Inquisitor Spell List

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An “F” or “M” appearing in the Comp. column denotes a focus or material component not normally included in a spell component pouch. Order of Presentation: The spells (or formulae) are listed in alphabetical order by name, except when a spell’s name begins with “lesser,” “greater,” or “mass,” in which case it is alphabetized under the second word of the spell name.

Hit Dice: The term “Hit Dice” is used synonymously with “character levels” for effects that affect a specific number of Hit Dice of creatures.

Caster Level: A spell’s power often depends on caster level, which is defined as the caster’s class level for the purpose of casting a particular spell. The word “level” in the short spell descriptions that follow always refers to caster level.

Creatures and Characters: “Creature” and “character” are used synonymously in the short descriptions.

0-Level Inquisitor Spells (Orisons)

Spell Name Comp. Description
Acid Splash - Make a ranged touch attack with an orb of acid at a target within close range which deals 1d3 acid damage if it hits.
Bleed - Cause a stabilized creature to resume dying.
Brand - Creates permanent brand on target creature.
Create Water - Creates 2 gallons/level of pure water.
Daze - A single humanoid creature with 4 HD or less loses its next action.
Detect Magic - Detects spells and magic items within 60 ft.
Detect Poison - Detects poison in one creature or object.
Disrupt Undead - Make a ranged touch attack with a ray of positive energy. It deals 1d6 damage to one undead target.
Guidance - Gain a +1 competence bonus on one attack roll, saving throw, or skill check within the next minute.
Light - Object shines like a torch.
Read Magic - Read scrolls and spellbooks.
Resistance - Subject gains +1 bonus on saving throws.
Sift - See area as though examining it.
Stabilize - Cause a dying creature to stabilize.
Virtue - Subject gains 1 temporary hp.

1st-Level Inquisitor Spells

Spell Name Comp. Description
Alarm - Wards an area for 2 hours/level.
Animal Purpose Training - Animal gains a new general purpose.
Aspect of the Nightingale - You gain a +2 competence bonus on Perform (sing) checks and a +2 competence bonus on Diplomacy checks. Once per minute, if you are subject to a charm effect that allows a saving throw, you may roll twice and take the more favorable result.
Bane - Enemies take –1 on attack rolls and saves against fear.
Barbed Chains M Hellish chains attack and cause a target to become shaken.
Bed of Iron - One creature touched per level are able to sleep comfortably in medium or heavy armor without suffering from fatigue the following day.
Bestow Planar Infusion I - Grant a target the effects of a planar infusion.
Bless - Allies gain +1 on attack rolls and saves against fear.
Bless Water M Makes holy water.
Bowstaff - A shortbow may double as a club, or a longbow as a quarterstaff.
Brand of Conformity - This spell etches the symbol of a nation, organization, or order on the target, dealing 1 point of damage.
Burst Bonds - 1D6 damage/level (max 5d6) to restraints.
Cause Fear - One creature of 5 HD or less flees for 1d4 rounds.
Command - One subject obeys selected command for 1 round.
Compel Hostility - Compels opponents to attack you instead of your allies.
Comprehend Languages - You understand all spoken and written languages.
Cure Light Wounds - Cures 1d8 damage + 1/level (max +5).
Curse Water M Makes unholy water.
Deadeye’s Lore - Gain +4 sacred bonus on all Survival checks and do not have to move at 1/2 speed while traveling through wilderness or while tracking.
Desperate Weapon - Create an improvised weapon.
Detect Chaos/Evil/Good/Law - Reveals creatures, spells, or objects of selected alignment.
Detect Demon - You sense the presence of a specific kind of evil—that of demons, their servants, and the Abyss. The amount of information revealed depends on how long you study a particular area or subject.
Detect the Faithful - Find others of the same faith.
Detect Undead - Reveals undead within 60 ft.
