TEXT: InquIsItor 
  spell Cards
  Ultimate 
  Spell DeckS
  LPJ9504
  Compatibility with the Pathfinder Roleplaying Game requires 
  the Pathfinder Roleplaying Game from Paizo Publishing, LLC. 
  See http://paizo.com/pathfinderRPG for more information on 
  the Pathfinder Roleplaying Game. Paizo Publishing, LLC does 
  not guarantee compatibility, and does not endorse this product.
  3.5 SYSTEM COMPATIBLE
  
  Banish seeming
  School abjuration; Level inquisitor 3; Casting Time 1 standard 
  action; Components V, S, M (a cold iron nail); Range touch; 
  Targets one creature or object; Duration instantaneous and 1 
  round/level; see text; Saving Throw none; SR no
  With a melee touch attack you can dispel an illusion or return a 
  creature to its natural form. This functions as dispel magic directed 
  at the effect in question, except you receive a +2 enhancement 
  bonus on your dispel check and you can only dispel illusions 
  or changes in form created by supernatural effects or spells. If 
  multiple effects are changing the creature’s appearance, you can 
  dispel one such effect for every four caster levels you possess, 
  starting with the highest caster level spells and proceeding to spells 
  with lower caster levels. 
  The caster level for supernatural abilities such as change shape is 
  equal to the target creature’s Hit Dice. A creature returned to its 
  natural form by banish seeming is prevented from changing its 
  form again for a number of rounds equal to your caster level. 
  Banish seeming has no effect on nonmagical means of changing 
  appearance, such as that provided by a disguise or extraordinary 
  ability. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Blood Biography
  School divination;Level inquisitor 3; Casting Time 1 minute; 
  Components V, S, M/DF (a scrap of parchment); Range touch; 
  Targets one creature’s blood or one bloodstain; Duration instanta-
  neous; Saving Throw Will negates (see text); SR no
  You learn the answers to a specific set of questions about a creature 
  so long as you have access to at least one drop of its blood. You 
  can cast this spell on the blood of the living or the dead, but living 
  or undead creatures are entitled to a saving throw to resist the spell. 
  You can cast the spell on dried or fresh blood. Once you cast the 
  spell the answers to the following four questions appear on any flat 
  surface you designate (a wall, a piece of paper, and so on). 
  Who are you? (The name by which the creature is most commonly 
  known) What are you? (Gender, race, profession/role) How was 
  your blood shed? (Brief outline of the events that caused its 
  wound, to the best of the victim’s knowledge) When was your 
  blood shed? These answers always appear in a language you can 
  read even if the creature cannot speak that or any language. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Bloodhound
  School transmutation;Level inquisitor 2; Casting Time 1 standard 
  action; Components V, S, M (a drop of blood and a pinch of 
  cinnamon); Range personal; Targets you; Duration 1 hour/level
  You gain the scent special quality, including the ability to track by 
  scent. You receive a +8 competence bonus on Perception checks 
  involving smell and a +4 competence bonus on Survival checks to 
  track using scent. You take a -4 penalty on saving throws against 
  odor-related effects such as the stench ability and stinking cloud. A 
  creature under the effects of bloodhound can detect poison by scent 
  with a DC 20 Perception check. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Brand
  School transmutation; Level inquisitor 0; Casting Time 1 standard 
  action; Components V, S, DF; Range touch; Targets creature 
  touched; Duration 1 day/level; Saving Throw Fortitude negates; 
  SR yes
  Brand etches an indelible rune or mark of no more than 6 charac-
  ters onto a creature, inflicting 1 point of damage. The mark may 
  be placed on any exposed portion of the creature, typically the 
  head or forearm. A brand can be hidden by clothing or removed by 
  scraping it away (causing 1d6 points of damage), though the brand 
  returns if the damage is healed. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Brand, greater
  School transmutation; Level inquisitor 4; Casting Time 1 round; 
  Components V, S, DF; Range touch; Targets creature touched; 
  Duration permanent; Saving Throw Fortitude negates; SR yes
  This spell functions like brand, except that it inflicts 1d6 points of 
  damage when applied and cannot be removed, even temporarily. In 
  addition, a greater brand blazes as bright as a torch when brought 
  within 30 feet of a visible symbol of your faith. While the symbol 
  is blazing, the recipient is sickened. 
