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Inquisitor Spell List


0-Level Inquisitor Spells (Orisons)
Spell Name
Comp.
Description
Orb deals 1d3 acid damage.
Cause a stabilized creature to resume dying.
Creates permanent brand on target creature.
Creates 2 gallons/level of pure water.
A single humanoid creature with 4 HD or less loses its next action.
Detects spells and magic items within 60 ft.
Detects poison in one creature or object.
Deals 1d6 damage to one undead.
+1 on one attack roll, saving throw, or skill check.
Object shines like a torch.
Read scrolls and spellbooks.
Subject gains +1 bonus on saving throws.
See area as though examining it.
Cause a dying creature to stabilize.
Subject gains 1 temporary hp.

1st-Level Inquisitor Spells
Spell Name
Comp.
Description
Wards an area for 2 hours/level.
Enemies take –1 on attack rolls and saves against fear.
Allies gain +1 on attack rolls and saves against fear.
M
Makes holy water.
shortbow may double as a club, or a longbow as a quarterstaff.
1d6 damage/level (max 5d6) to restraints.
One creature of 5 HD or less flees for 1d4 rounds.
One subject obeys selected command for 1 round.
Compels opponents to attack you instead of your allies.
You understand all spoken and written languages.
Cures 1d8 damage + 1/level (max +5).
M
Makes unholy water.
-
Reveals creatures, spells, or objects of selected alignment.
Reveals undead within 60 ft.
Changes your appearance.
You gain +1 per three levels on attack and damage rolls.
One subject takes –2 on attack rolls, damage rolls, saves, and checks.
Deal sonic damage and daze target.
Your base speed increases by 30 ft.
Target obeys command to not do something.
Target cannot make loud noises.
Suit of armor becomes covered in iron spikes.
Cause the target to daydream causing it reduced movement speed.
Target gains +4 on saves against witch hexes.
Undead can't perceive one subject/level.
Create three notes heard miles away.
Touch deals 1d8 damage +1/level (max +5).
Target answers questions or suffers pain.
Gain +10 on a monster Knowledge check.
Ally gains the benefit of one judgment.
Single target cannot make attacks of opportunity for 1 round.
Single target is fatigued for 1 round.
Compels the target to look only at you for the duration of the spell.
Grants a +10-foot bonus to the range increment for any ranged weapon fired.
Weapon gains +1 bonus.
Locks a weapon in place on the target’s body.
Target takes 1d6 nonlethal damage; you gain an Intimidate bonus.
+2 to AC and saves, plus additional protection against selected alignment.
Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
Grants a weapon the returning special weapon quality.
Prevent a corpse from becoming an undead.
Opponents can't attack you, and you can't attack.
Aura grants +2 or higher deflection bonus.
Ignore fatigue while hustling.
+20 on your next attack roll.
Grants a +2 bonus, +1 per four caster levels, on attack rolls to confirm acritical hit.
Disguise target's voice.
Animal gains combat training.
Weapons glow and bypass evil creature’s damage reduction.
+1 attack and damage against target creature.

2nd-Level Inquisitor Spells
Spell Name
Comp.
Description
Subject gains a bonus on Perception checks.
+1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
Weapon becomes good, evil, lawful, or chaotic.
Grant a creature proficiency in a single weapon for short period of time.
Make an Intimidate check against all foes within 30 feet; those demoralized also take fire damage.
Gives caster the scent special ability.
Slashing weapon deals bleed damage to an opponent’s head.
Calms creatures, negating emotion effects.
Causes target to be shaken and cower.
Creature answers question truthfully or takes 1d6 damage/two levels (max 5d6).
M
Fills area with positive energy, weakening undead.
Protects creature against damage from alignment-based attacks.
Cures 2d8 damage + 1/level (max +10).
20-ft. radius of supernatural shadow.
Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 caster level.
Ignore pain for 1 hour/level.
Stops poison from harming target for 1 hour/level.
M
Fills area with negative energy, making undead stronger.
Allows “listening” to surface thoughts.
Object touched emanates bright light, granting Perception and Sense Motive bonuses.
As disguise self, but affects you or another.
Sound sickens 1d4 creatures.
Armor you wear no longer slows your speed.
Captivates all within 100 ft. + 10 ft./level.
Notice traps as a rogue does.
Gives weapon flaming property.
Gain ability to follow the trail of the aura of an alignment.
Incorporeal creature takes half damage from nonmagical weapons.
You look like a ghost of yourself.
Paralyzes one humanoid for 1 round/level.
Roll 2 dice when using Diplomacy, take higher roll.
Screaming pain limits the target's actions.