Disguise Self - Changes your appearance.
Divine Favor - You gain +1 per three levels on attack and damage rolls.
Doom - One subject takes –2 on attack rolls, damage rolls, saves, and checks.
Ear-Piercing Scream - Deal sonic damage and daze target.
Expeditious Retreat - Your base speed increases by 30 ft.
Fabricate Disguise - Create a disguise in an instant.
Forbid Action - Target obeys command to not do something.
Forced Quiet - Target cannot make loud noises.
Guardian Armor - Teleport armor you are wearing off of you and onto an ally within range.
Handy Grapnel - Transform a ropelike object into a retracting grapple.
Haze of Dreams - Target moves at 1/2 speed.
Hedging Weapons - Floating weapons protect you and make ranged attacks.
Heightened Awareness - Your recall and ability to process information improve.
Hex Ward - Target gains +4 on saves against witch hexes.
Hidden Diplomacy - Attempt a Intimidate check to make a target act friendly toward you but not remember why after the spell ends.
Hide from Undead - Undead can’t perceive one subject/level.
Horn of Pursuit - Create three notes heard miles away.
Inflict Light Wounds - Touch deals 1d8 damage +1/level (max +5).
Interrogation - Target answers questions or suffers pain.
Invisibility Alarm - As alarm, but reacting only to invisible creatures.
Itching Curse - Curse target with a distracting, unbearable itch.
Keep Watch - 1 Creature touched/2 levels gains benefits of resting even if haven’t rested (see text).
Know the Enemy - Gain +10 on a monster Knowledge check.
Lend Judgment - Ally gains the benefit of one judgment.
Linebreaker - Gain +20 foot bonus to speed when charging and a +2 bonus to bull rush or overrun.
Litany of Sloth - Single target cannot make attacks of opportunity for 1 round.
Litany of Weakness - Single target is fatigued for 1 round.
Lock Gaze - Compels the target to look only at you for the duration of the spell.
Longshot - Grants a +10-foot bonus to the range increment for any ranged weapon fired.
Magic Weapon - Weapon gains +1 bonus.
Nature’s Paths - The target instinctively knows the shortest, easiest, and fastest way through the wilderness.
Open and Shut - Obfuscate whether a door is open or closed.
Peacebond - Locks a weapon in place on the target’s body.
Persuasive Goad - Target takes 1d6 nonlethal damage; you gain an Intimidate bonus.
Poisoned Egg - You transform the contents of a normal egg into a single dose of small centipede poison (injury; save DC 11; frequency 1/round for 4 rounds; effect 1 Dex; cure 1 save).
Positive Pulse - Energy harms undead or bolsters the living.
Protection from Chaos/Evil/Good/Law - +2 To AC and saves, plus additional protection against selected alignment.
Recharge Innate Magic - Regain one use of all 0 and 1st-level spell-like abilities of a racial trait.
Refine Improvised Weapon - Transform improvised weapon into a masterwork simple or martial weapon.
Remove Fear - Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
Returning Weapon - Grants a weapon the returning special weapon quality.
Sanctify Corpse - Prevent a corpse from becoming an undead.
Sanctuary - Opponents can’t attack you, and you can’t attack.
Shield of Faith - Aura grants +2 or higher deflection bonus.
Shield of Fortification - Target gains a 25% chance to treat critical hits and sneak attacks as normal hits.
Stunning Barrier - Magical field grants a +1 bonus to AC and on saves, and stuns one creature attacking you.
Tireless Pursuit - Ignore fatigue while hustling.
True Strike - +20 On your next attack roll.
Unerring Weapon - Grants a +2 bonus, +1 per four caster levels, on attack rolls to confirm a critical hit.
Vocal Alteration - Disguise target’s voice.
Wartrain Mount - Animal gains combat training.
Weapons Against Evil - 1 Weapon/level illuminates 5′ and ignores DR 5 or less on evil creatures.
Weaponwand F Merge a magic wand with a weapon to wield both simultaneously.
Wrath - Gain +1 morale bonus per 3 caster levels to attack and damage rolls and to caster level checks to overcome spell resistance of target creature.

