Absorbs 12 points/level of damage from one kind of energy.
Inquisitor Level 3 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.
You reduce the target creature's ability to tap into a single energy type (acid, cold, electricity, fire, or sonic) of your choice.
You can cast this spell only if it is the first action you take on your turn.
The target weapon becomes a reservoir of spiritual energy, fueling its destructive power by drawing in a tiny fragment of the essence of each creature it is used to defeat.
Frees object or person from curse.
Cures all diseases affecting subject.
As resist energy, but you may divide the duration among creatures touched.
All targets are rendered silent, as per silence.
Recent attacker is afflicted with penalties.
If a creature successfully takes the item targeted by this spell while you are holding, wearing, or wielding it, the creature must attempt a Will save.
Penalizes non-good spellcasters who target you with -4 on mental checks for the duration.
Boosts attack bonus with each hit.
You can view events transpiring along a natural watercourse you touch.
Forces attackers to roll damage twice take higher, but failing a save demoralizes them.
Ray deals 1d8/two levels damage (more against undead).
You can cast this spell only when you have fewer than one-quarter of your total hit points.
Detects thinking creatures' thoughts.
This spell functions as alarm, except that you can tweak the spell to be more discerning in what types of creatures or objects trigger the alarm.
Upon casting this spell, you turn invisible, as per the invisibility spell, and you choose a second target.
You shield yourself with darkness, reducing the illumination level in your space to magical darkness and granting you total concealment.
This spell functions as shield of fortification, except there is a 50%% chance that the critical hit or sneak attack is negated and damage is instead be rolled normally, rather than 25%%.
You gain five burning wings that grant a fly speed equal to the number of wings × 10 (average maneuverability) for an initial fly speed of 50 feet.
This spell allows you to reach into an evil creature's mind to expose and exploit its susceptibility to whichever of the seven so-called "deadly sins" it is most susceptible to.
Note This item is associated with a particular deity that can not be named here.