Inquisitor Spells in Pathfinder: Wrath of the Righteous covers a list of all Spells available for the Inquisitor Class. The Magical Power of the Inquisitor comes from their faith. Each Class has its own set of spells with some over-lapping through different classes. Common Classes with spell paths include the Sorcerer, Shaman, Cleric, Wizard, Oracle, and Witch classes. Spells are also sorted into different schools. These are sorted into other school categories include Abjuration Conjuration, Illusion, Divination, Enchantment, Evocation, Transmutation, and Necromancy Spells.
Below you will find information on each Inquisitor Spells, their effects and level requirements.
Inquisitor Spells
Cantrips
Level 1
Bane
Enchantment
Bless
Enchantment
Cause Fear
Necromancy
Cure Light Wounds
Conjuration
Divine Favor
Evocation
Doom
Necromancy
Ear-Piercing Scream
Evocation
Expeditious Retreat
Transmutation
Inflict Light Wounds
Necromancy
Protection from Alignment
Abjuration
Remove Fear
Abjuration
Shield of Faith
Abjuration
Stunning Barrier
Abjuration
Level 2
Aid
Enchantment
Blessing of Luck and Resolve
Enchantment
Boneshaker
Necromancy
Castigate
Enchantment
Cure Moderate Wounds
Conjuration
Delay Poison
Conjuration
Effortless Armor
Transmutation
Find Traps
Divination
Inflict Moderate Wounds
Necromancy
Invisibility
Illusion
Protection from Alignment, Communal
Abjuration
Remove Paralysis
Conjuration
Resist Energy
Abjuration
Restoration, Lesser
Conjuration
See Invisibility
Divination
Hold Person
Enchantment
Align Weapon
Transmutation
Level 3
Litany of Eloquence
Enchantment
Litany of Entanglement
Conjuration
Cure Serious Wounds
Conjuration
Delay Poison, Communal
Conjuration
Dispel Magic
Abjuration
Resist Energy, Communal
Abjuration
Searing Light
Evocation
See Invisibility, Communal
Divination
Greater Magic Weapon
Transmutation
Level 4
Neutralize Poison
Conjuration
Chaos Hammer
Evocation
Crusader's Edge
Transmutation
Cure Critical Wounds
Conjuration
Death Ward
Necromancy
Divine Power
Evocation
Fear
Necromancy
Forced Repentance
Enchantment
Freedom of Movement
Abjuration
Holy Smite
Evocation
Inflict Critical Wounds
Necromancy
Greater Invisibility
Illusion
Order's Wrath
Evocation
Protection from Energy, Communal
Abjuration
Restoration
Conjuration
Stoneskin
Abjuration
Unholy Blight
Evoication
Burst of Glory
Enchantment
Dismissal
Abjuration
Hold Monster
Enchantment
Level 5
Chains of Light
Conjuration
Break Enchantment
Abjuration
Castigate, Mass
Enchantment
Cure Light Wounds, Mass
Conjuration
Disrupting Weapon
Transmutation
Flame Strike
Evocation
Inflict Light Wounds, Mass
Necromancy
Profane Nimbus
Evocation
Righteous Might
Transmutation
Sacred Nimbus
Evocation
Spell Resistance
Abjuration
Stoneskin, Communal
Abjuration
Level 6
Blessing of Luck and Resolve
Enchantment
Cleanse
Evocation
True Seeing, Communal
Divination
Arbitrament
Evocation
Blade Barrier
Evocation
Blasphemy
Evocation
Circle of Death
Necromancy
Cure Moderate Wounds, Mass
Conjuration
Dictum
Evocation
Dispel Magic, Greater
Abjuration
Fester, Mass
Necromancy
Harm
Necromancy
Heal
Conjuration
Holy Word
Evocation
Inflict Moderate Wounds, Mass
Necromancy
Inspiring Recovery
Conjuration
Litany of Madness
Enchantment
Overwhelming Presence
Enchantment
Umbral Strike
Necromancy
Undeath to Death
Necromancy
Word of Chaos
Evocation
Inquisitor Spells in Pathfinder: Wrath of the Righteous
Quick Search of All Inquisitor Spells
Spell |
School |
Description |
Level |
Daze | Enchantment | This spell clouds the minds of a humanoid creature with 4 of fewer Hit Dice so that it takes no actions. Humanoids of 5 or more HD are not affected. | 0 |
Resistance | Abjuration | You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves. | 0 |
Light | Evocation | This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius from the point touched. You can only have one light spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. | 0 |
Acid Splash | Conjuration | You fire a small orb of acid at the target. You must succeed on a ranged touch attack to hit your target. The orb deals 1–3 (1d3) points of acid damage. | 0 |
Disrupt Undead | Necromancy | You direct a ray of positive energy. You must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals 1d6 points of damage to it. | 0 |
Virtue | Transmutation | With a touch, you infuse a creature with a tiny surgeof life, granting the subject 1 temporary hit point. | 0 |
Guidance | Divination | This spell imbues the subject with a touch of divine guidance. The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. |
0 |
