Food for one creature/level cures and grants combat bonuses.
Inquisitor Level 6 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.
Kills, paralyzes, blinds, or deafens nongood subjects.
Deals 2d8 damage + 1/level, affects 1 subject/level.
You can heal a creature, harm an undead creature, or call upon a very recently dead creature to fight beyond death's reach.
By holding aloft a holy symbol and calling your deity's name, you take on an aspect of that divinity.
Lets you learn tales about a person, place, or thing.
A single target is confused for at least 1 round.
With a tirade against deceit, you strip the target of any illusions cloaking it.
You inflict a powerful curse on a touched creature that causes others to quickly forget positive aspects of their interactions with the target.
This spell conjures a miniature sphere of sunlight, approximately the size of a human fist, at a desired location within range.
As named bullet, but deals 2 points of damage for every caster level.
Creatures bow before you as if you were divine.
You make the target an asymptomatic carrier for a host of virulent diseases.
You glimpse the future.
All attacks made by the target match your alignment, counting as either chaotic, evil, good, or lawful as appropriate.
Mobile field prevents creatures from approaching within 10 ft./level.
Destroys a victim's likeness to extract lore and secrets directly from their living memory.
While casting this spell, you slowly destroy a piece of art bearing your victim's likeness and beseech the Mantis God to grant you access to lost knowledge and lore.
Choose a single army tactic.
You create a bolt of dark energy and use it to make a ranged touch attack that ignores concealment (but not total concealment).
This spell plants a subconscious directive in the target's mind that forces him to act as you dictate when specific circumstances arise.
Destroys 1d4/level HD of undead (max. 20d4).
Grant benefits on future attempts after failed checks, and protect against fear and emotion effects.
This spell functions exactly as the spell nightmare.