  Like the effects of bestow curse, a greater brand cannot be 
  dispelled, but it can be removed by any means that removes a mark 
  of justice. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Burst Bonds
  School evocation; Level inquisitor 1; Casting Time 1 standard 
  action; Components V; Range touch; Targets one object or 
  creature restraining you; Duration instantaneous; Saving Throw 
  Fortitude half (object); SR yes
  You blast your restraints with divine wrath, dealing 1d6 points 
  of damage per caster level to the target object (maximum 5d6), 
  ignoring hardness of 10 or less. A Fortitude save halves the 
  damage, although only magical restraints receive a saving throw. 
  You can also target a creature that is grappling or otherwise 
  restraining you (such as by adhesive or the swallow whole ability) 
  with the spell. You don’t need to make a touch attack to use burst 
  bonds against a creature, and you can cast this spell without 
  making a concentration check while grappled or pinned. The crea-
  ture does not take damage as above. If you are grappled and your 
  target fails its save, you may make an immediate attempt to break 
  the grapple (but not reverse it) as a free action, with a +1 luck 
  bonus to your CMB per caster level (maximum +5). If the target 
  creature fails its save and you are restrained by an ability that 
  originally allowed a saving throw, burst bonds allows a new saving 
  throw with a +1 luck bonus per two caster levels (maximum +5). 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Cast out
  School abjuration; Level inquisitor 3; Casting Time 1 standard 
  action; Components V, S, DF; Range touch; Targets creature 
  touched; Duration instantaneous; Saving Throw Will partial; 
  SR yes
  With a melee touch attack you blast a single creature and disrupt 
  any magic controlling it. The target takes 2d8 points of damage 
  + 1 point per caster level (maximum +15). In addition, you make 
  a dispel check against any magic jar effect (including a ghost’s 
  malevolence ability) or enchantment (compulsion) spells on the 
  target creature, starting with the highest level spells and proceeding 
  to lower level spells. Treat this as a targeted dispel magic spell, 
  except cast out can dispel one such spell for every four caster 
  levels you possess. A successful Will save halves the damage and 
  limits the dispelling to a single spell or effect. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Castigate
  School enchantment (compulsion) [fear, language-dependent, 
  mind-affecting]; Level inquisitor 2; Casting Time 1 standard 
  action; Components V, S, DF; Range close (25 ft. + 5 ft./2 levels); 
  Targets one living creature; Duration 1 round/level or 1 round; 
  see text; Saving Throw Will partial; SR yes
  You compel the target to beg for forgiveness. On a failed save, the 
  target cowers with fear. On a successful save, it is shaken for 1 
  round. Each round on its turn, a cowering subject may attempt a 
  new save to end the effect. A creature who worships the same god 
  as you takes a -2 penalty on its saving throw. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Castigate, mass
  School enchantment (compulsion) [fear, language-dependent, 
  mind-affecting]; Level inquisitor 5; Casting Time 1 standard 
  action; Components V, S, DF; Range medium (100 ft. + 10 ft./
  level); Targets one creature/level, no two of which can be more 
  than 30 ft. apart; Duration 1 round/level or 1 round; see text; 
  Saving Throw Will partial; SR yes
  This spell functions as castigate, except it affects many creatures. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Cleanse
  School evocation; Level inquisitor 6; Casting Time 1 standard 
  action; Components S, DF; Range personal; Targets you; Dura-
  tion instantaneous
  Positive energy infuses and cleanses your body. 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, deafened, 
  diseased, exhausted, fatigued, nauseated, poisoned, and sickened. 
  In addition, cleanse functions as break enchantment upon a single 
  additional effect of your choice that is affecting you and that can be 
  legally affected by this effect. 