Divine Zap | Divination | You unleash your divine powers against a single target. The target takes 1d3 points of divine damage. A successful save halves the damage. |
0 |
Dismiss Spell | Abjuration | After the battle, you can dismiss area spell effect at will. You must be out of combat and within 100-feet range of the spell's effect. Dismissing a spell is a standard action that does not spend spell slots and does not provoke attacks of opportunity. |
0 |
Bane | Enchantment | Bane fills your enemies with fear and doubt. Each affected creature takes a –1 penalty on attack rolls and a –1 penalty on saving throws against fear effects. Bane counters and dispels bless. | 1 |
Bless | Enchantment | Bless fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects. Bless counters and dispels bane. |
1 |
Cause Fear | Necromancy | The affected creature becomes frightened. If the subject succeeds at a Will save, it is shaken for 1 round. Creatures with 6 or more HD are immune to this effect. Cause fear dispels remove fear. | 1 |
Cure Light Wounds | Conjuration | When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5). Since the undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. | 1 |
Divine Favor | Evocation | Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls for every three caster levels you have (at least +1, maximum +3). The damage bonus doesn't apply to spell damage. | 1 |
Doom | Necromancy | The spell fills single subject with a feeling of horrible dread that causes it to become shaken. | 1 |
Ear-Piercing Scream | Evocation | You unleash a powerful scream, inaudible to all but a single target. The target is dazed for 1 round and takes 1d6 points of sonic damage per two caster levels (maximum 5d6). A successful save negates the daze effect and halves the damage. | 1 |
Expeditious Retreat | Transmutation | This spell increases your base speed by 30 feet. This adjustment is treated as an enhancement bonus. There is no effect on other modes of movement, such as burrow, climb, fly, or swim. | 1 |
Inflight Light Wounds | Necromancy | When laying your hand upon a creature, you channel negative energy that deals 1d8 points of damage +1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell cures such a creature of a like amount of damage, rather than harming it. |
1 |
Protection From Alignment | Abjuration | The subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by creatures with the corresponding alignment. | 1 |
Remove Fear | Abjuration | You instill courage in the subject, granting it a +4 morale bonus against fear effects for 10 minutes. If the subject is under the influence of a fear effect when receiving the spell, that effect is suppressed for the duration of the spell. | 1 |
Shield of Faith | Abjuration | This spell creates a shimmering, magical field around the target that averts and deflects attacks. The spell grants the subject a +2 deflection bonus to AC, with an addition +1 to the bonus for every six levels you have (maximum +5 deflection bonus 18 level). | 1 |
Stunning Barrier | Abjuration | You are closely surrounded by barely visible magical field. The field provides a +1 deflection bonus to AC and a +1 resistance bonus on saves. Any creature that strikes you with a melee attack is stunned for 1 round ( Will negates). Once the field has stunned an opponent, the spell is discharged. | 1 |
True Strike | Divination | You gain temporary, intuitive insight into the immediate future during your next attack. Your next single attack roll (if it is made before the end of the next round) gains a +20 insight bonus. | 1 |
Haze of Dreams | Enchantment | You fill an enemy's head with waking dreams, a reminder of the pleasures, delights, and terrors to be found in the dream world. While in this strange dream state, the target ,moves at half its normal speed. Multiple haze of dreams effects do not stack, nor does this spell's effect stack with slow. | 1 |
Command | Enchantment | You give the subject a single command, which it obeys to the best of its ability at its earliest opportunity. You may select from the following options. | 1 |
Magic Weapon | Transmutation | Magic weapon gives a a weapon a +1 enhancement bonus on attack and damage rolls. An enhancement binus does not stack with a masterwork weapon's +1 bonus on attack rolls. | 1 |
Aid | Enchantment | Aid grants the target a +1 morale bonus on attack rolls and saves against fear effects, plus temporary hit points equal to 1d8 + caster level (to a maximum of 1d8+10 temporary hit points at caster level 10th). | 2 |
Blessing of Luck and Resolve | Enchantment | A favored blessing of halfing clerics, this spell grants its target a +2 morale bonus on saving throws against fear efffects. | 2 |
