A place for such limited used abilities like spells, alchemist extracts, and psionic powers.

Spells

The First Stone
School conjuration (creation) and enchantment; Level cleric 1, inquisitor 1, paladin 1
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Effect one created rock
Duration instantaneous and one hour.
Saving Throw Will partial; Spell Resistance no

You cast The First Stone, judging the target for their actions. Make a ranged attack. This isn't a touch attack. If it hits, it deals 1d6 + you primary casting stat's modifier in bludgeoning damage and the target must make a Will Save, or take a -2 penalty to Diplomancy skill checks for the next hour.

Right Hand of the King
School Enchantment (mind-affecting), Transmutation, and Conjuration (creation); Level sorcerer/wizard 9, oracle 9
Casting Time 1 standard action
Components S
Range personal
Target you
Duration 1 round / level (D)
Saving Throw Will partial (see text); Spell Resistance yes

For a short duration of time, you are able to produce an idealized weapon or item crafted from the very soul of a creature. While under the effect of right hand of the king, you gain a melee touch attack useable only against creatures that have a soul. A creature touched must make a Will save or be rendered unconscious for the duration of the spell. If the target fails the save and falls unconscious, the target's memories of that round and the round before are erased, and the target cannot recall them upon waking. The caster can choose to forgo this sleep and memory erasing effect. Creatures immune to mind-affecting effects are immune to this part of the spell only.

Regardless of whether or not the target made the Will save, if the caster made a successful melee touch attack, he draws a weapon or item out from the targeted creature which is based on the targeted creature's stats. Drawn items last until end of the duration of the spell at which they dematerialize and vanish. The caster can continue to touch and draw out items for as long as the spell lasts.

Items that aren't weapons are purely the subject of the DM, and must be created by him/her. Otherwise all drawn out items are weapons. The type of weapon it is is determined randomly from the weapons the target creature is proficient with, unless the target creature had the Weapon Focus feat, or similar ability, in which case the weapon chosen for it is what is drawn out. If this spell is used on a person with the blood of a demon weapon trait, this spell draws out of copy of their weapon form and disables their ability to use their partial and full weapon transformations for the duration the weapon has been drawn out. All weapons gain an enhancement bonus equal to one third the HD of the target creature (minimum +1) to a maximum of +5 at 15 HD. The weapon also gains the following enhancement special abilities if the target creature matches any of the requirements given (this can cause and allow the weapon toe exceed a +10 total enhancement)
Requirement
Enhancment Special Ability Gained
Casts neither Arcane nor Divine Spells
Keen and Impact
Casts Arcane Spells
Spell Storing with a copy of one of the target Creature's highest spells already in it.
Casts Divine Spells
Gains Holy if Good alignment, Unholy if Evil alignment, Axiomatic if Lawful alignment,
Anarchic if Chaotic alignment, and Merciful if True Neutral alignment.
Has Favored Enemy ability
Bane against the Favored Enemy
Has Channel Energy ability
Conductive
Has Sneak Attack ability
Wounding and Menacing
Has Rage Ability
Vicious and Furious
Has Bardic Performance or similar ability
Dancing
Has Judgement Ability
Jurist
Has 16+ BAB
Vorpal
Has a Energy or Element Creature Subtype,
or non-temporary Energy Resistance or Immunity
Flaming for Fire Subtype, Frost for Cold or Water Subtype, Shocking for Electric or Air
Subtype, Corrosive for Acid or Earth. Gain Burst version of aforementioned if immunity
against same energy type is present.
Has Shapechanger Subtype or Wildshape ability
Transformative
Has Ki Power ability
Ki Intensifying
?

The caster of this spell can, at any point during the duration of this spell, break an item he/she is holding that was created by the spell. If the does, the target creature it was created from must make a Fortitude save or be afflicted by a disease that causes crystals to start growing from their body (Type: disease, Save: Fortitude as spell, Onset: 1 round, Frequency: 1/minute, Initial Effect: 2d4 Dex and 1d4 Con damage and sickened until damage healed, Secondary Effect: 1d4 Dex damage, Cure: 2 saves).