2nd-Level Inquisitor Spells

Spell Name Comp. Description
Abeyance M/DF You suppress the effects of a curse on a creature.
Acute Senses - Subject gains a bonus on Perception checks.
Aid - +1 On attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
Align Weapon - Weapon becomes good, evil, lawful, or chaotic.
Aristocrat’s Nightmare - Temporarily curse a creature so its touch lessens the value of coins it touches.
Bestow Insight - Target gain insight bonus on skill checks and is considered trained in that skill.
Bestow Weapon Proficiency - Grant a creature proficiency in a single weapon for short period of time.
Blessings of Luck and Resolve - Give a morale bonus or immunity to halflings against fear effects to a single creature.
Blistering Invective - Make an Intimidate check against all foes within 30 feet; those demoralized also take fire damage.
Bloodbath F Cause yourself and enemies to bleed.
Bloodhound - Gives caster the scent special ability.
Boneshaker F Momentarily control a living or undead creature’s skeleton.
Brand of Hobbling - This spell etches a symbol of chains, a particular prison, or a lawful institution on the target, dealing 1d6 points of damage to it.
Brow Gasher - Slashing weapon deals bleed damage to an opponent’s head.
Build Trust - Gain various bonuses when interacting with the target.
Bullet Ward F Adamantine bullets intercept firearm attacks.
Calm Emotions - Calms creatures, negating emotion effects.
Castigate - Causes target to be shaken and cower.
Conditional Favor - Provide another spell whose effects reverse if the target breaks a restriction.
Confess - Creature answers question truthfully or takes 1d6 damage/two levels (max 5d6).
Consecrate M Fills area with positive energy, weakening undead.
Corruption Resistance - Protects creature against damage from alignment-based attacks.
Cure Moderate Wounds - Cures 2d8 damage + 1/level (max +10).
Darkness - 20-Ft. radius of supernatural shadow.
Death Candle - Kills dying creature; you summon a fire elemental.
Death Knell - Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 caster level.
Delay Disease DF Gain immunity to disease for 24h.
Delay Pain - Ignore pain for 1 hour/level.
Delay Poison - Stops poison from harming target for 1 hour/level.
Desecrate M Fills area with negative energy, making undead stronger.
Detect Magic, Greater - As detect magic, but learn more information.
Detect Thoughts - Allows “listening” to surface thoughts.
Diminish Resistance - Weaken a creature’s energy resistance.
Fear the Sun - Targets that fail the saving throw gain light blindness. If you cast this spell in the presence of bright light, any target that fails its save is blinded immediately, and dazzled starting at the beginning of its first turn.
Garrulous Grin - This spell plants a seed of supernatural fear deep in a subject’s mind, causing self-doubt, stuttering, and evasiveness.
Instant Weapon - You create a masterwork melee weapon sized appropriately for you from opaque force. As a force effect, it can strike and damage incorporeal creatures.
Discovery Torch - Object touched emanates bright light, granting Perception and Sense Motive bonuses.
Disguise Other - As disguise self, but affects you or another.
Distressing Tone - Sound sickens 1d4 creatures.
Early Judgement - Depending on the creature’s alignment and its adherence to its ethos, you can provide it a brief glimpse of the reward or punishment that waits for it when it dies.
Effortless Armor - Armor you wear no longer slows your speed.
Enshroud Thoughts - You are warded against the mental prying of others.
Enthrall - Captivates all within 100 ft. + 10 ft./level.
Escaping Ward - Move 5 feet away from a larger attacking creature as an immediate action.
Fairness - Humanoid creatures affected by this spell must trade fairly with others to the best of their knowledge.
Find Traps - Notice traps as a rogue does.
Flames of the Faithful - Gives weapon flaming property.
Flickering Lights - Create an area of inconsistent lighting.
Focused Scrutiny - Gain skill bonuses when interacting with the target.
Follow Aura - Gain ability to follow the trail of the aura of an alignment.
Force Anchor - Ranged touch attack deals a target 1d4 points of force damage per 2 caster levels (max 5d4) and becomes lodged in the target limiting it’s movement.
Ghostbane Dirge - Incorporeal creature takes half damage from nonmagical weapons.
Ghostly Disguise - You look like a ghost of yourself.
Hidden Blades - Render a target weapon or up to 50 pieces of ammo invisible, granting the wielder a bonus on Sleight of Hand checks made to conceal the weapon or ammunition and to Bluff checks to feint with the weapon or ammo.
Hidden Presence - Prevent creatures from noticing your presence.
Hold Person - Paralyzes one humanoid for 1 round/level.
Holy Ice Weapon M Create a masterwork weapon made of frozen holy water.
Honeyed Tongue - Roll 2 dice when using Diplomacy, take higher roll.
Howling Agony - Screaming pain limits the target’s actions.
Hunter’s Lore - Take 20 on Knowledge checks to learn monster’s weaknesses.
Improve trap - Improve one specific element of a trap.
Inflict Moderate Wounds - Touch attack, 2d8 damage + 1/level (max +10).
Instrument of Agony - Weapon exudes divine fury, granting a bonus on Intimidate checks.