  If used by undead or other creatures healed by negative energy, the 
  spell cleanses with negative energy rather than positive. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Confess
  School enchantment (compulsion)[language-dependent, mind-
  affecting]; Level inquisitor 2; Casting Time 1 standard action; 
  Components V, S, DF; Range close (25 ft. + 5 ft./2 levels); 
  Targets one creature; Duration 1 round; Saving Throw Will 
  partial; see text; SR yes
  You ask the target creature a single question. On the subject’s next 
  action, it must answer truthfully in the same language as the ques-
  tion or take 1d6 points of damage per two caster levels (maximum 
  5d6) and be sickened for 2d4 rounds. A successful Will save 
  negates the sickening effect and halves the damage. A creature that 
  is unable to answer still takes damage. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Coordinated effort
  School divination; Level inquisitor 3; Casting Time 1 standard 
  action; Components V, S; Range close (25 ft. + 5 ft./2 levels); 
  Targets you plus one willing creature per 3 levels, no two of which 
  can be more than 30 ft. part; Duration 1 minute/level; Saving 
  Throw none; SR no
  Choose a single teamwork feat that you possess. You forge a link 
  with your allies, allowing them to gain the benefits of the chosen 
  feat even if they do not have it themselves. You must be a part of 
  the group qualifying for a given bonus for your allies to gain the 
  benefits. For example, two of your allies flanking an orc would 
  gain no benefit from your Outflank feat, but an ally flanking the orc 
  with you would. Your allies’ positioning and actions must still meet 
  the prerequisites listed in the teamwork feat for either of you to 
  receive the listed bonus. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Corruption resistanCe
  School abjuration [chaotic, evil, good, or lawful]; Level inquisitor 
  2; Casting Time 1 standard action; Components V, S, DF; Range 
  touch; Targets creature touched; Duration 10 minutes/level; 
  Saving Throw Fortitude negates (harmless); SR yes (harmless)
  You grant the touched creature limited protection from magical 
  effects that inflict damage based on the target creature’s alignment, 
  such as holy smite, order’s wrath, a paladin’s smite evil attack, or 
  an unholy weapon. Choose one alignment type: chaos, evil, good, 
  or law. The subject takes 5 less points of damage from effects that 
  specifically harm creatures of that alignment. The value of the 
  protection increases to 10 points at 7th level and 15 points at 11th 
  level. The spell protects the recipient’s equipment as well. 
  Corruption resistance protects against spells, spell-like abilities, 
  and special abilities, not physical attacks. Corruption resistance 
  only protects against damage. The subject can still suffer side 
  effects from such attacks. When you use this spell to protect an 
  alignment, it gains the descriptor of that alignment. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Coward’s lament
  School enchantment (compulsion) [mind-affecting]; Level 
  inquisitor 4; Casting Time 1 standard action; Components V, 
  S, DF; Range close (25 ft. + 5 ft./2 levels); Targets one living 
  creature; Duration 1 round/level (D)(D); Saving Throw Will 
  partial; SR yes
  You compel an opponent to face you in combat, or suffer for its 
  cowardice. Each round that the target fails to attack you in melee, 
  it receives a cumulative -1 penalty to its Armor Class, attack rolls, 
  and saving throws (maximum penalty -5). Each round at the end 
  of its turn, the target may attempt a Will saving throw to prevent 
  the penalties from increasing for that round. All penalties reset to 
  zero when the target attacks you in melee, but increase again if it 
  stops attacking. If the target is prevented from attacking you by 
  physical restraint, magic, or impassable terrain, the penalties do not 
  increase. If you move away from the target, the spell ends. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  defile armor
  School abjuration [evil]; Level inquisitor 4; Casting Time 1 
  standard action; Components V, S; Range touch; Targets armor 
  touched; Duration 1 minute/level; Saving Throw Will negates 
  (harmless, object); SR yes (harmless, object)
  As sanctify armor, except you gain DR 5/good when using your 
  judgment or smite ability. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  denounCe
  School enchantment (compulsion) [language-dependent, mind-
  affecting]; Level inquisitor 4; Casting Time 1 standard action; 
  Components V; Range close (25 ft. + 5 ft./2 levels); Effect 
  30-ft.-radius burst; Duration 1 hour/level; Saving Throw Will 
  negates; SR yes
  You speak out against a single creature within line of sight and turn 
  possible allies against it by drawing upon the power of your voice 
  and conviction. Creatures in the area who can see the denounced 
  creature must make a Will saving throw or have their starting atti-
  tude toward the denounced creature worsened by two levels (see 
  page 94 of the Core Rulebook). For example, creatures previously 
  indifferent to the subject turn unfriendly. 