Great Divider
School Conjuration (creation) [earth, force]; Level sorcerer/wizard 9
Casting Time 1 standard action
Components V, S, M
Range long (400 ft. + 40 ft./level)
Effect A giant plane of stone in a line 5 feet per level long
Duration Instantaneous, see text
Saving Throw Reflex Half; Spell Resistance no

A giant sharp plane of rock resembling a sword suddenly juts up out of the ground, striking any who are unfortunate enough to be in its path. Choose a line of 5 foot squares per caster level within the range of this spell. A jagged plane of rock similar to that of wall of stone, thrusts itself up in that space, reaching a height of 10 feet per caster level. If a creature is within 5 feet of this line, but not on the line, they are struck by the terrific force by which this plane of rock juts out of the ground, taking 1d6 force damage per caster level, or a Reflex save for half.

Any creature within the area of the line that can make a 5 foot adjustment to move themselves completely out of the line's area also can make a Reflex save for half the force damage. Those that fail the Reflex save take 1d6 bludgeoning damage per 2 caster levels as well, and are bull rushed upwards with a CMB of your caster level plus the bonus of the ability score that provides you bonus spells plus 8 as if it were a colossal creature. Whether or not a creature on the line made its Reflex save, if it could have made the 5 foot adjustment out of the line, it is shunted away 5 feet from the line of rock in a direction they choose, but always so they are not in the area of rock.

If a creature is on the line of rock (this includes in the air within the height of the plane of rock) and cannot make a 5 foot adjustment to get out of the way, they do not get a Reflex save for the force damage, also take the bludgeoning damage, and are moved automatically to the top of the plane of rock. If the damage from this spell would kill the creature, it is split in twain.

If this plane of rock strikes an immovable object, such as a structure of some kind, it automatically deals its force damage to the object as well as dealing twice your caster level in d6s of bludgeoning damage, ignoring 20 points of hardness if the object has any.

This jagged plane of rock is permanent much like a wall of stone, but within a number of minutes equal to your caster level, you may dismiss it. After this period of time, you can't dismiss it and it becomes completely permanent.


Spell Armament
School Transmutation [see text]; Level sorcerer/wizard 8, magus 6
Casting Time 1 standard
Components V, S, F (Tattoos of spell formulae on the back of each hand)
Range personal
Target you
Duration 1 round/level; see text

You are changed into a potent magical combat machine. While under the effects of this spell you gain a +2 enhancement bonus to Strength and Dexterity, a +2 deflection bonus to AC, a +4 enhancement bonus to concentration checks to cast spells in combat, and a slam attack for each hand you have that has the focus tattoo. These slams have an enhancement bonus of +1 per 4 caster levels, and count as having the spell storing weapon special ability with a spell level cap of half your caster (to a maximum of 9th level). If you had the Improved Unarmed Strike feat or the unarmed strike class ability, you do not gain slams but instead enhance your unarmed strikes, gaining the ability to spell store a number of spells equal to the number of tattooed hands.

Once per casting of this spell, you can absorb and gain bonuses from a spell currently stored in your slam or unarmed strike's spell storing ability. This uses up the stored spell. The benefits gained from this last until the normal duration of the spell, but if this ability is used, you are fatigued after this spell ends for a number of round equal to the rounds you gained these benefits. The benefits you gain depend upon the descriptor of the spell absorbed and its level. If the spell you absorbed had more than one descriptor you gain the benefits of each descriptor but the benefits gained function as if the spell was 2 levels lower for each descriptor past one, to a minimum of 1. Spells with variable descriptors function as if it had no descriptors (ex summon monster). The bonuses gained are shown in the table below. Any save stated within the listed abilities use the save DC of this spell. Any spells stored when this spell ends are lost. When a spell is absorbed, this spell gains the same descriptors as the absorbed spell.