Boneshaker | Necromancy | You take control of a target living creature's skeleton. A creature has its skeleton rattle within its flesh causing grievous harm. The target takes 3d6 points of damage, plus 1d6 additional points of damage per 2 caster levels. | 2 |
Castigate | Enchantment | You compel the target to beg for forgiveness. On a failed save, the target cowers in fear. On a successful will save, it is shaken for 1 round. Each round after, a cowering subject may attempt a new save to end the effect. | 2 |
Cure Moderate Wounds | Conjuration | When laying your hand upon a living creature, you channel positive energy that cures 2d8 points of damage +1 point per caster level (maximum +10). Since undead are powered of curing their wounds. An undead creature can apply spell resistance and can attempt a Will save to take half damage. | 2 |
Delay Poison | Conjuration | The subject becomes temporarily immune to poison. Any poison in its system or any poison to which it is exposed during the spell's duration does not affect the subject until the spell's duration has expired. Delay poison does not cure any damage that poison may have already done. | 2 |
Effortless Armor | Transmutation | Armor you wear no longer reduces your speed. You also reduce the armor's armor check penalty by 1 + 1 per five caster levels (maximum 5). | 2 |
Find Traps | Divination | You gain intuitive insight into the workings of traps. You gain an insight bonus equal to 1/2 your caster level (maximum +10) on Perception checks while the spell is in effect. | 2 |
Inflict Moderate Wounds | Necromancy | When laying your hand upon a creature, you channel negative energy that deals 2d8 points of damage +1 point per caster level (maximum +10). Since undead are powered by negative energy, this spell cures such a creature of a like amount of damage, rather than harming it. |
2 |
Invisibility | Illusion | Grants target total concealment and a +20 bonus to stealth checks. Ends when the target makes an attack. | 2 |
Protection from Alignment, Communal | Abjuration | All allies within 30 feet gain a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by creatures with corresponding alignments. | 2 |
Remove Paralysis | Conjuration | Removes paralysis from target creature. | 2 |
Resist Energy | Abjuration | The subject gains resist energy 10 against the energy type chosen, meaning that each the creature is subjected to such damage (whether from a natural or magical source), that damage is reduced by 10 points before being applied to the creature's hit points. | 2 |
Restoration, Lesser | Conjuration | Lesser restoration dispels any temporary magical effects reducing one of the subject's ability scores ( it does not remove permanent effects such as curses or diseases) or cures 1d4 points of temporary ability damage to one of the subject's ability scores. It does not restore permanent ability drain. | 2 |
See Invisibility | Divination | You can see any objects or being that are invisible within your range of vision. | 2 |
Hold Person | Enchantment | The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round, the subject may attempt a new saving throw to end the effect. | 2 |
Align Weapon | Transmutation | A weapon that is aligned can bypass the damage reduction of certain creatures. | 2 |
Litany of Eloquence | Enchantment | Your litany is a fascinating diatribe of grace, causing your target to do nothingbut listen. The target is fascinated. Any damage to the target automatically breaks the effect. | 3 |
Litany of Entanglement | Conjuration | Your litany conjures chains of energy that lash upward from the ground and hamper the target's movement. The target is entangled. | 3 |
Cure Serious Wounds | Conjuration | When laying your hand upon a living creature, you channel positive energy that cures 3d8 points of damage +1 point per caster level (maximum +15). | 3 |
Delay Poison, Communal | Conjuration | Any ally within 30 feet becomes temporarily immune to poison. | 3 |
Dispel Magic | Abjuration | You can use dispel magic to end one ongoing spell that has been cast on a creature or one area effect from a spell in the selected point. | 3 |
Fester | Necromancy | Necrotic energy permeates the target, blocking healing abilities. The subject gains Spell Resistance equal to 12 + your caster level against effects that restore hit points or grant temporary hit points. If the target succeeds on a Fortitude saving throw, fester lasts only a single round. | 3 |
Heroism | Enchantment | This spell imbues a single creature with great bravery and morale in battle. The target gains a +2 morale bonus on attack rolls, saves, and skill checks. | 3 |
