You cause the air in the area to ripple where creatures have flown through it up to %1 days ago.
Inquisitor Level 4 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 unleash the power of zealous conviction to smite your enemies with a burst of pulsing metallic energy.
This spell functions as ally across time as noted above with two exceptions.
This spell makes your eyes glow and allows you to see alignment auras within 120 feet of you.
This spell is often used by conjurers as a method to torment daemons and force compliance, for it awakens the broken, anguished memories of the countless souls that the target daemons have consumed.
Eliminate the gifts of nearby corrupted creatures.
You and an ally gain attack and AC bonuses.
You send out a burst of luck with a 30-foot radius centered around you.
This functions as bestow planar infusion I, except that the touched creature gains the improved infusion of the current plane.
This spell infuses a weapon with pure sunlight (the weapon need not be a bladed weapon).
You transform the target weapon into pure blightburn.
This spell etches the symbol of an eye or a lawful institution on the target, dealing 1d6 points of damage.
As brand, but brand glows when near your holy symbol.
This trademark spell of the Lantern Bearers functions as daylight, except it lasts longer.
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).
Harms and slows lawful creatures (1d8 damage/2 levels).
Grants immunity to the River Styx and a +4 profane bonus on saves against memory alteration.
A ring of fire surrounds the area affected by the spell.
Cold iron shackles materialize around the target's limbs, reducing each of the target's movement speeds by half.
This spell functions as bestow curse, except that you must state a condition under which the curse is broken, ending its effect.
If subject doesn't attack you it receives a penalty.
When you cast this spell on a melee weapon you imbue it with a powerful holy energy, granting the weapon the bane weapon quality against evil outsiders.
Cures 4d8 damage + 1/level (max +20).
Target gains the negated spellblight.