Invisibility - Subject is invisible for 1 min./level or until it attacks.
Iron Stake - Hurl a spike of cold iron at a foe.
Knock - Opens locked or magically sealed door.
Know Peerage - Target uses your Knowledge (nobility) ranks.
Litany of Defense - Doubles armor’s enhancement bonus.
Magic Siege Engine - Siege engine gains +1 on targeting and damage rolls.
Mindshock - You charge yourself with violent psychic energy so attacks you make with weapons, natural weapons, and unarmed strikes cause the target to recall pain suffered in the past.
Muffle Sound - Allies gain a bonus on Stealth checks but risk verbal spell failure.
Open Book - Make it permanently easier to learn more about a target.
Perceive Cues - +5 Perception and Sense Motive 10 min./level.
Protection from Chaos, Communal - As protection from chaos, but you may divide the duration among creatures touched.
Protection from Evil, Communal - As protection from evil, but you may divide the duration among creatures touched.
Protection from Good, Communal - As protection from good, but you may divide the duration among creatures touched.
Protection from Law, Communal - As protection from law, but you may divide the duration among creatures touched.
Protection From Outsiders - This spell wards a creature from attacks by outsiders with a specific racial subtype, from mental control exerted by creatures of the chosen subtype, and from summoned creatures of that subtype
Qualm - Target gains penalties on ability checks, skill checks, and concentration checks until it spends an entire round doing nothing.
Quell Energy - You reduce the target creature’s ability to tap into a single energy type (acid, cold, electricity, fire, or sonic) of your choice. This reduces damage of the selected type the creature deals with spells, spell-like abilities, and supernatural abilities by 10 points.
Quick Change - Use change shape as a swift action and surprise foes.
Remove Paralysis - Frees creatures from paralysis or slow effect.
Resist Energy - Ignores 10 (or more) points of damage/attack from specified energy type.
Restoration, Lesser - Dispels magical ability penalty or repairs 1d4 ability damage.
Retributive Reparations - If a creature successfully takes the item targeted by this spell while you are holding, wearing, or wielding it, the creature must attempt a Will save. If the creature fails its save, it becomes fatigued, and it must attempt a new saving throw at the end of its turn every round it does not return the item to you.
Returning weapon. Communal - As returning weapon, but you may divide the duration among weapons touched.
Righteous Blood - The target creature’s innate goodness infuses its body with holy energy.
Rumormonger - Follow a rumor to see where it spreads.
Sacred Bond F Cast touch healing spells from a distance.
Savage Maw - Gain a bite attack.
See Invisibility - Reveals invisible creatures or objects.
Sense Fear - Perceive nearby creatures that are experiencing fear.
Sense Madness - Determine mental disturbances in nearby creatures.
Shackle - You summon a set of Small or Medium masterwork restraints into being.
Shadowmind - You dim your targets’ perceptions of light and shadow, convincing them the space they occupy is dark.
Shamefully Overdressed - Force target to remove equipment.
Shifted Steps - Make a target sound as if elsewhere.
Shield of Shards - This defensive spell must be cast on a shield you are currently wielding, and fractures the shield into two shards. You lose the shield bonus to AC but you can direct the shards to attack adjacent opponents.
Shield Other F You take half of subject’s damage.
Silence - Negates sound in 20-ft. radius.
Soothing Word - Reduces effects of multiple conditions on target.
Spellcurse - Disrupt a spell affecting a target, causing the target 1d6 points of damage for each spell with a duration of 1 round or greater currently affecting it (the spells are not dispelled or modified.)
Spell Gauge - Some of the spells a target creature has prepared or knows are revealed to you.
Spiritual Squire - An ally made of pure force appears in a single 5-foot square within range. On your turn, the squire can do one of the following: retrieve one stowed item from your possessions, carry an object weighing no more than 10 lbs./CL, hand you an object it is carrying, perform the aid another action on your behalf or for one of your allies, or help one creature of your choice don armor (which then takes half the normal time).
Spiritual Weapon - Magic weapon attacks on its own.
Stricken Heart - Touch attack deals 2d6 damage and staggers target.
Surmount Affliction - Temporarily suppress one condition.
Tactical Acumen - You gain an additional +1 on attack rolls or to AC due to battlefield positioning.
Telepathic Censure - This spell creates an invisible psychic interference that inhibits telepathic communication.
Tongues - Speak and understand any language.
Tremor Blast - You create a minor earthquake that can trip creatures.
Undetectable Alignment - Conceals alignment for 24 hours.
Unholy Ice Weapon M Create a masterwork weapon made of frozen unholy water.
Voluminous Vocabulary - Grant ability to speak, read, and write one or more languages for 8 hours.
Weapon of Awe - Weapon gets +2 on damage rolls.
Whispering Wind - Sends a short message 1 mile/level.
Zone of Truth - Subjects within range cannot lie.

