Here's a few more of the ones I've recently done up (inspired, like I said, by this thread...)
COLD
Granted Power: You gain resistance to cold 10. This overlaps (does not stack) with other resistances to cold you gain.
1- Chill Touch
2- Protection from Elements (cold only)
3- Sleet Storm
4- Ice Storm
5- Iceweb
6- Cone of Cold
7- Otiluke’s Freezing Sphere
8- Shroud of Winter
9- Polar Ray
ILLUSION
Granted Power: Once per day you may cast one illusion spell as if it were affected by either the Silent Spell or Still Spell feat. This does not increase the level of the spell, but it does take a full round action to cast the spell.
1- Silent Image
2- Minor Image
3- Major Image
4- Hallucinatory Terrain
5- Persistent Image
6- Programmed Image
7- Project Image
8- Screen
9- Shades
INTELLECT
Granted Power: You may always take 10 on any Intelligence-based check. All Knowledge skills are class skills for you.
1- Moment of Insight
2- Fox’s Cunning
3- Gift of Speech (modify spell level entry)
4- Telepathy (modify spell entry)
5- Feeblemind
6- Fox’s Cunning, Mass
7- Extraordinary Intellect (need to write up)- gives +10 to Int
8- Piercing Clarity (modify spell entry)
9- Incarnate Construct (from Savage Species)
LIFE
Granted Power: When reduced below 0 hit points, you automatically stabilize.
1- Deathwatch
2- Status
3- Death’s Door
4- Death Ward
5- Raise Dead
6- Heal
7- Resurrection
8- Clone
9- Incarnate Construct (from Savage Species)
OMNIVORE
Granted Power: +4 bonus on saving throws against ingested effects.
1- Resist Poison
2- Bear’s Endurance
3- Create Food & Drink
4- Greater Magic Fang
5- Sundering Bite
6- Heroes’ Feast
7- Omnivore (modify spell entry)
8- Whirlwind of Teeth (from the Book of Vile Darkness)
9- Devour
PURITY
Granted Power: Your alignment is not subject to involuntary magical change.
1- Resist Poison
2- Remove Disease
3- Neutralize Poison
4- Atonement
5- Break Enchantment
6- Heal
7- Impotent Possessor (from the Book of Vile Darkness)
8- Mind Blank
9- True Purity
SECRECY
Granted Power: Bluff and Hide are class skills. You gain a +1 competence bonus against divination spells cast at you that allow saving throws.
1- Obscuring Mist
2- Moon Rune (update spell level)
3- Nondetection
4- Illusory Wall
5- Mordenkainen’s Private Sanctum
6- Veil
7- Sequester
8- Mind Blank
9- Great Secret
TRAPS
Granted Power: You gain a +2 bonus on all saving throws against the effects of traps (including secondary poison damage).
1- Alarm
2- Fire Trap
3- Snare
4- Explosive Runes
5- Symbol of Pain
6- Symbol of Fear
7- Symbol of Stunning
8- Symbol of Death
9- Trap the Soul
And here are most of the new spells-
DEATH’S DOOR
Transmutation
Level: Life 3
Components: V, S, DF
Casting Time: 1 action
Range: Touch
Targets: 1 creature/level
Duration: 1 minute/level
Saving Throw: Fort negates (harmless)
Spell Resistance: Yes (harmless)
This spell extends death’s door for the subjects. Instead of dying at -10 hit points, affected creatures die at -30 hit points.
DEVOUR
Transmutation
Level: Omnivore 9
Components: V, S, DF
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 round/level
For the duration of this spell, you gain an incredibly dangerous bite attack. You may employ your bite either as a primary or secondary natural weapon or may make off-hand attacks with it in conjunction with weapons. A successful bite deals 4d10 points of damage, plus your strength bonus. It counts as a magic, piercing and bludgeoning for purposes of penetrating damage reduction; furthermore, it counts as aligned the same as you for purposes of beating DR. Your bite attack threatens a critical hit on a 15-20, and on a successful critical the victim must make a Fort save against this spell’s DC or be completely devoured- sucked into your mouth and destroyed, equipment and all. A victim slain in this way is almost irretrievable; its soul has been eaten, so a wish or miracle must be used to reconstitute the soul before and resurrection magic can succeed.
EXTRAORDINARY INTELLECT
Transmutation
Level: Intellect 7, sor/wiz 8
Duration: 10 minutes/level
As per fox’s cunning, except as noted above. This spell grants the recipient a +10 enhancement bonus to Intelligence. At the spell’s end, the subject becomes fatigued.
