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0-Level Inquisitor Spells (Orisons) Spell Name Acid Splash Bleed Brand Create Water Daze Detect Magic

Detect Poison Disrupt Undead Guidance Light Read Magic Resistance Sift Stabilize Virtue Spell Name Alarm Bane Bless Bless Water Burst Bonds Cause Fear Command M M/F 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. M/F 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. Makes holy water. 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. Source Core Core APG Core Core Core Core Core Core Core Core Core APG Core Core Source Core Core Core Core APG Core Core

1st-Level Inquisitor Spells

Comprehend Languages Cure Light Wounds Curse Water Detect Chaos/Evil/Good/Law Detect Undead Disguise Self Divine Favor Doom Ear-Piercing Scream Expeditious Retreat Forbid Action Forced Quiet Gorum's Armor Hex Ward Hide from Undead Horn of Pursuit Inflict Light Wounds Interrogation Know the Enemy Lend Judgment Magic Weapon Persuasive Goad Protection from Chaos/Evil/Good/Law M

You understand all spoken and written languages. Cures 1d8 damage + 1/level (max +5). Makes unholy water. Reveals creatures, spells, or objects of selected alignment. Reveals undead within 60 ft. Changes your appearance.

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You gain +1 per three levels on attack and damage Core 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. 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. Weapon gains +1 bonus. Target takes 1d6 nonlethal damage; you gain an Intimidate bonus. +2 to AC and saves, plus additional protection against selected alignment. Core UM Core UM UM ISWG UM Core UM Core UM UM UM Core UM Core

Remove Fear Sanctify Corpse Sanctuary Shield of Faith Tireless Pursuit True Strike Vocal Alteration Wartrain Mount Wrath 2nd-Level Inquisitor Spells Spell Name Acute Senses Aid Align Weapon Bloodhound Calm Emotions Castigate Confess Consecrate Corruption Resistance Cure Moderate Wounds Darkness Death Knell M

Suppresses fear or gives +4 on saves against fear for one subject + one per four levels. 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. Disguise target's voice. Animal gains combat training. +1 attack and damage against target creature. M/F Description Subject gains a bonus on Perception checks.

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+1 on attack rolls and saves against fear, 1d8 temporary Core hp +1/level (max +10). Weapon becomes good, evil, lawful, or chaotic. Gives caster the scent special ability. Calms creatures, negating emotion effects. Causes target to be shaken and cower. Creature answers question truthfully or takes 1d6 damage/two levels (max 5d6). Fills area with positive energy, weakening undead. Core APG Core APG APG Core

Protects creature against damage from alignment-based APG attacks. Cures 2d8 damage + 1/level (max +10). Core

20-ft. radius of supernatural shadow. Kills dying creature; you gain 1d8 temporary hp, +2 to

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Str, and +1 caster level. Delay Pain Delay Poison Desecrate Detect Thoughts Disguise Other Distressing Tone Enthrall Find Traps Flames of the Faithful Follow Aura Ghostbane Dirge Ghostly Disguise Hold Person Honeyed Tongue Howling Agony Inflict Moderate Wounds Invisibility Knock Perceive Cues M Ignore pain for 1 hour/level. Stops poison from harming target for 1 hour/level. Fills area with negative energy, making undead stronger. Allows listening to surface thoughts. As disguise self, but affects you or another. Sound sickens 1d4 creatures. 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. Touch attack, 2d8 damage + 1/level (max +10). UM Core Core Core UM UM Core Core APG APG APG UM Core APG UM Core

Subject is invisible for 1 min./level or until it attacks. Opens locked or magically sealed door. +5 Perception and Sense Motive 10 min./level.

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Remove Paralysis Resist Energy Restoration, Lesser See Invisibility Sacred Bond Shield Other Silence Soothing Word Spiritual Weapon Surmount Affliction Tongues Undetectable Alignment Weapon of Awe Whispering Wind Zone of Truth Spell Name Arcane Sight Banish Seeming Blessing of the Mole F F

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. Reveals invisible creatures or objects. Cast touch healing spells from a distance. 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. 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. M/F Description Magical auras become visible to you. Dispels touched illusion or a creatures change in form. 1 ally/level gains darkvision and a +2 Stealth bonus.

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3rd-Level Inquisitor Spells

Blood Biography Cast Out Continual Flame Coordinated Effort Countless Eyes Cure Serious Wounds Daylight Deeper Darkness Dimensional Anchor Dispel Magic Eldritch Fever Fester Glyph of Warding Halt Undead Heroism Hidden Speech Hunter's Eye Inflict Serious Wounds Invisibility Purge Keen Edge Locate Object Magic Circle vs. Chaos/Evil/Good/Law Magic Vestment M M

Learn about a creature and how it became wounded by examining its blood. Does 2d8 damage +1/level (max +15) to creature and dispels an effect. Makes a permanent, heatless light. Grants allies a teamwork feat. Extra eyes give all-around vision. Cures 3d8 damage + 1/level (max +15). 60-ft. radius of bright light. 60-ft. radius of bright light. Bars extradimensional movement. Cancels one magical spell or effect. Target gains the eldritch ague spellblight. Gives subject SR 12 + your level vs. healing effects. Inscription harms those who pass it. Immobilizes undead for 1 round/level.

