Going to dig through the grabbag of fun I've made over the years to see if there's any people find interesting.
First off, links to the complete lists:
And now for the various more interesting things I've come up with. I'd say the Necros are the most fun.
Justice
Level: Martyr 5
Effect Duration: See text
Saving Throw: None
You separate two creatures from the hordes around them, granting one wronged by the other a benefit in his pursuit of a proper ending to the matter. This ritual affects two creatures, one of whom must have wounded the other in some way. The wounded creature gets a +1 sacred bonus on attack, damage, and armour class for every two hit dice of the sacrifice, with a maximum of +5. This bonus only applies against the creature that wounded it. No other creatures may attack or assist either of the two duellists in any way. This rituals ends when one of the two creatures is dead or has surrendered.
Shelter in My Soul
Level: Martyr 4
Effect Duration: 1 day/hit dice of the sacrifice
Saving Throw: None
At the completion of the Ritual, the Martyr touches one willing creature, engulfing him in a flickering glow of white lights that builds and swirls, eventually consuming the targeted creature, causing it to disappear entirely. The creature is stored in an extradimensional space within the soul of the martyr, and is completely immune to all forms of magic, including divinations. The Martyr must sacrifice a number of hit dice equal to the hit dice of the creature to be hidden. This ritual lasts for one day per hit dice of the sacrifice. When the ritual ends, the ritual is cancelled, or the martyr dies, the stored creature immediately appears standing in the closest available space to the Martyr, and the creature is dazed one round for every day spent within the Martyr's soul. During his time in the Martyr's soul, he heals at three times the normal natural rate.
Blood Coffin
Level: Ritual Warrior 4
Effect Duration: 1 day/hit dice of the sacrifice
Saving Throw: Fort negates
You entrap your foes, leaving them writhing and in agony inside a coffin of living blood that saps their life away. Once per hit dice of the sacrifice, as a standard action that requires a melee touch attack that grants a Fortitude save vs 10 + hit dice of the sacrifice + ritual warrior's intelligence modifier, you enfold the target within a coffin of flesh and bone that has hardness of 8 and hit points equal to 20 per hit dice of the sacrifice. The first round that they are trapped within, the creature loses one third of its current hit points and is fatigued. The second round, it loses another one third of its hit points and is exhausted. The third round, it loses the final third and dies. If the coffin is shattered, the creature is freed, but his hit points are still lost. A creature inside the coffin can only attack with light weapons or natural attacks against the walls of the coffin. This does not work on non–living creatures.
Blood Dancer
Level: Ritual Warrior 5
Effect Duration: 1 day/hit dice of the sacrifice
Saving Throw: None
You have learned to make the blood of enemies call out to you, pulling you towards it for a brief moment. Once per hit dice of the sacrifice, as a standard action, you may strike the foe you are in melee range of, and then teleport to a foe of your choice within 5' per hit dice of the sacrifice. You strike that foe and teleport on to the next creature within 5' per hit dice of the sacrifice of you until all foes have been struck once. You end your turn in melee range of the last target you struck. If you miss an attack or cannot arrive in melee range of the next creature, the chain is broken and your round is over. You gain a +2 bonus on attacks made during the Blood Dance.
Bone Web
Level: Ritual Warrior 3
Effect Duration: 1 day/hit dice of the sacrifice
Saving Throw: None
You rip the bones from the flesh of a corpse, transforming it into an awful spectacle of bone, entrapping those beneath. Once per hit dice of the sacrifice, as a swift action that requires touching the corpse of a creature, you create a dome of bone that engulfs a single creature and has hardness of 8 and hit points equal to 20 per hit dice of the sacrifice. It is a semi–open lattice and creatures with reach weapons can strike in or out at a –4 penalty, although the creature inside also receives partial cover. Every round that he remains within the bone cage, the creature takes 2d4 damage, and if he struggles in an attempt to free himself, 4d4, as thorns growing from the bone walls pierce his flesh. If the dome is shattered, the creature is freed, but his hit points are still lost. A creature inside the dome can only attack with light weapons or natural attacks against the walls of the dome. This web lasts for 1 round/hit dice of the sacrifice.
