Inquisitor Spell List

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Orisons – 12.5gp Scroll Cost
1st-level Spells – 25gp Scroll Cost
2nd-level Spells – 150gp Scroll Cost
3rd-level Spells – 375gp Scroll Cost
4th-level Spells – 700gp Scroll Cost
5th-level Spells – 1,125gp Scroll Cost
6th-level Spells – 1,650gp Scroll Cost

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.

Daze: A single humanoid creature with 4 HD or less loses its next action.

Detect Magic: Detects all spells and magic items within 60 ft.

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.


1st-Level Spells
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.

Ear-Piercing Scream: Deal sonic damage and daze target.

Expeditious Retreat: Your base speed increases by 30 ft.

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.

Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).

Interrogation: Target answers questions or suffers pain.

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.

Tireless Pursuit: Ignore fatigue while hustling.

True Strike: +20 on your next attack roll.

Vocal Alteration: Disguise target’s voice.

Wartrain Mount: Animal gains combat training.

Wrath: +1 attack and damage against target creature.


2nd-Level Spells
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.

Disguise Other: As disguise self, but affects you or another.

Distressing Tone: Sound sickens 1d4 creatures.

Enthrall: Captivates all within 100 ft. + 10 ft./level.

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.

Perceive Cues: +5 Perception and Sense Motive 10 min./level.

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.

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.


3rd-Level Spells
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.

Deeper Darkness: Object sheds supernatural shadow in 60-ft. radius.

Dimensional Anchor: Bars extradimensional movement.

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.

Hidden Speech: Gain +10 on Bluff to send secret messages.

Hunter’s Eye: +20 on Perception checks to locate a target.

Inflict Serious Wounds: Touch attack, 3d8 damage + 1/level (max +15).

Invisibility Purge: Dispels invisibility within 5 ft./level.

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.

Magic Vestment: Armor or shield gains +1 enhancement per four levels.

Magic Weapon, Greater: Weapon gains +1 bonus/four levels (max +5).

Nondetection[M]: Hides subject from divination, scrying.

Obscure Object: Masks object against scrying.

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.

Remove Curse: Frees object or person from curse.

Remove Disease: Cures all diseases affecting subject.

Retribution: Recent attacker is afflicted with penalties.

Righteous Vigor: Boosts attack bonus with each hit.

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.

Terrible Remorse: Creature is compelled to harm itself.

Ward the Faithful: Creatures of same faith gain bonuses to AC and on saving throws.

Witness: See through the target’s eyes and ears.


4th-Level Spells
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).

Curse of Magic Negation: Target gains the negated spellblight.

Daze, Mass: As daze, but affecting multiple creatures.

Death Ward: Grants bonuses against death spells and negative energy.

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.

Fear: Subjects within cone flee for 1 round/level.

Fleshworm Infestation: Worms deal hp and Dex damage.

Forced Repentance: Target falls prone and confesses all of its sins.

Freedom of Movement: Subject moves normally despite impediments to restrict movement.

Geas, Lesser: Commands subject of 7 HD or less.

Hold Monster: As hold person, but any creature.

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.

Leashed Shackles: Target is restricted to a specific location.

Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.

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.

Sanctify Armor: +1 AC/four levels (max +5).

Sending: Delivers short message anywhere, instantly.

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.

Tireless Pursuers: As tireless pursuit, but affects multiple creatures.

Unholy Blight: Harms and sickens good creatures (1d8 damage/2 levels).


5th-Level Spells
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.


6th-Level Spells
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.


Inquisitor Spell List

And All Things Will End Jonathonathon