FEAR MADE FLESH
Conjuration (Creation)
Level: Fear 8
Components: V, S, DF
Casting Time: 1 action
Range: Medium (100’+10’/level)
Effect: See text
Duration: 1 round/level
Saving Throw: See text
Spell Resistance: No
This spell creates a frightful creature out of fear made into visible form. The creature looks horrifying and any creature within 60’ of it is shaken. The fear made flesh makes incorporeal melee touch attacks with your base attack bonus and a +2 dex bonus. A successful touch affects the target just as a phantasmal killer spell would, except that the save DC is based on fear made flesh’s level. The fear made flesh is incorporeal and flies with perfect maneuverability at a speed of 50’. Its AC is equal to 10 + 2 (dex) + your Wisdom bonus. It can sustain damage equal to 1/3 your full hit points before being destroyed. Fear made flesh can be dispelled, and a remove fear spell cast at it inflicts 3d6 hp of damage to it.
GREAT SECRET
Enchantment (Compulsion) [Mind-Affecting]
Level: Secrecy 9
Components: V, S, M, XP
Casting Time: 10 minutes
Range: See text
Effect: See text
Duration: Permanent
Saving Throw: None
Spell Resistance: No
You choose one fact or piece of information to keep secret, such as the fact that the king has a bastard child. Upon casting this spell, all knowledge of the chosen fact is completely forgotten by all creatures on the plane upon which you cast this spell.
If there is obvious evidence that the great secret exists, it is possible that creatures may be able to puzzle it out. For instance, if the bastard child’s birth was recorded in a book and notations about his true heritage were made before this spell was cast, anyone seeing the notations will have some evidence about the great secret. This spell is generally most successful when cast to further obscure something that is already hidden knowledge.
Material component: A diamond worth at least 5,000 gp, which is crushed during the spell’s casting. XP Cost: 1,000 xp.
MOMENT OF INSIGHT
Divination
Level: Intellect 1
Components: V, S
Casting Time: 1 action
Range: Personal
Target: You
Duration: See text
You gain a +4 insight bonus to a single Knowledge check made by the end of your next turn.
RESIST POISON
Abjuration
Level: Cannabix 2, Clr 2, Drd 2, Omnivore 1, Purity 1, Rng 1
Components: V, S, DF
Casting Time: 1 action
Range: Touch
Targets: One creature plus one per four levels (maximum of four targets)
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
While this spell affects a creature, it gains a +3 resistance bonus to all saving throws it makes vs. poison. Better yet, protected creatures gain a special form of damage reduction that eliminates the first two points of damage (whether hit points, nonlethal damage or ability damage or drain) each time the subject takes poison damage.
SHROUD OF WINTER
Conjuration (Creation)
Level: Cold 8
Components: V, S, DF
Casting Time: 1 action
Range: Personal
Effect: 60’ radius emanation centered on you
Duration: 1 round/level
Saving Throw: See text
Spell Resistance: No
Casting shroud of winter brings a horrendous blizzard of shocking fury into existence around you. Within the emanation, all creatures except you are blinded by driving snow, suffer a -10’ penalty to their speed, and must make a Balance check against a slippery surface or fall each round. Scent and sound-based blindsense or blindsight are useless in the blizzard. Missile fire suffers a -6 circumstance penalty, irregardless of the blindness factor. Creatures within the shroud of winter other than you must make a Fortitude save each round or suffer 4d8 points of cold damage. Within the shroud of winter, all Listen checks suffer a -15 circumstance penalty.
Within the shroud of winter, you gain immunity to cold, can see 20’ through the blowing fog and snow, and
SUNDERING BITE
Transmutation
Level: Omnivore 5
Components: V, S, DF
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 round/level
This spell grants you a deadly bite attack. It counts as a primary natural attack, or you can use it to make off-hand weapon attacks. If you successfully bite a creature you inflict a base 3d4 hp of damage. You also ignore the first 5 points of DR/magic or DR/adamantine.
If you bite an object you inflict double damage and ignore its hardness. You can damage weapons regardless of their enhancement bonus. Furthermore, you gain a +3 competence bonus on bite attacks made to sunder an object and do not provoke attacks of opportunities when you attempt to do so.
TIMESLIP
Transmutation
Level: Time 1
Components: V, S, DF
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1d3 rounds
When you cast timeslip, you appear to vanish into thin air. In actuality you slip 1d3 rounds into the future. To you, everything instantly freezes into the position it will be in when time catches up with you. You may act normally for the 1d3 rounds until time catches up to you, but you cannot affect anything other than yourself until you are resynchronized with the time stream.
TRUE PURITY
Transmutation [Good]
Level: Purity 9
Components: V, S, M, DF
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance Yes
This spell combines several powerful effects. A good-aligned subject is cured of all diseases, poisons, infestations, negative levels, nonlethal damage, ability damage or drain, alignment change and compulsions. She is also healed of 100 hit points of damage. While the spell lasts, she is not subject to disease, poison, infestation, negative levels, ability damage or drain, alignment change or compulsions. She also gains DR 15/evil. Finally, she gains a +6 enhancement bonus to Charisma for the duration.
A non-good creature subjected to this spell receives the same benefits and effects, except that its alignment shifts one step towards Good for the duration of the spell (possibly requiring atonement later).