3rd-Level Inquisitor Spells

Spell Name Comp. Description
Adjustable Disguise - As disguise self, but you can change the disguise as a swift action.
Agonizing Rebuke - Cause mental distress and pain to a target if it attacks you.
Align Weapon, Communal - As align weapon, but you can divide the duration among weapons touched.
Anti-Summoning Shield - Within the area of effect, this spell impedes the use of spells of the summoning subschool and other effects that summon creatures.
Arcane Sight - Magical auras become visible to you.
Aura of Inviolate Ownership DF Attended items of target creatures are harder to take.
Battle Trance - Gain ferocity monster special ability, temporary hit points, and a morale bonus against mind-affecting effects.
Banish Seeming - Dispels touched illusion or a creature’s change in form.
Blessing of the Mole - 1 Ally/level gains darkvision and a +2 Stealth bonus.
Blinding Ray DF Ranged touch attack that blinds and deals damage to light sensitive creatures, + 1 ray/four levels (max 3).
Blood Biography - Learn about a creature and how it became wounded by examining its blood.
Blood of the Martyr - Target bleeds from orifices, enabling other creatures to sup the blood to regain hit points.
Blood Scent - Gain scent ability against injured creatures.
Bloody Arrows - When you deal piercing or slashing damage with a ranged weapon the victim also takes bleed damage.
Burst of Speed - You gain increased speed, and your movement ignores attacks of opportunity and allows you to move through the space of creatures larger than you are.
Cast Out - Does 2d8 damage +1/level (max +15) to creature and dispels an effect.
Claim Identity - You steal the target’s face, transforming yourself into a flawless imitation of it. All of the target’s facial features, vocal cues, and identifying physical traits change, transforming it into an unremarkable member of its race and gender.
Continual Flame M Makes a permanent, heatless light.
Coordinated Effort - Grants allies a teamwork feat.
Countless Eyes - Extra eyes give all-around vision.
Cure Serious Wounds - Cures 3d8 damage + 1/level (max +15).
Damnation M Punish creatures for evil spells they know or that affect them.
Daybreak Arrow - Targeted ammunition exudes radiant energy.
Daylight - 60-Ft. radius of bright light.
Deeper Darkness - Object sheds supernatural shadow in 60-ft. radius.
Delay Poison, Communal - As delay poison, but you may divide the duration among creatures touched.
Detect Anxieties - Learn what makes creatures anxious.
Detect Desires - Learn what creatures desire.
Dimensional Anchor - Bars extradimensional movement.
Dispel Magic - Cancels one magical spell or effect.
Disrupt Link - The target has her link with her bonded creature temporarily severed.
Disrupt Silence - Disrupt all silence effects in an area.
Divine Illumination - Illuminate undead, negate channel resistance, and inflict –2 penalty vs. positive energy.
Draconic Malice - You surround yourself with a palpable aura of draconic fear and dread.
Eldritch Fever - Target gains the eldritch ague spellblight.
False Alibi M As modify memory, except you can modify the target’s memory only in a specific way.
Fearsome Duplicate - Make a monstrously distorted duplicate of you and control it.
Fester - Gives subject SR 12 + your level vs. healing effects.
Find Fault - You instantly learn many of the target’s weaknesses.
Flexile Curse - Curse your target with a withering aura that degrades its armor and shield (if any).
Full Pouch - You cast this spell as you draw out a consumable alchemical item to use. The item divides itself into two nearly identical copies and the newly separated one is delivered into your hand. The new item functions as the original in all ways except the copied item suffers a slight reduction in quality.
Glyph of Warding M Inscription harms those who pass it.
Guardian Monument, Lesser - An unattended, non-magical object you touch emanates a shimmering aura that protects humans in the area. Humans gain DR 2/magic while in the area. If the object is touched or moves the effect is suppressed but resumes if the object is put back or when no longer touched. If the touched object is a monument to human achievement, the area increases to a 60-foot radius.
Halt Undead - Immobilizes undead for 1 round/level.
Heroism - Gives +2 bonus on attack rolls, saves, skill checks.
Hidden Speech - Gain +10 on Bluff to send secret messages.
Holy Javelin - Deal ongoing damage to evil creatures and apply penalties.
Hunter’s Eye - +20 On Perception checks to locate a target.
Inflict Serious Wounds - Touch attack, 3d8 damage + 1/level (max +15).
Insect Scouts - This spell summons one or more vermin to investigate a single location or building you can see. Your scouts must spend 1d6 hours investigating the target location, but need no oversight.
Instant Fake - Provide a short-term replica of an object.
