Abeyance suppresses the effects of a single curse on a creature.
Inquisitor Spells
An inquisitor learns to cast divine spells drawn from the inquisitor spell list, casting spells spontaneously without preparation. Learn more about the Inquisitor class.
Orb deals 1d3 acid damage.
Subject gains a bonus on Perception checks.
This spell functions as disguise self, except as a swift action you can alter the disguise (within the limitations of disguise self).
You cause the air in the area to ripple where creatures have flown through it up to %1 days ago.
With a word and a gesture, you instill such apprehension about attacking you in your target that doing so causes it mental distress and pain.
+1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
Wards an area for 2 hours/level.
Weapon becomes good, evil, lawful, or chaotic.
This spell functions as align weapon, except you divide the duration in 1-minute increments between any number of touched weapons.
You create one or more 5-foot cubes of temporal possibility where your timeline overlaps with those of your parallel existences.
You instill the target animal with a general purpose (see the Handle Animal skill), which can be any purpose except combat training-fighting, guarding, heavy labor, hunting, performance, or riding.
Within the area of effect, this spell impedes the use of spells of the summoning subschool and other effects that summon creatures.
Gain increasing bonuses to AC and on attack rolls and damage against one creature.
You shroud a number of creatures in an aura of suspicion and fill them with extreme paranoia regarding their allies.
Enhance underwater trails, allowing tracking through water as if across soft ground.
All chaotic evil, chaotic good, lawful evil, and lawful good creatures within the area of this spell suffer the following conditions, based on their Hit Dice.
Magical auras become visible to you.
You unleash the power of zealous conviction to smite your enemies with a burst of pulsing metallic energy.
You temporarily curse a creature so its touch lessens the value of coins it touches.
This spell functions as ally across time as noted above with two exceptions.
You temporarily suppress the most powerful qualities of a magical item.
You take on an aspect of a nightingale.
Removes burden of misdeeds from subject.