  Diplomacy checks made to reverse the effects of denounce are 
  made at a -10 penalty. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  fester
  School necromancy; Level inquisitor 3; Casting Time 1 standard 
  action; Components V, S, M (rotted meat); Range close (25 ft. + 
  5 ft./2 levels); Targets one living creature; Duration 1 round/level 
  or 1 round; see text; Saving Throw Fortitude partial; SR yes
  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. 
  In addition, any healing provided by effects that ignore spell 
  resistance (such as fast healing, regeneration, and some spells) are 
  halved. If the target succeeds on a Fortitude saving throw, fester 
  lasts only a single round. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  fester, mass
  School necromancy; Level inquisitor 6; Casting Time 1 standard 
  action; Components V, S, M (rotted meat); Range close (25 ft. + 
  5 ft./2 levels); Targets one creature/level, no two of which can be 
  more than 30 ft. apart; Duration 1 round/level or 1 round; see text; 
  Saving Throw Fortitude partial; SR yes
  This spell functions as fester, except that it affects multiple foes. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  flames of the faithful
  School transmutation [fire]; Level inquisitor 2; Casting Time 1 
  standard action; Components V; Range touch; Targets weapon 
  touched; Duration 1 round/level; Saving Throw Fortitude negates 
  (object, harmless); SR yes (object, harmless)
  With a touch, you cause a glowing rune to appear on a single 
  weapon, granting that weapon the flaming property (and allowing 
  it to cause an extra 1d6 points of fire damage on a successful hit). 
  If you are using the judgment class feature, your weapon gains 
  the flaming burst property instead. The spell functions only for 
  weapons that you wield. If the weapon leaves your hand for any 
  reason, the spell effect ends. The effects of this spell do not stack 
  with any existing flaming or flaming burst weapon property that 
  the target weapon may already possess. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  follow aura
  School divination [chaotic, evil, good, or lawful]; Level inquisitor 
  2; Casting Time 1 standard action; Components V, S, DF; Range 
  personal; Targets you; Duration 10 minutes/level (D)(D)
  Choose one alignment type: chaotic, evil, good, or lawful. You gain 
  the ability to follow the trail of a strong or overwhelming aura of 
  that alignment (see detect evil, Core Rulebook 266). This is treated 
  as tracking using the scent special quality, except you are following 
  the traces of their aura upon the ground rather than their scent, and 
  you receive no bonus on Perception checks. At 10th level, you can 
  track the trail of creatures with a moderate alignment aura as well. 
  When you use this spell to track a given alignment, it gains the 
  descriptor of the opposite alignment. For example, when follow 
  aura is used to track evil, it gains the good descriptor. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  forCed repentanCe
  School enchantment (compulsion)[mind-affecting]; Level 
  inquisitor 4; Casting Time 1 standard action; Components V, S, 
  DF; Range close (25 ft. + 5 ft./2 levels); Targets one evil creature 
  without the evil subtype; Duration 1 round/level; Saving Throw 
  Will negates; SR yes
  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. The target immediately drops prone and begins to 
  loudly confess all of its sins and transgressions to the caster for the 
  duration of the spell. The spell immediately ends if you move out 
  of line of sight or if the target is attacked. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  ghostBane dirge
  School transmutation; Level inquisitor 2; Casting Time 1 standard 
  action; Components V, S, M/DF (an old reed from a wind 
  instrument); Range close (25 ft. + 5 ft./2 levels); Targets one 
  incorporeal creature; Duration 1 round/level; Saving Throw Will 
  negates; SR yes
  The target coalesces into a semi-physical form for a short period 
  of time. While subject to the spell, the incorporeal creature takes 
  half damage (50%) from nonmagical attack forms, and full damage 
  from magic weapons, spells, spell-like effects, and supernatural 
  effects. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  ghostBane dirge, mass
  School transmutation; Level inquisitor 5; Casting Time 1 standard 
  action; Components V, S, M/DF (an old reed from a wind instru-
  ment); Range close (25 ft. + 5 ft./2 levels); Targets one incorpo-
  real creature/level, no two of which can be more than 30 ft. apart; 
  Duration 1 round/level; Saving Throw Will negates; SR yes
  This spell functions as ghostbane dirge, except that it affects 
  multiple targets. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  hidden speeCh
  School transmutation [language-dependent]; Level inquisitor 3; 
  Casting Time 1 standard action; Components V, S, M/DF (a 
  cipher written on a piece of parchment); Range close (25 ft. + 5 
  ft./2 levels); Targets you plus one creature/level, no two of which 
  can be more than 30 ft. apart; Duration 10 minutes/level (D)(D); 
  Saving Throw Will negates (harmless); SR yes
  You greatly enhance the ability of the subjects to communicate 
  hidden messages to each other. Each target gains a +10 competence 
  bonus on Bluff checks to send secret message to other recipients. 