Storm of Silent Shadows
Level: Ritualist 7
Duration: 1 day/sacrificial hit dice
Range: Personal
Effect: Fog spreads in area; see text
Saving Throw: Fortitude negates; see text
A dull red fog spreads out from the ritualist in an area that is 100' per sacrificial hit dice in radius, and the same in height. It pulses with the beating of his heart, glowing brighter red as it pumps. It follows him as he moves. The cloud is silent but for the droplets of blood that continually fall from it, leaving the ground over which it has passed red and wet. Creatures within the cloud feel diminished, as if the story and power of their life retreats away from them, pulled toward the centre of the cloud. In addition to acting as per a Solid Fog spell with a caster level equal to the sacrificial hit dice, each minute a creature is within the fog, it must make a fortitude save or be energy drained for one level. Each failed save causes them to lose another level. If a creature is slain by the negative levels, it rises as a free-willed wight.
Time Lapse
Level: Chronomancer 1
Duration: 1 round
Saving Throw: None
Spell Resistance: Yes
Effects
•Forward - You compress an hour of travel into a single round. This allows all allies within 20' to cover vast distances in swift moments. The hour of travel still counts toward travel fatigue. This ability cannot be used in combat.
•Reverse - You slow down a single willing creature's metabolism, allowing him to survive the effect of poisons and disease far longer. The affected creature treats the next hour as if it took only one round. However, it is paralysed and helpless for that entire time.
Chronometer
Level: Chronomancer 2
Duration: 1 round
Saving Throw: None
Spell Resistance: Yes
Effects:
•Forward - You glance into the future, ticking the clock forward slightly, allowing a single ally to begin his turn immediately after yours.
•Reverse - You rewind the seconds of the target's life, causing a single effect upon them to be delayed until the start of their next turn.
Chronological Jump
Level: Chronomancer 4
Duration: See text
Area: 20 ft emanation
Saving Throw: Will negates (Forward)
Spell Resistance: Yes
Effects:
•Forward - You send out a pulse of temporal energy, launching creatures into the time stream. All creatures in the area, aside from you and your allies, disappear and skip their next round unless they succeed at a Will save.
•Reverse - A friend wishes you will and steps off into the time stream, disappearing for 5 rounds, at which point he appears at the same orientation and condition. During those five rounds in the time stream, he is free to cast any spells or use any items that only affect himself. If the space from which the subject departed is occupied upon his return to the time stream, he appears in the closest unoccupied space, still in his original orientation. Determine the closest space randomly if necessary.
Weight of the Past
Level: Chronomancer 6
Duration: 1 round
Range: 20ft./level or Personal
Area: 30ft./level burst or Self
Saving Throw: None
Spell Resistance: Yes
Effects•Forward - The future is an ever changing mass of possibilities, probabilities, and rarities. You have learned to focus in on those rarities. When you would roll a d20, instead roll a d4. A 1 is still a natural 1, but convert a 2 to an 18, 3 to a 19, and a 4 to a 20.
•Reverse - The past accretes, a continual buildup of the detritus of time, an ever-growing lump of actions and inactions that plague all of men. You bring the weight of time to bear against your foes, crushing them their minds with its weight. All creatures in the area are nauseated and blinded, and images from the past play out in the area, as if from a persistent image spell, cast at your slicer level.
Bonepile
Level: Vein of Bone 5
Grave tokens: 10 tokens
Casting Time: 10 minutes
Range: 400 ft. + 40 ft./level
Area: 100 ft.-radius/level spread
Effect Duration: 1 hour/level
Saving Throw: Will negates (see text)
A massive pile of bone grows from the ground, shaping itself into a craggy, foreboding skull that sits high above the ground. Its maximum height is half the radius, and it is so large as to be all but indestructible. Treat the sides as if they were steep slopes. Any creature standing upon the bonepile has partial cover from the various fragments that protrude at random. Any enemy creature seeing the bonepile for the first time must make a will save or become shaken. The bonepile cannot be created atop structures or living creatures.