Invisibility Purge - Dispels invisibility within 5 ft./level.
Isolate - You cause the target to become invisible and silent, but only to his allies.
Keen Edge - Doubles normal weapon’s threat range.
Litany of Eloquence - Fascinates a single creature for 1 round.
Litany of Entanglement - Entangles a creature for 1 round.
Litany of Righteousness - A single evil creature takes more damage from creatures with a good aura.
Litany of Warding - You gain two additional attacks of opportunity for 1 round.
Locate Object - Senses direction toward object (specific or type).
Locate Weakness - You roll damage twice when you roll damage for a critical hit and take the best damage.
Magic Circle vs. Chaos/Evil/Good/Law - As protection spells, but 10-ft. radius and 10 min./level.
Magic Vestment - Armor or shield gains +1 enhancement per four levels.
Magic Weapon, Greater - Weapon gains +1 bonus/four levels (max +5).
Mantle of Calm - Neutralize the rage effects of those who have attacked you.
Meticulous Match - Determine if two things are identical.
Nondetection M Hides subject from divination, scrying.
Obscure Object - Masks object against scrying.
Pack Empathy - Create an empathic bond with allies.
Penumbral Disguise - You mask your features with shadowy illumination, gaining a competence bonus equal to your caster level on Disguise checks and Stealth checks attempted while in normal light, dim light, or darkness. In addition, creatures that see you while you are in dim light or darkness are unable to discern any but the most general information about your appearance or actions. For example, they can determine your general shape (such as humanoid), as well as the gist of your actions (such as, “She was trying to break into the store”), but cannot determine your precise actions, your appearance, or any identifying information about you. In bright light, your normal appearance is revealed.
Planar Inquiry - This spell calls a creature from another plane to your precise location, functioning like lesser planar ally except as noted.
Prayer - Allies get +1 bonus on most rolls, enemies –1 penalty.
Protection from Energy - Absorb 12 points/level of damage from one kind of energy.
Raven’s Flight - You can cast this spell only if it is the first action you take on your turn. In a burst of shadowy feathers, you turn into a Tiny blurred shape reminiscent of a black raven until the beginning of your next turn.
Reaper’s Coterie DF Target touched weapon gains a +1 profane bonus on damage rolls each time it reduces a living creature to 0 or fewer hit points (max 1/2 caster lvl) for 1 rnd./lvl.
Remove Curse - Frees object or person from curse.
Remove Disease - Cures all diseases affecting subject.
Resist Energy, Communal - As resist energy, but you may divide the duration among creatures touched.
Retribution - Recent attacker is afflicted with penalties.
Righteous Vigor - Boosts attack bonus with each hit.
Riversight - You can view events transpiring along a natural watercourse you touch.
Sadomasochism - When you are dealt damage, your attacker must roll damage for the attack twice and take the higher roll, but the attacker must also succeed at a Will saving throw or become demoralized for 1 round.
Searing Light - Ray deals 1d8/two levels damage (more against undead).
Seek Thoughts - Detects thinking creatures’ thoughts.
Selective Alarm - As alarm, but only against selected creatures.
Shield of Darkness - You shield yourself with darkness, reducing the illumination level in your space to magical darkness and granting you total concealment.
Shield of Fortification, Greater - Target gains a 50% chance to treat critical hits and sneak attacks as normal hits.
Speak with Dead - Corpse answers one question/two levels.
Spotlight - You create a mobile area of bright light centered on one target while simultaneously suppressing other light sources surrounding it.
Stage Fright - You fill your targets with the sudden fear of failure. A creature that fails its saving throw takes a –4 penalty on ability checks, skill checks, and any checks that require concentration (such as casting a spell in difficult circumstances or operating a complex device).
Stunning Barrier, Greater - Magical field grants a +2 bonus to AC and on saves, and stuns multiple creatures attacking you.
Terrible Remorse - Creature is compelled to harm itself.
They Know - Convince target that a nearby creature knows her greatest secret.
Trial By Fire - You test a creature’s purity of convictions by exposing it to a sheet of divine fire.
Wall of Split Illumination - An immobile curtain of illumination springs into existence.
Ward the Faithful - Creatures of same faith gain bonuses to AC and on saving throws.
Winged Sword - Target weapon grows small feathered wings and acts as if it had the throwing weapon special ability.
Witness - See through the target’s eyes and ears.