  Others using opposed Sense Motive checks to decipher these 
  messages receive a -5 penalty. All subjects affected by the spell 
  must share a language to be able to pass messages. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  honeyed tongue
  School transmutation; Level inquisitor 2; Casting Time 1 standard 
  action; 
  Components V, M/DF (a drop of honey); Range personal; Targets 
  you; Duration 10 minutes/level
  This spell augments your diplomacies. While under the effects of 
  spell, you roll two dice each time you make a Diplomacy check to 
  change a creature’s attitude, taking the highest roll. 
  If this results in a roll low enough to reduce the creature’s attitude 
  by a step, that creature gets some clue that you are manipulating it 
  with a spell. Alternatively you can cast this spell before making a 
  Diplomacy check to gather information, gaining a +5 competence 
  bonus on the check. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  hunter’s eye
  School divination; Level inquisitor 3; Casting Time 1 standard 
  action; Components V, S, DF; Range medium (100 ft. + 10 ft./
  level); Targets one creature; Duration 1 minute/level; Saving 
  Throw none; SR yes
  Sharpening your perceptive abilities and tuning them against 
  obfuscating effects, hunter’s eye greatly enhances your senses 
  against the target creature. You gain the ability to perceive the 
  target when it is invisible or ethereal as though using the see invis-
  ibility spell, and receive a +20 competence bonus on Perception 
  checks to locate the target. You ignore concealment provided by 
  fog or mist, blur, displacement, invisibility, and similar effects 
  affecting the target, but not concealment provided by darkness. 
  This spell provides no benefits to your allies, and no benefits 
  against creatures other than the target. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  perCeive Cues
  School transmutation; Level inquisitor 2; Casting Time 1 standard 
  action; Components V, S, M (a drop of water); Range personal; 
  Targets you; Duration 10 minutes/level
  Your senses become preternaturally keen, and you gain insight into 
  subtle behavioral cues. For the duration of the spell, you receive a 
  +5 competence bonus on Perception and Sense Motive checks. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  reBuke
  School evocation [sonic]; Level inquisitor 4; Casting Time 1 
  standard action; Components V, S, DF; Range 20 ft.; Effect 
  20-ft.-radius burst centered on you; Duration instantaneous; 
  Saving Throw Fortitude partial; SR yes
  Your wrathful words cause physical harm to your enemies. 
  Your enemies take 1d8 points of damage per two caster levels 
  (maximum 5d8) and are staggered for 1 round. Half of this damage 
  is sonic damage, but the other half results directly from divine 
  power and is therefore not subject to being reduced by resistance 
  to sonic-based attacks. is especially devastating to foes who 
  worship your god, inflicting 1d6 points of damage per caster level 
  (maximum 10d6) and stunning them for 1d4 rounds. A successful 
  Fortitude save halves the damage and negates the staggering or 
  stunning effect. 
  Enemies do not need to hear a rebuke to be harmed by it, but it is 
  negated by magical silence. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  resounding Blow
  School evocation [sonic]; Level   inquisitor 5 ; Casting Time 
  1 swift action; Components V; Range personal; Targets you; 
  Duration 1 round/level; Saving Throw Fortitude partial; see text; 
  SR no
  You must have a melee weapon in hand to cast this spell. 
