

You gain a +20 foot bonus to your base speed when charging and a +2 bonus on combat maneuver checks made to bull rush or overrun.

Class Levels:
Magus 1 Hunter 1 Ranger 1 Paladin 1 Alchemist 1 Inquisitor 1 Antipaladin 1 Investigator 1
Divination

When this spell is active, you feel a mental pull in the direction of any active or operable portal leading to another plane within range of the spell.

Class Levels:
Bard 2 Druid 2 Witch 2 Cleric 2 Ranger 1 Shaman 2 Wizard 2 Psychic 2 Sorcerer 2 Summoner 2
Divination

You roll damage twice when you roll damage for a critical hit and take the best damage.

Class Levels:
Magus 3 Witch 3 Hunter 2 Ranger 2 Wizard 3 Psychic 3 Arcanist 3 Sorcerer 3 Bloodrager 3 Inquisitor 3
Transmutation

Gives creature grab ability with a natural attack.

Class Levels:
Druid 2 Hunter 2 Ranger 2
Transmutation

Grants a +10-foot bonus to the range increment for any ranged weapon fired.

Class Levels:
Magus 1 Hunter 1 Ranger 1 Wizard 1 Paladin 1 Psychic 1 Arcanist 1 Sorcerer 1 Alchemist 1 Inquisitor 1 Antipaladin 1 Investigator 1
Transmutation

Your base speed increases by 10 ft.

Class Levels:
Druid 1 Hunter 1 Ranger 1
Transmutation

+20 ft. enhancement bonus to base land speed and +10 ft. to other movement modes.

Class Levels:
Druid 3 Hunter 3 Ranger 3
Illusion Glamer

The target or targets of this spell can obscure their tracks when fleeing from a pursuer.

Class Levels:
Ranger 1 Wizard 1 Sorcerer 1 Antipaladin 2
Transmutation

One natural weapon of subject creature gets +1 on attack and damage rolls.

Class Levels:
Druid 1 Hunter 1 Ranger 1 Summoner 1
Transmutation

One natural weapon gets + 1/four levels (max. +5).

Class Levels:
Druid 3 Hunter 3 Ranger 3 Summoner 3
Enchantment Compulsion

You strip the targets of their senses of direction and recent memories of travel.

Class Levels:
Bard 2 Druid 2 Ranger 1
Transmutation

The target gains a +1 bonus on attack and damage rolls if it and its opponent are touching water.

Class Levels:
Druid 1 Witch 1 Cleric 1 Hunter 1 Oracle 1 Ranger 1 Wizard 1 Arcanist 1 Sorcerer 1 Warpriest 1 Bloodrager 1
Divination

You compare two similar items and know if they are identical to one another or not.

Class Levels:
Bard 3 Skald 3 Witch 4 Hunter 3 Ranger 3 Wizard 4 Sorcerer 4 Occultist 3 Inquisitor 3
Illusion Figment

You create an image of a pool of water, a group of standing stones, a cove, an island, or another simple land formation over a stretch of flat land or water.

Class Levels:
Bard 3 Druid 3 Skald 3 Hunter 3 Ranger 3 Psychic 3 Mesmerist 3 Occultist 3
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