Take 20 on Knowledge checks to learn monster’s weaknesses.
Touch attack, 2d8 damage + 1/level (max +10).
Weapon exudes divine fury, granting a bonus on Intimidate checks.
Subject is invisible for 1 min./level or until it attacks.
Opens locked or magically sealed door.
Doubles armor’s enhancement bonus.
Siege engine gains +1 on targeting and damage rolls.
+5 Perception and Sense Motive 10 min./level.
As protection from chaos, but you may divide the duration among creatures touched.
As protection from evil, but you may divide the duration among creatures touched.
As protection from good, but you may divide the duration among creatures touched.
As protection from law, but you may divide the duration among creatures touched.
Target gains penalties on ability checks, skill checks, and concentrationchecks until it spends an entire round doing nothing.
Frees creatures from paralysis or slow effect.
Ignores 10 (or more) points of damage/attack from specified energy type.
Dispels magical ability penalty or repairs 1d4 ability damage.
As returning weapon, but you may divide the duration among weapons touched.
Reveals invisible creatures or objects.
F
Cast touch healing spells from a distance.
F
You take half of subject's damage.
Negates sound in 20-ft. radius.
Reduces effects of multiple conditions on target.
Magic weapon attacks on its own.
Temporarily suppress one condition.
You gain an additional +1 on attack rolls or to AC due to battlefield positioning.
Speak and understand any language.
Conceals alignment for 24 hours.
Weapon gets +2 on damage rolls.
Sends a short message 1 mile/level.
Subjects within range cannot lie.

3rd-Level Inquisitor Spells
Spell Name
Comp.
Description
Magical auras become visible to you.
Dispels touched illusion or a creature’s change in form.
1 ally/level gains darkvision and a +2 Stealth bonus.
Learn about a creature and how it became wounded by examining its blood.
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.
Does 2d8 damage +1/level (max +15) to creature and dispels an effect.
M
Makes a permanent, heatless light.
Grants allies a teamwork feat.
Extra eyes give all-around vision.
Cures 3d8 damage + 1/level (max +15).
Targeted ammunition exudes radiant energy.
60-ft. radius of bright light.
Object sheds supernatural shadow in 60-ft. radius.
As delay poison, but you may divide the duration among creatures touched.
Bars extradimensional movement.
Cancels one magical spell or effect.

Illuminate undead, negate channel resistance, and inflict –2 penalty vs. positive energy.
Target gains the eldritch ague spellblight.
M
As modify memory, except you can modify the target's memory only in a specific way.
Gives subject SR 12 + your level vs. healing effects.
M
Inscription harms those who pass it.
Immobilizes undead for 1 round/level.
Gives +2 bonus on attack rolls, saves, skill checks.
Gain +10 on Bluff to send secret messages.
+20 on Perception checks to locate a target.
Touch attack, 3d8 damage + 1/level (max +15).
Dispels invisibility within 5 ft./level.
Doubles normal weapon's threat range.
Fascinates a single creature for 1 round.
Entangles a creature for 1 round.
A single evil creature takes more damage from creatures with a good aura.
You gain two additional attacks of opportunity for 1 round.
Senses direction toward object (specific or type).
You roll damage twice when you roll damage for a critical hit and take the best damage.
As protection spells, but 10-ft. radius and 10 min./level.
Armor or shield gains +1 enhancement per four levels.
Weapon gains +1 bonus/four levels (max +5).
M
Hides subject from divinationscrying.
Masks object against scrying.
Allies get +1 bonus on most rolls, enemies –1 penalty.
Absorb 12 points/level of damage from one kind of energy.
Frees object or person from curse.
Cures all diseases affecting subject.
As resist energy, but you may divide the duration among creatures touched.
Recent attacker is aff licted with penalties.
Boosts attack bonus with each hit.
Detects thinking creatures’ thoughts.
Ray deals 1d8/two levels damage (more against undead).
Corpse answers one question/two levels.
Creature is compelled to harm itself.
Creatures of same faith gain bonuses to AC and on saving throws.
See through the target's eyes and ears.

4th-Level Inquisitor Spells
Spell Name
Comp.
Description
You and an ally gain attack and AC bonuses.
As brand, but brand glows when near your holy symbol.
Harms and slows lawful creatures (1d8 damage/2 levels).
If subject doesn’t attack you it receives a penalty.

Weapon gains evil outsider bane quality plus other benefits against evil outsiders.
Cures 4d8 damage + 1/level (max +20).
M
Target gains the negated spellblight.
As daze, but affecting multiple creatures.
Grants bonuses against death spells and negative energy.
As sanctify armor, but gain DR 5/good when using judgment or smite.
Worsens creatures’ attitudes.
Alerts you to magical eavesdropping.
Reveals deliberate falsehoods.
Forces a creature to return to native plane.
M
Provides useful advice for specific proposed actions.
You gain attack bonuses and 1 hp/level.
Subjects within cone flee for 1 round/level.
You can sense whether a particular creature is within 20 miles of your location.
Worms deal hp and Dex damage.
Target falls prone and confesses all of its sins.

