And All Things Will End
Inquisitor Spell List
Acid Splash: Orb deals 1d3 acid damage.
Bleed: Cause a stabilized creature to resume dying.
Brand: Creates permanent brand on target creature.
Create Water: Creates 2 gallons/level of pure water.
Detect Poison: Detects poison in one creature or small object.
Disrupt Undead: Deals 1d6 damage to one undead.
Guidance: +1 on one attack roll, saving throw, or skill check.
Light: Object shines like a torch.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Sift: See area as though examining it.
Stabilize: Cause a dying creature to stabilize.
Virtue: Subject gains 1 temporary hp.
Alarm: Wards an area for 2 hours/level.
Bane: Enemies take –1 on attack rolls and saves against fear.
Bless: Allies gain +1 on attack rolls and saves against fear.
Bless Water[M]: Makes holy water.
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.
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.
Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment.
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.
Forbid Action: Target obeys command to not do something.
Forced Quiet: Target cannot make loud noises.
Hex Ward: Target gains +4 on saves against witch hexes.
Hide from Undead: Undead can’t perceive one subject/level.
Horn of Pursuit: Create three notes heard miles away.
Know the Enemy: Gain +10 on a monster Knowledge check.
Lend Judgment: Ally gains the benefit of one judgment.
Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage.
Persuasive Goad: Target takes 1d6 nonlethal damage; you gain an Intimidate bonus.
Protection from Chaos/Evil/Good/Law: +2 to AC and saves, plus additional protection against selected alignment.
Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
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.
Vocal Alteration: Disguise target’s voice.
Wartrain Mount: Animal gains combat training.
Wrath: +1 attack and damage against target 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.
Bloodhound: Gives caster the scent special ability.
Calm Emotions: Calms creatures, negating emotion effects.
Castigate: Causes target to be shaken and cower.
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 Knell: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 caster level.
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 Thoughts: Allows “listening” to surface thoughts.
Find Traps: Notice traps as a rogue does.
Flames of the Faithful: Gives weapon flaming property.
Follow Aura: Gain ability to follow the trail of the aura of an alignment.
Ghostbane Dirge: Incorporeal creature takes half damage from nonmagical weapons.
Ghostly Disguise: You look like a ghost of yourself.
Hold Person: Paralyzes one humanoid for 1 round/level.
Honeyed Tongue: Roll 2 dice when using Diplomacy, take higher roll.
Howling Agony: Screaming pain limits the target’s actions.
Inflict Moderate Wounds: Touch attack, 2d8 damage + 1/level (max +10).
Invisibility: Subject is invisible for 1 min./level or until it attacks.
Knock: Opens locked or magically sealed door.
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.
Sacred Bond[F]: Cast touch healing spells from a distance.
See Invisibility: Reveals invisible creatures or objects.
Shield Other[F]: You take half of subject’s damage.
Silence: Negates sound in 20-ft. radius.
Spiritual Weapon: Magic weapon attacks on its own.
Surmount Affliction: Temporarily suppress one condition.
Tongues: Speak and understand any language.
Undetectable Alignment: Conceals alignment from magical detection for 24 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.
Arcane Sight: Magical auras become visible to you.
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.
Blood Biography: Learn about a creature and how it became wounded by examining its blood.
Cast Out: Does 2d8 damage +1/level (max +15) to creature and dispels an effect.
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).
Daylight: 60-ft. radius of bright light.
Dispel Magic: Cancels one magical spell or effect.
Eldritch Fever: Target gains the eldritch ague spellblight.
Fester: Gives subject SR 12 + your level vs. healing effects.
Glyph of Warding[M]: Inscription harms those who pass it.
Halt Undead: Immobilizes undead for 1 round/level.
Heroism: Gives +2 bonus on attack rolls, saves, skill checks.
Keen Edge: Doubles normal weapon’s threat range.
Locate Object: Senses direction toward object (specific or type).
Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level.
Protection From Energy: Absorb 12 points/level of damage from one kind of energy.
Remove Curse: Frees object or person from curse.
Remove Disease: Cures all diseases affecting subject.
Searing Light: Ray deals 1d8/two levels damage (more against undead).
Seek Thoughts: Detects thinking creatures’ thoughts.
Speak with Dead: Corpse answers one question/two levels.
Battlemind Link: You and an ally gain attack and AC bonuses.
Brand, Greater: As brand, but brand glows when near your holy symbol.
Chaos Hammer: Harms and slows lawful creatures (1d8 damage/2 levels).
Coward’s Lament: If subject doesn’t attack you it receives a penalty.
Cure Critical Wounds: Cures 4d8 damage + 1/level (max +20).
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 its native plane.
Divination[M]: Provides useful advice for specific proposed actions.
Divine Power: You gain attack bonuses and 1 hp/level.
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.
Order’s Wrath: Harms and dazes chaotic creatures (1d8 damage/2 levels).
Rebuke: Foes take 1d8 damage/two caster levels (max 5d8).
Reprobation: Marked target is shunned by your religion.
Restoration[M]: Restores level and ability score drains.
Stoneskin[M]: Grants DR 10/adamantine.
Atonement[FM]: Removes burden of misdeeds from subject and reverses magical alignment change.
Banishment: Banishes 2 HD/level of extraplanar creatures.
Break Enchantment: Frees subjects from enchantments, transmutations, and curses.
Castigate, Mass: As castigate, but affects multiple creatures.
Command, Greater: As command, but affects one subject/level.
CommuneM: Deity answers one yes-or-no question/level.
Cure Light Wounds, Mass: Cures 1d8 damage + 1/level, affects 1 subject/level.
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.
Hallow[M]: Designates location as holy.
Inflict Light Wounds, Mass: Deals 1d8 damage + 1/level, affects 1 subject/level.
Lend Judgment, Greater: Ally receives all your judgments.
Mark of Justice: Designates action that triggers curse on subject.
Resounding Blow: Melee attack deals 1d6 more damage.
Righteous Might: Your size increases, and you gain bonuses in combat.
Spell Resistance: Subject gains SR 12 + level.
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.
Blade Barrier: Wall of blades deals 1d6/level damage.
Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjects.
Circle of Death[M]: Kills 1d4/level HD of creatures.
Cleanse: As heal, but only cures 4d8 damage +1/level (max +25).
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.
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.
Legend Lore[MF]: Lets you learn tales about a person, place, or thing.
Overwhelming Presence: Creatures bow before you as if you were divine.
Repulsion: Creatures can’t approach you.
Undeath to Death[M]: Destroys 1d4 HD/level undead (max. 20d4).
Word of Chaos: Kills, confuses, stuns, or deafens nonchaotic subjects.