Library / Spells / Inquisitor Spells

Inquisitor Level 1 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.

Divination

Observes a lock within 60 feet for 1 round to determine if it is open, closed, or jammed.

Class Levels:
Bard 1 Wizard 1 Sorcerer 1 Alchemist 1 Inquisitor 1 Antipaladin 1
Transmutation

Grants a +10-foot bonus to the range increment for any ranged weapon fired.

Class Levels:
Magus 1 Hunter 1 Ranger 1 Wizard 1 Paladin 1 Psychic 1 Arcanist 1 Sorcerer 1 Alchemist 1 Inquisitor 1 Antipaladin 1 Investigator 1
Transmutation

Roll a d20 to designate a lucky number; whenever you roll that number on a d20, gain a +2 luck bonus or reroll.

Class Levels:
Bard 1 Druid 1 Witch 1 Cleric 1 Wizard 1 Paladin 1 Sorcerer 1 Summoner 1 Inquisitor 1
Transmutation

Weapon gains +1 bonus.

Class Levels:
Magus 1 Cleric 1 Oracle 1 Shaman 1 Wizard 1 Paladin 1 Arcanist 1 Sorcerer 1 Warpriest 1 Bloodrager 1 Inquisitor 1 Antipaladin 1
Divination

The target instinctively knows the shortest, easiest, and fastest way through the wilderness.

Class Levels:
Bard 1 Druid 1 Witch 1 Hunter 1 Ranger 1 Shaman 1 Inquisitor 1
Illusion Glamer

You alter the appearance of a door and disguise whether it is open or closed.

Class Levels:
Bard 1 Skald 1 Witch 1 Wizard 1 Sorcerer 1 Inquisitor 1
Enchantment Compulsion

Cast this spell when a creature within range casts a spell that provides an effect for its allies (such as bless or prayer).

Class Levels:
Witch 1 Cleric 1 Psychic 1 Mesmerist 1 Inquisitor 1 Antipaladin 1
Abjuration

This spell creates one glowing rune of peace, plus one per 2 caster levels above 1st (to a maximum of five runes at 9th level).

Class Levels:
Bard 1 Druid 1 Witch 1 Cleric 1 Shaman 1 Wizard 1 Paladin 1 Sorcerer 1 Inquisitor 1
Abjuration

Locks a weapon in place on the target's body.

Class Levels:
Witch 1 Wizard 1 Psychic 1 Arcanist 1 Sorcerer 1 Inquisitor 1
Necromancy

Target takes 1d6 nonlethal damage; you gain an Intimidate bonus.

Class Levels:
Inquisitor 1
Conjuration Healing

This spell temporarily converts even the deadliest poison affecting a creature into an intoxicating alcohol.

Class Levels:
Bard 1 Witch 1 Cleric 1 Oracle 1 Inquisitor 1
Divination

The target gains a +5 insight bonus on Perception checks to see through disguises.

Class Levels:
Bard 1 Witch 1 Cleric 1 Wizard 1 Psychic 1 Sorcerer 1 Alchemist 1 Inquisitor 1
Divination

This spell helps creatures accustomed to the concrete reality of the Material Plane to navigate within the confusing realities of other planes.

Class Levels:
Bard 1 Druid 1 Witch 1 Cleric 1 Ranger 1 Shaman 1 Wizard 1 Psychic 1 Sorcerer 1 Summoner 1 Inquisitor 1
Transmutation

You transform the contents of a normal egg into a single dose of small centipede poison (injury; save DC 11; frequency 1/round for 4 rounds; effect 1 Dex; cure 1 save).

Class Levels:
Bard 1 Magus 1 Witch 1 Cleric 1 Oracle 1 Shaman 1 Wizard 1 Sorcerer 1 Inquisitor 1
Necromancy

This spell causes a wave of positive energy to spread from a point you designate, damaging foes vulnerable to positive energy and bolstering living creatures.

Class Levels:
Witch 1 Cleric 1 Shaman 1 Wizard 1 Paladin 1 Sorcerer 1 Summoner 1 Inquisitor 1 Spiritualist 1
Divination

Delays alignment changes from magical compulsion and grants a second saving throw.

Class Levels:
Cleric 2 Paladin 1 Warpriest 2 Inquisitor 1
Abjuration

+2 AC and saves vs. chaos, wards against mental control, and bars summoned chaotic creatures.

Class Levels:
Adept 1 Cleric 1 Medium 1 Oracle 1 Shaman 1 Wizard 1 Paladin 1 Arcanist 1 Sorcerer 1 Summoner 1 Warpriest 1 Bloodrager 1 Inquisitor 1
Abjuration

+2 AC and saves vs. evil, wards against mental control, and bars summoned evil creatures.

Class Levels:
Adept 1 Cleric 1 Oracle 1 Shaman 1 Wizard 1 Paladin 1 Arcanist 1 Sorcerer 1 Summoner 1 Warpriest 1 Bloodrager 1 Inquisitor 1
Abjuration

+2 AC and saves vs. good, wards against mental control, and bars summoned good creatures.

Class Levels:
Adept 1 Cleric 1 Oracle 1 Shaman 1 Wizard 1 Arcanist 1 Sorcerer 1 Summoner 1 Warpriest 1 Bloodrager 1 Inquisitor 1 Antipaladin 1
Abjuration

+2 AC and saves vs. law, wards against mental control, and bars summoned lawful creatures.

Class Levels:
Adept 1 Cleric 1 Oracle 1 Shaman 1 Wizard 1 Arcanist 1 Sorcerer 1 Summoner 1 Warpriest 1 Bloodrager 1 Inquisitor 1 Antipaladin 1
Transmutation

You channel magic energy into your own aura, recharging your innate magic abilities.

Class Levels:
Bard 1 Druid 1 Magus 1 Skald 1 Witch 1 Cleric 1 Hunter 1 Oracle 1 Wizard 1 Psychic 1 Arcanist 1 Sorcerer 1 Alchemist 1 Mesmerist 1 Warpriest 1 Inquisitor 1 Investigator 1
Transmutation

You transform an improvised weapon into an equivalent simple or martial weapon of masterwork quality.

Class Levels:
Cleric 1 Hunter 1 Ranger 1 Wizard 1 Sorcerer 1 Warpriest 1 Inquisitor 1
Abjuration

Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.

Class Levels:
Bard 1 Skald 1 Cleric 1 Medium 1 Oracle 1 Shaman 1 Psychic 1 Mesmerist 1 Warpriest 1 Inquisitor 1 Spiritualist 1
Conjuration Teleportation

Grants a weapon the returning special weapon quality.

Class Levels:
Bard 2 Magus 1 Skald 2 Witch 2 Cleric 2 Hunter 1 Oracle 2 Ranger 1 Wizard 2 Psychic 2 Arcanist 2 Sorcerer 2 Warpriest 2 Bloodrager 1 Inquisitor 1
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