Ranger spells sharpen the hunt, aid travel through the wild, and let a hunter work with beasts and terrain. Wisdom is the Ranger’s primary spellcasting ability. Spell save DCs follow the shared spell rules.
A close-fitting veil of spectral thorns surrounds you. The first time a creature within 5 feet hits you with a melee attack before the spell ends, it takes 2d6 piercing damage plus 1d6 per 4 caster levels (Dexterity save for half). The spell then ends.
The next ranged weapon attack you make before the spell ends is wrapped in a hush of force. On a hit, it deals an additional 2d6 magic damage plus 1d6 for every 4 caster levels after 3rd, and the attack’s sound is muted; the target and impact make no audible noise beyond 10 feet until the start of your next turn. This spell does not remove other signs of the attack.
Thorns erupt across a 20-foot-radius area of ground you can see. A creature that enters the area for the first time on a turn or starts its turn there takes 4d6 piercing damage (Dexterity save for half). The area is difficult terrain. The thorns do not harm you or creatures you designate when casting the spell.