4h-Level Inquisitor Spells

Spell Name Comp. Description
Aerial Tracks - Track flying creatures through the air.
Ardor’s Onslaught - You harm creatures with a neutral alignment component.
Aura Sight - Alignment auras become visible to you.
Ban Corruption F Eliminate the gifts of nearby corrupted creatures.
Battlemind Link - You and an ally gain attack and AC bonuses.
Bestow Planar Infusion II - Grant a target the effects of an improved planar infusion.
Brand, Greater - As brand, but brand glows when near your holy symbol.
Brand of Tracking - This spell etches the symbol of an eye or a lawful institution on the target, dealing 1d6 points of damage.
Chaos Hammer - Harms and slows lawful creatures (1d8 damage/2 levels).
Conditional Curse - Bestow a curse that is difficult to remove without fulfilling a condition.
Coward’s Lament - If subject doesn’t attack you it receives a penalty.
Crusader’s Edge - Weapon gains evil outsider bane quality plus other benefits against evil outsiders.
Cure Critical Wounds - Cures 4d8 damage + 1/level (max +20).
Curse of Magic Negation M Target gains the negated spellblight.
Curse of the Outcast - Curse someone to rub people the wrong way.
Daze, Mass - As daze, but affecting multiple creatures.
Death Ward - Grants bonuses against death spells and negative energy.
Deceitful Veneer - Make someone seem like an obvious liar.
Defile Armor - As sanctify armor, but gain DR 5/good when using judgment or smite.
Denounce - Worsens creatures’ attitudes.
Detect Scrying - Alerts you to magical eavesdropping.
Discern Lies - Reveals deliberate falsehoods.
Dismissal - Forces a creature to return to native plane.
Divination M Provides useful advice for specific proposed actions.
Divine Power - You gain attack bonuses and 1 hp/level.
Enchantment Foil - Trick opponents who try to cast enchantments on you.
Fear - Subjects within cone flee for 1 round/level.
Find Quarry - You can sense whether a particular creature is within 20 miles of your location.
Flash Forward - At end of charge, alter time and return to your original position before you charged.
Fleshworm Infestation - Worms deal hp and Dex damage.
Forced Repentance - Target falls prone and confesses all of its sins.
Forceful Strike - Empower a melee weapon to deal 1d4 force damage/level and bull rush on one hit.
Freedom of Movement - Subject moves normally despite impediments to movement.
Geas, Lesser - Commands subject of 7 HD or less.
Glimpse of Truth - Gain true seeing for 1 round.
Hasten Judgment M Quicken a soul’s journey to judgment— hampering resurrection or weakening undead foes.
Healing warmth - As protection from energy, but can spend 12 points of energy absorption to heal 1d8.
Hold Monster - As hold person, but any creature.
Hollow Heroism - Provide a heroism effect that you can reverse at any time.
Holy Smite - Harms and possibly blinds evil creatures (1d8 damage/2 levels).
Inflict Critical Wounds - Touch attack, 4d8 damage + 1/level (max +20).
Interrogation, Greater - As interrogation, except with more pain and more questions.
Invisibility, Greater - As invisibility, but subject can attack and stay invisible.
Judgment Light - You gain an additional effect while a judgment is active.
Leashed Shackles - Target is restricted to a specific location.
Litany of Escape - Teleports a friend out of a grapple.
Litany of Sight - You can see invisible creatures and objects within 30 feet of you.
Magic Siege Engine, Greater - Siege engine gains +1 on targeting and damage rolls for every four caster levels.
Mark of the Reptile God DF If you succeed at a ranged touch attack, you burn your handprint onto the flesh of a creature, dealing 1d6 points of acid damage and when it is within 60 feet of you, cursing it with a -2 penalty to AC against your attacks and on saving throws to resist any spell you cast or spell-like ability you use. Additionally, each day the target remains cursed, more and more of its flesh becomes covered in reptilian scales.
Named Bullet - Imbues ammunition with accuracy against a specific creature type.
Neutralize Poison - Immunizes subject against poison, detoxifies venom in or on subject.
Order’s Wrath - Harms and dazes chaotic creatures (1d8 damage/2 levels).
Peacebond, Greater - As peacebond, but on multiple weapons, even if they aren’t sheathed.
Persistent Vigor - Gain fast healing 2, immunity to bleed, and faster recovery from diseases and poisons.
Planeslayer’s Call - Allies gain benefits against outsiders of an alignment you choose.
Positive Pulse, Greater - A large pulse of positive energy damages undead and bolsters living creatures.
Protection from Energy, Communal - As protection from energy, but you may divide the duration among creatures touched.
Quieting Weapons - Weapons make no sound and quiet their victims.
Rebuke - Foes take 1d8 damage/two caster levels (max 5d8).
Red Hand of the Killer - Stain the hand of a creature’s killer red.
Replay Tracks - Reconstruct past events from a set of tracks.
Reprobation - Marked target is shunned by your religion.
Restoration M Restores level and ability score drains.
Rune of Ruin - You curse a magic item, reducing it to 1/4 its normal hit point total, granting it the broken condition.
Sanctify Armor - +1 AC/four levels (max +5).
Sending - Delivers short message anywhere, instantly.
Shadow Barbs - Creates a shadowy vicious spiked chain that radiates darkness around you.
Shared Wrath - As wrath, but affects multiple creatures.
Sleepwalk M Causes creature to move while asleep.
Spell Immunity - Subject is immune to one spell per 4 levels.
Stoneskin M Grants DR 10/adamantine.
Straitjacket - Restrain a creature’s arms and grant it a second saving throw against certain magic.
Tireless Pursuers - As tireless pursuit, but affects multiple creatures.
Tough Crowd - You fortify your allies against attempts to control or mislead them.
Transplant Visage - You add or remove a creature’s face to or from your own.
Unholy Blight - Harms and sickens good creatures (1d8 damage/2 levels).
Ward Shield - Touched shield grants wielder SR 10 + caster level against spells if it can be interposed between the wielder and the spell effect (not against AOE spells such as fireball, but does provide +5 bonus to Reflex saving throws against such spells.)

