Ally gains the benefit of one judgment.
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.
Ally receives all your judgments.
Object shines like a torch.
Rays of light burst forth from your outstretched hand, encircling each target's space with a cage of light.
You gain a +20 foot bonus to your base speed when charging and a +2 bonus on combat maneuver checks made to bull rush or overrun.
Doubles armor's enhancement bonus.
Fascinates a single creature for 1 round.
Entangles a creature for 1 round.
Teleports a friend out of a grapple.
A single target is confused for at least 1 round.
A single evil creature takes more damage from creatures with a good aura.
You can see invisible creatures and objects within 30 feet of you.
Single target cannot make attacks of opportunity for 1 round.
A single target is deafened until the condition is removed, and is confused for 1 round.
Allies attacking the target of the spell gain a +5 bonus on damage rolls for 1 round.
You gain two additional attacks of opportunity for 1 round.
Single target is fatigued for 1 round.
You point out your target's faults and failures, staggering the target for 1 round.
By uttering this litany, you cause one creature to take the average result of its next attack roll, saving throw, skill check, or ability check.
You repeat a mantra or phrase that reminds you of your duty.
By shouting a forceful litany of strictures, you make a chaotic creature more susceptible to the attacks of lawful creatures.
With a tirade against deceit, you strip the target of any illusions cloaking it.
Followers of Arazni have made use of this litany since her days as a crusader and herald.
Senses direction toward object (specific or type).