Empower a melee weapon to deal 1d4 force damage/level and bull rush on one hit.
Subject moves normally despite impediments to movement.
Commands subject of 7 HD or less.
As hold person, but any creature.
Harms and possibly blinds evil creatures (1d8 damage/2 levels).
Touch attack, 4d8 damage + 1/level (max +20).
As interrogation, except with more pain and more questions.
As invisibility, but subject can attack and stay invisible.
You gain an additional effect while a judgment is active.
Target is restricted to a specific location.
Teleports a friend out of a grapple.
You can see invisible creatures and objects within 30 feet of you.
Siege engine gains +1 on targeting and damage rolls for every four caster levels.
Imbues ammunition with accuracy against a specific creature type.
Immunizes subject against poison, detoxifies venom in or on subject.
Harms and dazes chaotic creatures (1d8 damage/2 levels).
As protection from energy, but you may divide the duration among creatures touched.
Foes take 1d8 damage/two caster levels (max 5d8).
Marked target is shunned by your religion.
M
Restores level and ability score drains.
+1 AC/four levels (max +5).
Delivers short message anywhere, instantly.

Creates a shadowy vicious spiked chain that radiates darkness around you.
As wrath, but affects multiple creatures.
M
Causes creature to move while asleep.
Subject is immune to one spell per 4 levels.
M
Grants DR 10/adamantine.
As tireless pursuit, but affects multiple creatures.
You create a pale silver barrier that repels undead.
Harms and sickens good creatures (1d8 damage/2 levels).

5th-Level Inquisitor Spells
Spell Name
Comp.
Description
MF
Removes burden of misdeeds from subject and reverses magical alignmentchange.
Banishes 2 HD/level of extraplanar creatures.
Frees subjects from enchantments, transmutations, and curses.
As castigate, but affects multiple creatures.
As command, but affects one subject/level.
M
Deity answers one yes-or-no question/level.
Cures 1d8 damage + 1/level, affects 1 subject/level.
+4 bonus against attacks.
Melee weapon destroys undead.
Gain a movement type of your prey.
Smites foes with divine fire (1d6/level damage).
As forbid action, but 1 creature/level.
As lesser geas, but affects any creature.
As ghostbane dirge, but affects multiple creatures.
M
Designates location as holy.
Deals 1d8 damage + 1/level, affects 1 subject/level.
Ally receives all your judgments.
A single target is deafened until the condition is removed, and is confusedfor 1 round.
Allies attacking the target of the spell gain a +5 bonus on damage rolls for 1 round.
Designates action that triggers curse on subject.
Melee attack deals 1d6 more damage.
Your size increases, and you gain bonuses in combat.
As spell immunity, but you may divide the duration among creatures touched.
Subject gains SR 12 + level.
M
As stoneskin, but you may divide the duration among creatures touched.
Link lets allies communicate.
M
Lets you see all things as they really are.
M
Designates location as unholy.
M
Subject shares wounds you receive.

6th-Level Inquisitor Spells
Spell Name
Comp.
Description
Wall of blades deals 1d6/level damage.
Kills, paralyzes, weakens, or dazes nonevil subjects.
M
Kills 1d4/level HD of creatures.
As heal, but only cures 4d8 damage +1/level (max +25).
Cures 2d8 damage + 1/level, affects 1 subject/level.
Kills, paralyzes, staggers, or deafens nonlawful targets.
As dispel magic, but with multiple targets.
As fester, but affecting multiple targets.
Shows most direct way to a location.
M
Blocks planar travel, damages creatures of different alignment.
M
As glyph of warding, but up to 10d8 damage or 6th-level spell.
Deals 10 points/level damage to target.
Cures 10 points/level damage, all diseases and mental conditions.
Food for one creature/level cures and grants combat bonuses.
Kills, paralyzes, blinds, or deafens nongood subjects.
Deals 2d8 damage + 1/level, affects 1 subject/level.
MF
Lets you learn tales about a person, place, or thing.
A single target is confused for at least 1 round.
Named Bullet, Greater
As named bullet, but deals 2 points of damage per caster level.
Creatures bow before you as if you were divine.
F
Creatures can't approach you.
Plant subconscious directive in target creature. 
M
Destroys 1d4 HD/level undead (max. 20d4).
Kills, confuses, stuns, or deafens nonchaotic subjects.