Spell Subtype
Offensive Bonus
Defensive Bonus
Utility Bonus
Acid
All attacks you make deal 2d6 + twice the absorbed spell level in additional acid damage.
You gain DR/magic equal to twice the absorbed spell level and any item that hits you takes acid damage equal to the absorbed spell level.
You clear all obstacles in your path, removing all difficult terrain from the squares you move through. For magical effects, make a dispel check against them using the absorbed spell level as a bonus.
Cold
All attacks you make deal 2d6 + twice the absorbed spell level in additional cold damage.
Any creature that is adjacent to you that attacks you in melee must make a Fortitude save or be staggered for a number of rounds equal to the absorbed spell level.
You leave a slippery trail of ice when you move. Every square you move through is treated as if it had been grease for a number of rounds equal to the absorbed spell level.
Electricity
All attacks you make deal 2d6 + twice the absorbed spell level in additional electricity damage.
You are Incorporeal during movement. If the absorbed spell level is 7 or higher, your movement is instantaneous as if it were teleportation instead.
Gain 5 feet per absorbed spell level additional movement speed on all movement modes.
Sonic
All attacks you make deal 2d4 + twice the absorbed spell level in additional sonic damage.
All spells cast within 5 feet per absorbed spell level of you with a verbal component have a 45% plus 5% per absorbed spell level chance to fail.
You create an echo when you move, dealing 1d4 points of sonic damage per absorbed spell level to all within 10 feet of the point you started your move action from.
Fire
All attacks you make deal 2d6 + twice the absorbed spell level in additional fire damage.
Any creature that is adjacent to you that attacks you in melee must make a Reflex save or take 2d6 + twice the absorbed spell level in fire damage.
You leave a trail of fire when you move. Every square you move through burns everyone who moves through it and fails a Reflex save for 1d6 fire damage per absorbed spell level.
Air
As a standard action, you generate a gust of wind, as the spell, and bull rush the first creature in the path using your caster level + the absorbed spell level + your main casting stat mod as the CMB.
You gain a deflection bonus to AC equal to the absorbed spell level.
You gain a 10 feet per absorbed spell level Fly Speed of good maneuverability
Water
As a standard action, you make the ground around you slippery as a grease spell for 1 round, the radius of this effect is 5 feet per absorbed spell level.
You can move 5 feet once as a free action every time an attack hits you. You also gain a dodge bonus to AC equal to half the absorbed spell level rounded up.
You gain a 10 feet per absorbed spell level Swim Speed
Earth
As a standard action, you explode the ground around you in a radius of 5 feet per absorbed spell level, dealing bludgeoning damage equal to the absorbed spell level (Reflex save half), and making all affected spaces difficult terrain.
You gain an addition to your natural armor bonus equal to the absorbed spell level.
You gain a 5 feet per absorbed spell level burrow speed with the Earth Glide ability.
Positive
You can heal a creature of 2d4 + the absorbed spell hit points as a melee touch attack. Alternatively you can damage those hurt by positive energy.
You gain Fast Healing equal to the level of the absorbed spell.
A 5 feet per absorbed spell level radius around you functions as if it were consecrated and you are the holy symbol
Negative
All melee touch attacks you make deal 2d4 + the absorbed spell level in additional negative damage. Alternitively, you can heal those healed by negative energy.
Any creature that is adjacent to you that attacks you in melee take the absorbed spell level in negative energy damage.
A 5 feet per absorbed spell level radius around you functions as if it were desecrated and you are the unholy symbol.
Light
Your attacks daze those hit for 1 round per absorbed spell level if they fail a Fortitude save.
All creatures who attack you are illuminated as if by the faerie fire spell for a number of round equal to the absorbed spell level.
Shed Light as a daylight spell in a 10 foot radius per absorbed spell level originating from you.
Darkness/Shadow
Your attacks blind those hit for 1 round per absorbed spell level if they fail a Fortitude save. Multiple hits stack duration.
All attacks against you have a 20%+5% per absorbed spell level miss chance from darkness cloaking your body.
Gain a 4 + 2 times the absorbed spell level enhancement bonus to Stealth checks.
Good
All of your attacks are treated as if they had the Holy weapon enchantment on them.
You project an aura with a radius of 5 feet per absorbed spell level that functions like a magic circle against evil.
You grant a bonus to one saving throw once to all good creatures within 5 feet per absorbed spell level.
Lawful
All of your attacks are treated as if they had the Axiomatic weapon enchantment on them.
You project an aura with a radius of 5 feet per absorbed spell level that functions like a magic circle against chaos.