Inflict Serious Wounds | Necromancy | When laying your hand upon a creature, you channel negative energy that deals 3d8 points of damage + 1point per caster level (maximum +15). Since undead are powered by negative energy, this spell cures such a creature of a like amount of damage, rather than harming it. |
3 |
Magical Vestment | Transmutation | You imbue a suit of armor or a shield with an enhancement bonus of +1 per four caster levels ( maximum +5 at 20th level). An outfit of regular clothing counts as armor that grants no AC bonus for the purpose of this spell. |
3 |
Prayer | Enchantment | You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls. saves, and skill checks, while each of your foes takes a -1 penalty on such rolls. | 3 |
Protection from Energy | Abjuration | Protection from energy grants temporary immunity to the type of energy you specify when you cast it (acid, cold, electricity, fire or sonic). When the spell absorbs 12 points per caster level of energy damage ( to a maximum of 120 points at 10 levels), it is discharged. | 3 |
Remove Curse | Abjuration | Remove curse can remove all curses on an object or a creature. If the target is a creature, you must make a caster level check 1d20 + caster level) agisnt the DC of each curse affecting the target. Success means that the curse is removed. | 3 |
Remove Disease | Conjuration | Remove disease can cure all diseases from which the subject is suffering. You must make a caster level check (1d20 + caster level) against the DC of each disease affecting the target. Success means that the disease is cured. | 3 |
Resist Energy, Communal | Abjuration | This abjuration grants all allies within a 25-foot radius limited protection from danger of whichever one of five energy types you select: acid, cold, electricity, fire or sonic. | 3 |
Searing Light | Evocation | Focusing divine power like a ray of the sun, you protect a blast of light from your open palm. You must succeed on a ranged touch attack to strike your target. | 3 |
See Invisibility, Communal | Divination | You and all your allies within 25 feet can see any objects or beings that are invisible within your range of vision. | 3 |
Greater Magic Weapon | Transmutation | This spell functions like magic weapon, except that it gives a weapon an enhancement bonus on attack and damage rolls of +1 per four caster levels (maximum +5). This bonus does not allow a weapon to bypass damage reduction aside from magic. | 3 |
Neutralize Poison | Conjuration | You detoxify any sort of venom in the creature or object touched. | 4 |
Chaos Hammer | Evocation | You unleash chaotic power to smite your enemies. The power takes the form of a multicolored explosion of chaotic) leaping, ricocheting energy. only lawful and neutral (not chaotic) creatures are harmed by the spell. | 4 |
Crusader's Edge | Transmutation | When you cast this spell on a melee weapon in your primary hand, you imbue it with a powerful holy energy, granting your primary weapon the bane weapon quality against evil outsiders. | 4 |
Cure Critical Wounds | Conjuration | When laying your hand upon a living creature, you channel positive energy that cures 4d8 points of damage +1 point per caster level (maximum +20). | 4 |
Death Ward | Necromancy | The subject gains a +4 morale bonus on saves against all death spells and magical death effects. The subject is immune to energy drain and any negative energy effects, including channeled negative energy. | 4 |
Divine Power | Evocation | Calling upon the diving power of your patron, you imbue yourself with strength and skill in combat. You gain a+1 luck bonus on attack rolls, weapon damage rolls, Strength checks, and Strength- based skill | 4 |
Fear | Necromancy | An invisible cone of terror causes each living creature in the area to become frightened unless it succeeds at a Will save. If the Will save succeeds, the creature is shaken for 1 round. | 4 |
Forced Repentance | Enchantment | You force an evil creature that does not have the evil subtype to momentarily reflect on its past actions and be overcome by grief and conscience. | 4 |
Freedom of Movement | Abjuration | This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. All combats maneuver checks made to grapple the target automatically fail. | 4 |
Holy Smite | Evocation | Deals 1d8 points per 2 caster levels (5d8 max) causing target to become blinded for 1 round | 4 |