5th-Level Inquisitor Spells

Spell Name Comp. Description
Atonement MF Removes burden of misdeeds from subject and reverses magical alignment change.
Banishing Blade - You imbue a weapon with the ability to bull rush a creature.
Banishment - Banishes 2 HD/level of extraplanar creatures.
Blood Ties - When a target is harmed, so is the target’s relative.
Break Enchantment - Frees subjects from enchantments, transmutations, and curses.
Castigate, Mass - As castigate, but affects multiple creatures.
Chains of Light - Target is held immobile by glowing golden chains composed of pure light.
Claim Identity, Greater M This spell functions as claim identity, except it transforms its target into a helpless, inanimate porcelain mask for the spell’s duration.
Command, Greater - As command, but affects one subject/level.
Commune M Deity answers one yes-or-no question/level.
Compelling Rant - People believe your ridiculous speech as long as you keep talking.
Cure Light Wounds, Mass - Cures 1d8 damage + 1/level, affects 1 subject/level.
Decapitate F Turn a critical hit into a decapitation.
Dimensional Blade - For one round attacks made with a held melee weapon are melee touch attacks that ignore all armor. Bludgeoning weapons deal half damage and are treated as slashing weapons.
Dispel Balance - You are protected from neutral creatures.
Dispel Chaos/Evil/Good/Law - +4 Bonus against attacks.
Disrupting Weapon - Melee weapon destroys undead.
Divine Pursuit - Gain a movement type of your prey.
Flame Strike - Smites foes with divine fire (1d6/level damage).
Forbid Action, Greater - As forbid action, but 1 creature/level.
Geas/Quest - As lesser geas, but affects any creature.
Ghostbane Dirge, Mass - As ghostbane dirge, but affects multiple creatures.
Guardian Monument, Greater - As lesser guardian monument, except it grants DR 4/magic.
Hallow M Designates location as holy.
Inflict Light Wounds, Mass - Deals 1d8 damage + 1/level, affects 1 subject/level.
Lend Greater Judgment - Ally receives all your judgments.
Litany of Thunder - A single target is deafened until the condition is removed, and is confused for 1 round.
Litany of Vengeance - Allies attacking the target of the spell gain a +5 bonus on damage rolls for 1 round.
Mage’s Decree - Send a message to creatures within miles.
Mark of Justice - Designates action that triggers curse on subject.
Profane Nimbus - Unholy energy damages good creatures that attack you and protects you from good attacks.
Resounding Blow - Melee attack deals 1d6 more damage.
Righteous Might - Your size increases, and you gain bonuses in combat.
Sabotage Construct - As confusion, except that it affects only constructs.
Sacred Nimbus - Holy energy damages evil creatures that attack you and protects you from evil attacks.
Soulswitch - You place your soul into the body of your familiar, and your familiar’s soul is placed in your body.
Spellblight Jinx - Inflict a curse similar to the spell burn spellblight on a creature.
Spell Immunity, Communal - As spell immunity, but you may divide the duration among creatures touched.
Spell Resistance - Subject gains SR 12 + level.
Stoneskin, Communal M As stoneskin, but you may divide the duration among creatures touched.
Telepathic Bond - Link lets allies communicate.
True Seeing M Lets you see all things as they really are.
Unhallow M Designates location as unholy.
Unwilling Shield M Subject shares wounds you receive.

6th-Level Inquisitor Spells

Spell Name Comp. Description
Arbitrament - Harms creatures of extreme alignments.
Artificer’s Curse - You temporarily suppress the most powerful qualities of a magical item.
Blade Barrier - Wall of blades deals 1d6/level damage.
Blasphemy - Kills, paralyzes, weakens, or dazes nonevil subjects.
Blessings of Luck and Resolve, Mass - Give a morale bonus against fear effects to multiple creatures.
Circle of Death M Kills 1d4/level HD of creatures.
Cleanse - As heal, but only cures 4d8 damage +1/level (max +25).
Cruel Jaunt - Sense creatures suffering from fear, then teleport close to them.
Cure Moderate Wounds, Mass - Cures 2d8 damage + 1/level, affects 1 subject/level.
Dictum - Kills, paralyzes, staggers, or deafens nonlawful targets.
Dispel Magic, Greater - As dispel magic, but with multiple targets.
Emblem of Greed - You transform one masterwork or magical melee weapon into a +1 flaming glaive.
Fester, Mass - As fester, but affecting multiple targets.
Find the Path - Shows most direct way to a location.
Forbiddance M Blocks planar travel, damages creatures of different alignment.
Glyph of Warding, Greater M As glyph of warding, but up to 10d8 damage or 6th-level spell.
Harm - Deals 10 points/level damage to target.
Heal - Cures 10 points/level damage, all diseases and mental conditions.
Heroes’ Feast - Food for one creature/level cures and grants combat bonuses.
Holy Word - Kills, paralyzes, blinds, or deafens nongood subjects.
Inflict Moderate Wounds, Mass - Deals 2d8 damage + 1/level, affects 1 subject/level.
Invoke Deity F,M Infuse yourself with the powers of your deity’s planar realm.
Legend Lore MF Lets you learn tales about a person, place, or thing.
Litany of Madness - A single target is confused for at least 1 round.
Lost Legacy DF/F Inflict a powerful curse on a touched creature that causes others to quickly forget positive aspects of their interactions with the target.
Named Bullet, Greater - As named bullet, but deals 2 points of damage per caster level.
Overwhelming Presence - Creatures bow before you as if you were divine.
Prognostication - Gain cryptic information from further in the future than divination.
Repulsion F Creatures can’t approach you.
Umbral Strike - You create a bolt of dark energy and use it to make a ranged touch attack that ignores concealment (but not total concealment).
Unconscious Agenda - Plant subconscious directive in target creature.
Undeath to Death M Destroys 1d4 HD/level undead (max. 20d4).
Wither Limb - Make one of the target’s limbs useless.
Word of Chaos - Kills, confuses, stuns, or deafens nonchaotic subjects.