  On a successful melee attack, your weapon resounds with a thun-
  derous clash. The target takes 1d6 points of sonic damage. Your 
  weapon is not harmed by this attack. 
  If you are using your judgment ability or smite ability against 
  the target, it is staggered for 1 round on a successful attack. A 
  successful Fortitude save negates the staggering effect. 
  On a successful critical hit, the target is stunned for 1 round and 
  deafened for 1d6 rounds. A successful Fortitude save negates the 
  stunning and deafening effects. If you are also using judgment or 
  smite, your foe makes only a single save against all effects. 
  This spell immediately ends if your weapon leaves your hand. 
  Resounding blow stacks with the thundering weapon property. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  retriBution
  School necromancy [evil]; Level inquisitor 3; Casting Time 1 
  standard action; Components V; Range close (25 ft. + 5 ft./2 
  levels); Targets one creature who has just struck you with an 
  attack; Duration 1 round/level; Saving Throw Fortitude partial; 
  SR yes
  Retribution blasts those who have the temerity to assault your 
  person. You may target anyone who has just struck you with an 
  attack within the previous round, whether with a melee, ranged, or 
  natural weapon, or a spell that requires an attack roll. The target 
  is wracked with shooting pains that impose a -4 penalty on attack 
  rolls, skills checks, and ability checks. On a successful Fortitude 
  save, the penalty only lasts for 1 round. 
  A target who worships the same god as you takes a -2 penalty on 
  its saving throw. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  righteous vigor
  School enchantment (compulsion) [mind-affecting]; Level 
  inquisitor 3; Casting Time 1 standard action; Components V, S, 
  DF; Range touch; Targets creature touched; Duration 1 round/
  level; Saving Throw Will negates (harmless); SR yes (harmless)
  Infusing the target with a surge of furious divine energy, you 
  enhance a creature’s ability to hit an opponent based on the 
  number of times it has already hit that opponent with a successful 
  attack. Each time the subject successfully strikes an opponent 
  with a successful melee attack, the subject gains a cumulative +1 
  morale bonus on attack rolls (maximum +4 bonus) and gains 1d8 
  temporary hit points (to a maximum of 20 temporary hit points). If 
  an attack misses, the attack bonus resets to +0 but any accumulated 
  temporary hit points remain. The temporary hit points disappear at 
  the end of the spell’s duration. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  saCred Bond
  School conjuration (healing); Level inquisitor 2; Casting Time 
  1 round; Components V, S, F (a pair of golden bracelets worth 
  100 gp each worn by both you and the target); Range touch; see 
  text; Targets creature touched; Duration 10 minutes/level (D)(D); 
  Saving Throw Will negates (harmless); SR yes (harmless)
  To use this spell, you first touch the intended recipient, creating a 
  sympathetic field of healing energies between you. 
  Once the spell has been cast, you and the target may cast conjura-
  tion (healing) spells with a range of touch upon each other so long 
  as you are within close range (25 ft. + 5 ft./2 levels). Should either 
  you or the target remove your bracelet, the spell immediately ends. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  sanCtify armor
  School abjuration [good]; Level inquisitor 4; Casting Time 1 
  standard action; Components V, S; Range touch; Targets armor 
  touched; Duration 1 minute/level; Saving Throw Will negates 
  (harmless, object); SR yes (harmless, object)
  You imbue your armor with a righteous aura. It gains a +1 
  enhancement bonus per four caster levels (maximum +5 at 20th 
  level). When using your judgment or smite ability, you gain DR 
  5/evil. 
  An outfit of regular clothing counts as armor that grants no AC 
  bonus for the purpose of this spell. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  seek thoughts
  School divination [mind-affecting]; Level inquisitor 3; Casting 
  Time 1 standard action; Components V, S, M (a handful of copper 
  coins); Range 40 ft.; Effect 40-ft.-radius emanation centered on 
  you; Duration concentration, up to 1 minute/level; Saving Throw 
  Will negates; SR no
  Similar to detect thoughts, seek thoughts allows you to sift through 
  the surface thoughts of those around you. You may scan for either 
  the answer to a simple question (such as “Where is the hidden lair 
  of the wererats?”) or for information on a general topic (such as the 
  beliefs of an evil cult). You detect the number of creatures who are 
  thinking about this question or topic within range, as well as their 
  location if they are visible to you. Seek thoughts does not let you 
  read actual surface thoughts, only if a given creature is thinking 
  about the topic you are concentrating on. A successful Will save 
  prevents you from sensing a creature’s thoughts for the duration 
  of the spell. 