Evil
All of your attacks are treated as if they had the Unholy weapon enchantment on them.
You project an aura with a radius of 5 feet per absorbed spell level that functions like a magic circle against good.

Chaotic
All of your attacks are treated as if they had the Anarchic weapon enchantment on them.
You project an aura with a radius of 5 feet per absorbed spell level that functions like a magic circle against law.
Any non-chaotic creature with 5 feet per absorbed spell level that attempts to make an action must make a Will save or be confused for 1 round.
Force
All your melee attacks deal additional force damage equal to the absorbed spell level.
Gain a force based AC bonus equal to 4 plus the absorbed spell level
All of your attacks function as if they were Ghost Touch. You are considered one size category larger for all purposes.
Curse
All of your attacks, if they hit and the target fails a Will save, force the next successful d20 roll of the target to be rerolled. This does not stack.
Anyone that tries to attack you has a 5% per absorbed spell level chance to roll the attack against one of their allies within their range instead.
All attacks within 5 feet per absorbed spell level take a penalty to their roll equal to the absorbed spell level.
Pain
All of your attacks fill the the target with pain, making them staggered for 1 round per absorbed spell level if they fail a Will save.
All creatures that attack you take damage equal to twice the absorbed spell level. If they make a Will save they only take half.
All attacks made within 5 feet of you per absorbed spell level deal extra damage of their type equal to the absorbed spell level.
Emotion
You gain a morale bonus to attack and damage equal to the absorbed spell, and grant half that bonus to allies within 5 feet per absorbed spell level.
You gain a sanctuary effect until the first time you attack something.
You gain an enhancement bonus to Diplomacy and Intimidate checks equal to twice the absorbed spell level.
Fear
You gain Frightful Presence whenever you attack. The DC of this ability is equal to this spell and lasts a number of rounds equal to the absorbed spell level.


Mind-Affecting

All creatures must succeed at a Will save to make an attack roll against you. This is a mind-affecting effect and can
You gain Telepathy with a distance of 10 feet per the absorbed spell level.
Language Dependent
As a standard action, you can place a rune trap on an adjacent 5 foot square. Anyone that passes over the square take 1d6 force damage per absorbed spell level, Reflex half. These traps last only as long as current Spell Armament does.
You are covered in a number of explosive runes equal to the absorbed spell level. Only one triggers at a time, and you are not damaged.

Disease
A number of times equal to the absorbed spell level, you can attempt to infect a target just hit with one of your attacks as per the contagion spell.
You gain a bonus to Fortitude saves vs disease equal the absorbed spell level, and half that on all other Fortitude saves.

Poison
A number of times equal to the absorbed spell level, you can attempt to poison a target just hit with one of your attacks as per the poison spell.
You gain a bonus to Fortitude saves vs poison equal the absorbed spell level, and half that on all other Fortitude saves.

Death
Any Dying creature within 5 feet per absorbed spell level of you is automatically targeted by a death knell originating from you.
You gain a bonus to all saves vs energy drain and death effects equal to the absorbed spell level.
Mindless undead treat you as if you were one of their own, and you do not count as being dead for healing for a number of rounds equal to half the absorbed spell level up to the duration of this spell, after you should have died.


Words of Power


SPELL ARMOR (Spell Armament) [Effect]
School Abjuration and Transmutation; Level magus 3?, sorcerer/wizard 3?
Duration 1 round/level
Saving Throw none; Spell Resistance no
Target Restrictions personal
(stuff)

ABSORB [Target]
Level 3
This target word can only be used if the wordcaster is under the effect of a wordspell that includes Spell Armor. A wordspell with this target word doesn't take effect but rather gets absorbed into the Spell Armor effect. Any wordspell can use this target word (even if it isn't on the target restrictions list).

DEXTRAM [Meta]
Level 1
This meta word can only be used if the wordcaster is under the effect of a wordspell that includes Spell Armor. A wordspell cast with this meta word gains an extra effect based on the spell currently absorbed by the Spell Armor effect. If no spell is currently absorbed by the effect, no extra effect occurs. The extra effects are listed in the table below. This meta word increases the effective level of the wordspell by 1.