Inflict Critical Wounds | Necromancy | When laying your hand upon a creature, you channel negative energy that deals 4d8 points of damage +1 point per caster level (maximum +20). Since undead area powered by negative energy, this spells cures such a creature of a like amount of damage, rather than harming it. |
4 |
Greater Invisibility | Illusion | This spell functions like invisibility, except that it doesn't end if the subject attacks. | 4 |
Order's Wrath | Evocation | You channel lawful power to smite enemies. The power takes the form of a three-dimentsional grid of energy. Only chaotic and neutral (not lawful) creatures are harmed by the spell. | 4 |
Protection from Energy, Communal | Abjuration | Protection from energy grants all allies within a 25-foot radius temporary immunity to the type of energy you specify when you cast it (acid, cold electricity, fire, or sonic). | 4 |
Restoration | Conjuration | This spell functions lik ea lesser restoration, except that it also dispels temporary negative levels or one permanent negative level. | 4 |
Stoneskin | Abjuration | The subject gains DR 10/adamantine. The first 10 points of damage is ignored, though an adamantine weapon overcomes the reduction. Prevents a total of 10 points of damage per caster level (maximum 150 points). | 4 |
Unholy Blight | Evocation | You call up unholy power to smite your enmeies. The power takes the forma of a cold, cloying miasma of greasy darkness. Only good and neutral (not evil) creatures are harmed by the spell. | 4 |
Burst of Glory | Enchantment | Allies in the area of this spell at the time of casting gain a +1 sacred bonus on attack rolls and saves against fear effects, plus 1 temporary hit point per caster level (maximum 20). | 4 |
Dismissal | Abjuration | This spell forces an extraplanar creature back to its proper plane if it fails a Will save. If the spell is successful, the creature is instantly whisked away. | 4 |
Hold Monster | Enchantment | Thsi spellfuncitons like hold person, except that it affects any living creature that fails its Will save. | 4 |
Chains of Light | Conjuration | A creature targeted by this spell is held immobile by glowing golden chains composed of pure light. | 5 |
Break Enchantment | Abjuration | This spell frees victims from enchantments, transmutations, and curses. Break enchantment can reverse even an instantaneous effect. | 5 |
Castigate, Mass | Enchantment | This spell functions as Castigate, except it affects many creatures. | 5 |
Cure Light Wounds, Mass | Conjuration | You channel positive energy to cure 1d8 points of damage +1 point per caster level (maximum +25) on each creature in the radius. | 5 |
Disrupting Weapon | Transmutation | This spell makes a main-hand melee weapon deadly to undead. Any undead creature with HD equal to or less than your caster level must succeed at a Will save or be destroyed utterly if struck in combat with this weapon. Spell resistance does not apply against the destruction effect. | 5 |
Flame Strike | Evocation | A flame strike evokes a vertical column of divine fire. The spell deals 1d6 points of damage per caster level (maximum 15d6). | 5 |
Inflict Light Wounds, Mass | Necromancy | Negative energy spreads out in all directions from the point of origin, dealing 1d8 points of damage + 1 point per caster level (maximum +25) to nearby living enemies. | 5 |
Profane Nimbus | Evocation | You are surrounded by a nimbus of shadow. Any good creature striking you with unarmed strikes, natural weapons, or a handheld weapon deals normal damage, but at the same time, the attacker takes 1d6 points of damage + 1 point per caster level (maximum +15). | 5 |
Righteous Might | Transmutation | Your height immediately doubles, and your weight increases by a factor of eight. This increase changes your size category to the next larger one. | 5 |
Sacred Nimbus | Evocation | You tap energy from the Plane of Shadow to cast a quasi-real, illusory version of a fireball, lightning bolt, shout, volcanic storm, or ice storm spell. | 5 |
Spell Resistance | Abjuration | The target gains spell resistance equal to 12 + your caster level. | 5 |
Stoneskin, Communal | Abjuration | All allies within 30 feet gain resistance to blows, cuts, stabs, and slashes. | 5 |
True Seeing | Divination | You confer on the subject the ability to see all things as they actually are. The subject sees through normal and magical darkness, notices secret doors hidden by magic, sees the exact locations of creatures or objects under blur or displacement effects, sees invisible creatures or objects normally. | 5 |
Banishment | Abjuration | Banishes 2 HD/level of extraplanar creatures. | 5 |
