Judgment Light
Evocation [light]
Level: Inquisitor * 4
Components: V, S
Casting Time: 1 Standard Action
Range: personal
Area: 30-ft.-radius burst
Duration: instantaneous, see text
Saving Throw: see text
Spell Resistance: yes
An inquisitor may only cast this spell while she has a judgment active. When she does cast this spell, it causes one or more of the following effects based on the inquisitor's active judgments. Destruction: Red light erupts from the caster. Enemies in the area take 4d8 points of damage and become Shaken for 1d4 rounds. A successful Will saving throw halves the damage and negates the Shaken effect. Healing: Green light erupts from the caster. Allies in the area regain a number of hit points equal to 1d8 + the caster's Wisdom modifier. Justice: Blue light erupts from the caster, revealing hidden and Invisible creatures to all. The light outlines such creatures for 1 round per Caster Level, imposing a -20 penalty on Stealth checks on those creatures. Piercing: Violet light erupts from the caster, reducing the spell resistance of enemies within the burst by 5 for 1 round per Caster Level. Protection: Amber light erupts from the caster, granting allies in the burst a +2 Sacred Bonus to AC and CMD, and a +4 bonus to AC against critical confirmation attack rolls for 1 round per Caster Level. Purity: White light erupts from the caster, allowing each ally within the burst to attempt a saving throw against a single effect that allows a saving throw with a +2 Sacred Bonus on the roll. Resiliency: Golden light erupts from the caster, granting allies within the burst DR 3/magic or the alignment your judgment allows for 1 round per Caster Level. Resistance: Copper light erupts from the caster, granting allies within the burst resistance 5 against the energy the judgment protects the inquisitor against when she casts this spell for 1 round per Caster Level. Smiting: Silver light erupts from the caster, making allies' weapons within the burst count as magic, the alignment her weapon is, and Adamantine for purposes of overcoming Damage Reduction for 1 round per Caster Level.
Level: Inquisitor * 4
Components: V, S
Casting Time: 1 Standard Action
Range: personal
Area: 30-ft.-radius burst
Duration: instantaneous, see text
Saving Throw: see text
Spell Resistance: yes
An inquisitor may only cast this spell while she has a judgment active. When she does cast this spell, it causes one or more of the following effects based on the inquisitor's active judgments. Destruction: Red light erupts from the caster. Enemies in the area take 4d8 points of damage and become Shaken for 1d4 rounds. A successful Will saving throw halves the damage and negates the Shaken effect. Healing: Green light erupts from the caster. Allies in the area regain a number of hit points equal to 1d8 + the caster's Wisdom modifier. Justice: Blue light erupts from the caster, revealing hidden and Invisible creatures to all. The light outlines such creatures for 1 round per Caster Level, imposing a -20 penalty on Stealth checks on those creatures. Piercing: Violet light erupts from the caster, reducing the spell resistance of enemies within the burst by 5 for 1 round per Caster Level. Protection: Amber light erupts from the caster, granting allies in the burst a +2 Sacred Bonus to AC and CMD, and a +4 bonus to AC against critical confirmation attack rolls for 1 round per Caster Level. Purity: White light erupts from the caster, allowing each ally within the burst to attempt a saving throw against a single effect that allows a saving throw with a +2 Sacred Bonus on the roll. Resiliency: Golden light erupts from the caster, granting allies within the burst DR 3/magic or the alignment your judgment allows for 1 round per Caster Level. Resistance: Copper light erupts from the caster, granting allies within the burst resistance 5 against the energy the judgment protects the inquisitor against when she casts this spell for 1 round per Caster Level. Smiting: Silver light erupts from the caster, making allies' weapons within the burst count as magic, the alignment her weapon is, and Adamantine for purposes of overcoming Damage Reduction for 1 round per Caster Level.