Hello everyone and welcome to another exciting edition of Obscure Arcana, where each week we bring you new and ever-better spells for you to enjoy. This week is Inquisitor Week here at Necromancers of the Northwest, and what better way to wrap the week up than with a lot of new inquisitor spells, levels 0-6.
MONSTROUS KNOWLEDGE
School divination; Level bard 0, inquisitor 0, magus 0, sorcerer/wizard 0, witch 0
Casting Time 1 move action
Components V, S
Range medium (100 ft. + 10 ft./level)
Target one creature
Duration instantaneous
Saving Throw none; Spell Resistance no
You search your memories for any possible knowledge you may have about what the target is. Until the beginning of your next turn, you may achieve results greater than 10 on Knowledge checks made to identify creatures. You do not gain any special bonus on these checks, however. The normal rules for using Knowledge skills to identify monsters apply.
INQUIRY
School enchantment (compulsion) [mind-affecting]; Level antipaladin 1, bard 2, inquisitor 1, paladin 1, witch 2
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Target one living creature
Duration instantaneous
Saving Throw Will negates; Spell Resistance yes
You magically empower your voice as you demand answers in an authoritative fashion. When you cast this spell you must also ask the target a single yes or no question, which the target must answer truthfully, unless he succeeds on his Will save. The target gives the answer that he believes is true, which, if he is misinformed, may not actually be the correct one. If the target does not have the information you seek, he may answer “I don’t know.” If you ask a question that cannot be answered with a simple “yes” or “no,” then the spell has no effect.
TEAMBUILDING
School divination; Level bard 2, inquisitor 2, paladin 2, ranger 2, summoner 2
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Target one creature
Duration 1 round/level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
You lend all of your tactical knowledge and skill to your target, instantly increasing his combat prowess. For the spell’s duration, the target gains the benefits of all teamwork feats you possess, and is also treated as having those feats for the purposes of any of his allies that have those feats (including you).
REVEAL AMBIITON
School enchantment (compulsion) [emotion, mind-affecting]; Level bard 3, cleric 4, inquisitor 3, witch 4
Casting Time 1 standard action
Components V, S, M
Range close (25 ft. + 5ft./2 levels)
Target one creature
Duration 3 rounds
Saving Throw Will negates; Spell Resistance yes
You fill your target with the desire to confess, forcing him to reveal his deepest desires. For the next 3 rounds, the target can speak no words other than to loudly proclaim the three things that he desires most, proclaiming one such desire each round. In addition to preventing the casting of spells with verbal components, this spell reveals the target’s deepest desires of the heart and soul. In general, these desires tend to be on a deep and fundamental level, and a target who was planning to overthrow the reigning king is as likely to proclaim “power,” “fame,” or even “revenge” as his to proclaim “the throne,” and, in general, the spell is better for gaining insight into a target’s motivations and personality than it is for uncovering plots and schemes. On the other hand, very profound, short-term desires can sometimes overwhelm more profound ones, and a man who had just emerged from wandering alone in a desert for 40 days might well proclaim “food,” “water,” and “shade.”
CONDEMN TO MISERY
School enchantment (compulsion) [emotion, mind-affecting]; Level bard 5, cleric 5, inquisitor 4, sorcerer/wizard 5, witch 5
Casting Time 1 standard action
Components V, S, M (a vial of tears)
Range medium (100 ft. + 10 ft./level)
Target one creature
Duration 1 day/level
Saving Throw Will negates; Spell Resistance yes
You fill the target with mournful feelings and forbid him to seek help or aid, dooming him to a period of misery and woe. The target is shaken, sickened, and fatigued for the spell’s duration. Additionally, the target cannot willfully seek magical aid of any sort for his woes, and cannot willingly receive any magical healing or the benefits of any magical spell or item whose saving throw is denoted as harmless. If the target is capable of casting spells himself, or possesses magic items, he may use them on himself normally.
SILVER CAGE
School conjuration (creation); Level inquisitor 5, sorcerer/wizard 7, witch 7
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Target one Huge-size or smaller creature
Duration 10 min./level
Saving Throw Reflex negates; Spell Resistance no
You create a cage made of pure silver around the target. The cage is magically strengthened, and has hardness 21 and 100 hit points. The door to the cage is locked and cannot be disabled by magical means, although it can be disabled with a successful Disable Device check (DC 35). The cage conforms to the target’s size, and is just big enough to allow the target to stand, but lacks sufficient space for him to turn or move his arms, preventing the casting of spells with somatic components. The cage is capable of moving on its own, hopping forward in a lurching fashion that is very uncomfortable for the creature within. As a move action, you can direct the cage to move up to 30 feet.
HARROWING IMPRISONMENT
School abjuration; Level inquisitor 6, sorcerer/wizard 8, witch 8
Casting Time 1 standard action
Components V, S, F (a miniature golden cage worth 3,000 gp)
Range medium (100 ft. + 10 ft./level)
Target one creature
Duration 1 round/level
Saving Throw Will negates and Will partial, see text; Spell Resistance yes
This spell functions like the spell imprisonment, except that the duration is much shorter. Additionally, while imprisoned, the target is subjected to constant psychic trauma, and for every three rounds that the target is imprisoned he must succeed on a Will save (DC equal to harrowing imprisonment’s DC)or be driven insane, as by the spell insanity.