Greater Command | Enchantment | This spell functions like Command, except this spell affects multiple enemies in 30 feet radius, and the activities continue beyond 1 round. | 5 |
Blessing of Luck and Resolve | Enchantment | A favored blessing of halfing clerics, this spell grants its target a +2 morale bonus on saving throws against fear efffects. | 6 |
Cleanse | Evocation | This spell cures 4d8 points of damage + 1 point per caster level (maximum +25) and ends any and all of the following adverse conditions affecting you: ability damage, blinded, confused, dazzled, diseased, exhausted, fatigued, nauseated, poisoned, and sickened. | 6 |
True Seeing, Communal | Divination | You and all your allies within 30 feet are under True Seeing spell. | 6 |
Arbitrament | Evocation | Any chaotic evil, chaotic good, lawful evil, or lawful good creatures within the area of this spell suffer ill effects. | 6 |
Blade Barrier | Evocation | An immobile, vertical curtain of whirling blades shaped of pure force springs into existence. | 6 |
Blasphemy | Evocation | Any nonevil creature within the area of a blasphemy spell suffers the following ill effects: If the creature's HD is equal to your caster level, it is dazed. | 6 |
Circle of Death | Necromancy | Circle of death snuffs out the life force of living creatures. The spell slays 1d4 HD worth of living creatures per caster level (maximum 20d4). Those who are closest to the burst's point of origin are affected first. | 6 |
Cure Moderate Wounds, Mass | Conjuration | You channel positive energy to cure 2d8 points of damage +1 point per caster level (maximum +30) on each creature in the radius. Like other cure spells, mass cure moderate wounds deals damage to undead in its area rather than curing them. Each affected undead may attempt a Will save for half damage. | 6 |
Dictum | Evocation | Any nonlawful creature within the area of a dictum spell suffers the following ill effects: If the creature's HD is up to your caster level – 1, it is staggered. | 6 |
Dispel Magic, Greater | Abjuration | This functions as dispel magic, except that it affects everything within a 20-foot-radius burst or it can dispel multiple spells, starting with the highest level spells and proceed to lower level spells. | 6 |
Fester, Mass | Necromancy | This spell functions as fester, except that it affects multiple foes. Fester: Necrotic energy permeates the target, blocking healing abilities. The subject gains Spell Resistance equal to 12 + your caster level against effects that restore hit point s or grant temporary hit points. If the target succeeds on a Fortitude saving throw, fester lasts only a single round. | 6 |
Harm | Necromancy | Harm charges a subject with negative energy that deals 10 points of damage per caster level (to a maximum of 150 points at 15th level). If the creature successfully saves, harm deals half this amount. If used on an undead creature, harm acts like heal. | 6 |
Heal | Conjuration | Heal enables you to channel positive energy into a creature to wipe away injury and afflictions. It immediately ends any and all of the following adverse conditions affecting the target: ability damage, blinded, confused, dazed, dazzles, diseased, exhausted, fatigued, nauseated, poisoned, sickened, and stunned. | 6 |
Holy Word | Evocation | Any nongood creature within the area of a holy word spell suffers the following ill effects: If the creature's HD is up to your caster level – 1, it is blinded. | 6 |
Inflict Moderate Wounds, Mass | Necromancy | Negative energy spreads out in all directions from the point of origin, dealing 2d8 points of damage +1 point per caster level (maximum +30) to nearby living enemies. | 6 |
Inspiring Recovery | Conjuration | You can heal a creature, harm an undead creature, or call upon a very recently dead creature to fight beyond death's reach. The target creature regains 1d8 hit points per 2 caster levels (maximum 10d8). | 6 |
Litany of Madness | Enchantment | The litany is a sermon of madness. The target is confused. | 6 |
Overwhelming Presence | Enchantment | Your presence inspires incredible awe in those nearby. A creature that fails a save against this spell falls to the ground and prostrates itself before you, believing it bows before a divine presence. | 6 |
Umbral Strike | Necromancy | You create a bolt of dark energy and use it to make a ranged touch attack that ignores concealment (but not total concealment). | 6 |
Undeath to Death | Necromancy | This spell functions like circle of death, except that it destroys undead creatures. | 6 |
Word of Chaos | Evocation | Any nonchaotic creature within the area of a word of chaos spell suffers ill effects. | 6 |