  You can maintain concentration on seek thoughts while you engage 
  in normal conversation, allowing you to ask leading questions 
  about topics of interest. A creature conversing with you while you 
  concentrate can notice that you are distracted with a successful DC 
  25 Sense Motive check. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  shared wrath
  School enchantment (compulsion) [mind-affecting]; Level 
  inquisitor 4; Casting Time 1 standard action; Components V, S, 
  M (a thorny vine); Range close (25 ft. + 5 ft./2 levels); Targets 
  up to one creature/level, no two of which can be more than 30 ft. 
  apart; Duration 1 minute; Saving Throw Will negates (harmless); 
  SR yes (harmless)
  This spell functions as wrath, except that you grant multiple 
  creatures the bonuses against your designated foe. All subjects of 
  shared wrath receive their bonuses against the same creature. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  sift
  School divination; Level inquisitor 0; Casting Time 1 standard 
  action; Components V, S; Range 30 ft.; Effect one 10-ft. cube; 
  Duration instantaneous; Saving Throw none; SR no
  You examine an area at range as if you were searching for fine 
  details with the Perception skill. Make a Perception check with a -5 
  penalty, modified as normal for conditions. No penalty is applied 
  for distance. Apply the result against the DC for any hidden 
  features, such as secret doors, traps, or hidden treasure. You must 
  be able to see the area you are attempting to search, and you only 
  find details that can be perceived with sight or touch. Sift detects 
  only objects and features, not actual creatures. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  sleepwalk
  School enchantment (compulsion) [mind-affecting]; Level 
  inquisitor 4; Casting Time 1 round; Components V, S, M (a sprig 
  of belladonna worth 100 gp); Range touch; Targets unconscious 
  creature touched; Duration 1 hour/level (D)(D); Saving Throw 
  Will negates; see text; SR yes
  You compel an unconscious or sleeping creature to rise and move 
  in a half-awake state. The target creature staggers about if led or 
  guided, but remains helpless for all other purposes. 
  The subject moves at half speed and is limited to a single move 
  action each round. It is not capable of moving at a higher rate of 
  speed or taking actions other than movement except by magical 
  assistance, and automatically fails any Dexterity- or Strength-based 
  skill checks. If the creature takes any damage while sleepwalking 
  it must make a new saving throw or the spell ends and the creature 
  awakes (if it has more than 0 hit points). When the spell ends or 
  is dismissed, the target remains unconscious and must be awoken 
  normally. While sleepwalk allows an unconscious creature to 
  move, it does not awaken the creature, nor does it stabilize or 
  otherwise heal them. A disabled creature that moves about while 
  under the effects of this spell does not start dying again as a result 
  of this movement. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  tireless pursuers
  School transmutation; Level inquisitor 4; Casting Time 1 standard 
  action; Components V, S, M (a hard biscuit broken into pieces); 
  Range touch; Targets you plus one touched creature/3 levels; 
  Duration 1 hour/level (D)(D); Saving Throw Fortitude negates 
  (harmless); SR yes (harmless)
  This spell functions as tireless pursuit, except as noted above. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  tireless pursuit
  School transmutation; Level inquisitor 1; Casting Time 1 standard 
  action; Components V, S, M (a hard biscuit); Range personal; 
  Targets you; Duration 1 hour/level (D)(D)
  You harden your body against the stresses of long travel. You 
  halve the damage caused by hustling and forced marching (see 
  Pathfinder RPG Core Rulebook 171). In addition, for the duration 
  of the spell you ignore any fatigue caused by such travel. Once the 
  spell ends, if you still have any nonlethal damage caused by the 
  hustling or forced march, you become fatigued, or exhausted if 
  already fatigued. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  unwilling shield
  School necromancy; Level inquisitor 5; Casting Time 1 standard 
  action; Components V, S, M (ruby dust worth 250 gp); Range 
  close (25 ft. + 5 ft./2 levels); Targets one creature; Duration 1 
  round/level (D)(D); Saving Throw Will negates; SR yes
  Like shield other, unwilling shield creates a mystic connection 
  between you and the target, but unlike shield other, the target 
  shares the wounds that you receive. In addition, the link draws 
  upon the target’s life force to supplement your own defenses. You 
  gain a +1 luck bonus to AC and on saving throws. You take only 
  half damage from all wounds and attacks (including those dealt by 
  special abilities) that deal hit point damage. The amount of damage 
  not taken by you is taken by the target. Forms of harm that do not 
  involve hit points, such as charm effects, ability damage, level 
  draining, and death effects are not affected. If you take a reduction 
  in hit points from a lowered Constitution score, the reduction is not 
  split with the target because it is not hit point damage. 