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Gives +2 bonus on attack rolls, saves, skill checks. Core 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. Senses direction toward object (specific or type). As protection spells, but 10-ft. radius and 10 min./level. Armor or shield gains +1 enhancement per four levels. APG APG Core Core Core Core Core Core

Magic Weapon, Greater Nondetection Obscure Object Prayer Protection from Energy Remove Curse Remove Disease Retribution Righteous Vigor Seek Thoughts Searing Light Speak with Dead Terrible Remorse Ward the Faithful Witness 4th-Level Inquisitor Spells Spell Name Battlemind Link Brand, Greater Chaos Hammer Coward's Lament Cure Critical Wounds M

Weapon gains +1 bonus/four levels (max +5). Hides subject from divination, scrying. Masks object against scrying. Allies get +1 bonus on most rolls, enemies 1 penalty.

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Absorb 12 points/level of damage from one kind of Core energy. Frees object or person from curse. Cures all diseases affecting subject. 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. Core Core APG APG APG Core Core UM

Creatures of same faith gain bonuses to AC and on APG saving throws. See through the target's eyes and ears. M/F Description You and an ally gain attack and AC bonuses. As brand, but brand glows when near your holy symbol. UM Source UM APG

Harms and slows lawful creatures (1d8 damage/2 levels). Core If subject doesnt attack you it receives a penalty. Cures 4d8 damage + 1/level (max +20). APG Core

Curse of Magic M Negation Daze, Mass Death Ward Defile Armor Denounce Detect Scrying Discern Lies Dismissal Divination Divine Power Fear Fleshworm Infestation Forced Repentance Freedom of Movement Geas, Lesser Hold Monster Holy Smite Inflict Critical Wounds Interrogation, Greater Invisibility, Greater Leashed Shackles M

Target gains the negated spellblight. As daze, but affecting multiple creatures.

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Grants bonuses against death spells and negative energy. Core 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. Provides useful advice for specific proposed actions. You gain attack bonuses and 1 hp/level. Subjects within cone flee for 1 round/level. Worms deal hp and Dex damage. Target falls prone and confesses all of its sins. 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. Target is restricted to a specific location. APG APG Core Core Core Core Core Core UM APG Core Core Core Core Core UM Core UM

Neutralize Poison Order's Wrath Rebuke Reprobation Restoration Sanctify Armor Sending Shared Wrath Sleepwalk Spell Immunity Stoneskin Tireless Pursuers Unholy Blight M M M

Immunizes subject against poison, detoxifies venom in or on subject. Harms and dazes chaotic creatures (1d8 damage/2 levels). Foes take 1d8 damage/two caster levels (max 5d8). Marked target is shunned by your religion. Restores level and ability score drains. +1 AC/four levels (max +5). Delivers short message anywhere, instantly. As wrath, but affects multiple creatures. Causes creature to move while asleep. Subject is immune to one spell per 4 levels. Grants DR 10/adamantine. As tireless pursuit, but affects multiple creatures. Harms and sickens good creatures (1d8 damage/2 levels). M/F Description MF Removes burden of misdeeds from subject and reverses magical alignment change. 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.

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5th-Level Inquisitor Spells Spell Name Atonement Banishment Break Enchantment Castigate, Mass Command, Greater Commune Cure Light Wounds, Mass Dispel Source Core Core Core APG Core Core Core Core

Chaos/Evil/Good/Law Disrupting Weapon Divine Pursuit Flame Strike Forbid Action, Greater Geas/Quest Ghostbane Dirge, Mass Hallow Inflict Light Wounds, Mass Lend Greater Judgment Mark of Justice Resounding Blow Righteous Might Spell Resistance Telepathic Bond True Seeing Unhallow Unwilling Shield Spell Name Blade Barrier Blasphemy Circle of Death M Cleanse M M M M 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. Designates location as holy. Deals 1d8 damage + 1/level, affects 1 subject/level. Ally receives all your judgments. Designates action that triggers curse on subject. Melee attack deals 1d6 more damage. Your size increases, and you gain bonuses in combat. Subject gains SR 12 + level. Link lets allies communicate. Lets you see all things as they really are. Designates location as unholy. Subject shares wounds you receive. Core UM Core UM Core APG Core Core UM Core APG Core Core Core Core Core APG Source Core Core Core APG

6th-Level Inquisitor Spells M/F Description Wall of blades deals 1d6/level damage. Kills, paralyzes, weakens, or dazes nonevil subjects. Kills 1d4/level HD of creatures. As heal, but only cures 4d8 damage +1/level (max +25).

Cure Moderate Wounds (Mass) Dictum Dispel Magic, Greater Fester, Mass Find the Path Forbiddance Glyph of Warding, Greater Harm Heal Heroes Feast Holy Word Inflict Moderate Wounds, Mass Legend Lore Overwhelming Presence Repulsion Undeath to Death Word of Chaos F M M M

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. Blocks planar travel, damages creatures of different alignment.

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As glyph of warding, but up to 10d8 damage or 6th-level Core 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. Core Core Core Core Core

MF Lets you learn tales about a person, place, or thing. Creatures bow before you as if you were divine. Creatures can't approach you. Destroys 1d4 HD/level undead (max. 20d4). Kills, confuses, stuns, or deafens nonchaotic subjects.

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