  When the spell ends, subsequent damage is no longer divided 
  between you and the subject, but damage already split is not 
  assigned to you. 
  If you and the target of the spell move out of range of each other, 
  the spell remains active, but damage is no longer shared until you 
  are once again within range of each other. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  ward the faithful
  School abjuration; Level inquisitor 3; Casting Time 1 standard 
  action; Components V, S, DF; Range touch; Effect 10-ft.-radius 
  emanation from touched creature; Duration 10 minutes/level; 
  Saving Throw Will negates (harmless); SR no
  All creatures within the area who worship the same god as you 
  gain a +2 deflection bonus to AC and a +2 resistance bonus on all 
  saves. At 12th level, these bonuses increase to +3. At 18th level, 
  the bonuses increase to +4. 
  If you do not worship a specific deity, the bonuses apply to those 
  who share your faith. If you do not have a specific faith or religion, 
  the spell provides benefits only to yourself. Enemies gain the 
  benefits of this spell if they worship the same god or share the 
  same faith as you, even if you view them as heretical. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  weapon of awe
  School transmutation;Level inquisitor 2; Casting Time 1 standard 
  action; Components V, S, DF; Range touch; Targets weapon 
  touched; Duration 1 minute/level; Saving Throw Will negates 
  (harmless, object); SR yes (harmless, object)
  You transform a single weapon into an awe-inspiring instrument. 
  The weapon gains a +2 sacred bonus on damage rolls, and if the 
  weapon scores a critical hit, the target of that critical hit becomes 
  shaken for 1 round with no saving throw. 
  This is a mind-affecting fear effect. A ranged weapon affected by 
  this spell applies these effects to its ammunition. 
  You can’t cast this spell on a natural weapon, but you can cast it on 
  an unarmed strike. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  wrath
  School enchantment (compulsion) [mind-affecting]; Level inquis-
  itor 1; Casting Time 1 standard action; Components V, S, M (a 
  thorny vine); Range personal; Targets you; Duration 1 minute
  You focus your anger against an enemy. Choose one enemy 
  creature that you can see. You gain a +1 morale bonus on attack 
  rolls and weapon damage rolls against that designated creature for 
  every three caster levels you have (at least +1, maximum +3). You 
  also receive this bonus on caster level checks made to overcome 
  the creature’s spell resistance, if any. At 12th level, you gain the 
  benefits of the Improved Critical feat on attack rolls made against 
  the designated creature. This effect doesn’t stack with any other 
  effect that expands the threat range of a weapon. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Credits
  Spellcard data obtained from Perram’s Spellbook © 2011 Jefferson 
  Jay Thacker (http://www.thegm.org/) Spell data created by Mike 
  Chopswil, (http://d20pfsrd.com/magic/spells-db)
  Designation of Open Game Content: All Text
  open game liCense  
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  System Reference Document. Copyright 2000, Wizards of the Coast, 
  Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on 
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  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; 
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  Ultimate Spell Decks: Inquisitor Spell Cards, Copyright 2011, 
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Louis Porter Jr. Design/LPJ9504 - Ultimate Spell Decks - Inquisitor.pdf