Crypt Conveyance
Level: Vein of Bone 7
Grave tokens: 21 tokens
Casting Time: 10 minutes
Range: See text
Area: See text
Effect Duration: 1 week
Saving Throw: None
Sometimes, it is necessary to have a means of transport that is suitable to one's station in life. The necromant animates a warship made entirely of bone and crewed by skeletons. The necromant, when standing at the helm, can mentally control the vessel and the direction it takes. Treat as a warship, except that the vessel can fly 80 ft (perfect), is crewed by 80 skeleton rowers (CR 1 humanoids) and 160 skeleton warriors (CR 1, any type), and the vessel has 30 hit points per inch of thickness and hardness 10.
Fortress Juggernaught
Level: Vein of Bone 9
Grave tokens: 27 tokens
Casting Time: 10 minutes
Range: See text
Area: See text
Effect Duration: 1 week
Saving Throw: None
Creating a massive series of walls of bone, you interlock them around your army, providing them protection while on the move. Treat each wall as per the Wall of Bone necros, except that they have a movement speed of 50 ft per round, and completely enclose, on all sides (including a roof) an area 250 feet by 250 feet. It is not possible to see in, but specially crafted gaps in the bone allow creatures within to see outwards. Any attack against this walking fortress is met by an instant response - a Bone Spirit at the necromant's caster level targeting the attacker.
Locusts in my Pants
Level: Vein of Curses 1
Grave Tokens: 2 tokens
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Target: Creatures, no two of which can be more than 60 ft. apart
Effect Duration: 1 hour/level
Saving Throw: Fortitude negates
All affected creatures find themselves covered in their own personal swarms of locusts. The swarms are highly distracting, causing any action to have a -2 penalty. For spellcasters and similar, it's even worse, and they have a 50% chance to fail casting a spell. Affected characters take 1 point of physical damage a round, due to the constant nipping and biting of the swarm.
Despise Thy Neighbour
Level: Vein of Curses 7
Grave Tokens: 14 tokens
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Target: One creature, and creatures, no two of which can be more than 60 ft. apart
Effect Duration: 1 hour/level
Saving Throw: Will negates
The first creature to be affected (chosen by the necromant amongst those who failed the save), becomes the target of the undying hatred of all the rest who failed the save. They will attack him if they see him, and if they know where he lives or works, they will sack and despoil the property, most often burning it to the ground. Anyone who assists him becomes targeted by the affected creatures just as he was.
The Burrowers Beneath
Level: Vein of Curses 7
Grave Tokens: 21 tokens
Casting Time: 10 minutes
Range: Long (400 ft. + 40 ft./level)
Area: 100 ft.-radius/level spread
Effect Duration: 1 week
Saving Throw: Will negates
The affected creatures go slowly insane as they feel the dread of something terrible, unknowable, crawling towards them. Each day, they take a cumulative -1 penalty to all actions (so -1 on the first day, -7 on the last), and find themselves unable to get the rest required to function. They do not meet the requirements for 8 hours of rest, are fatigued on the first day and exhausted thereafter, and find themselves curiously passive, waiting in whichever location they were when affected by the curse. At midnight on the 7th day, affected creatures are attacked by a Burrowing Dread. The beasts disappear down into the earth after killing the targets of the curse.
Foul Flesh Sanctity
Level: Vein of Flesh 3
Grave Tokens: 6 tokens
Casting Time: 10 minutes
Range: 50 ft.
Target: The caster and all allies within a 50-ft. burst, centered on the caster
Effect Duration: 1 hour/level
Saving Throw: None
You and all allies affected find their bodies bulging grotesquely, thin tendrils reaching from one to another and connecting them together in a thin web of undead tissue. All hit points for affected creatures are added together into a single pool, and whenever a creature makes an attack, they use the Base Attack Bonus, Strength, and Dexterity of the best creature in the web. However, as a result of the interconnected tissue, any spell that targets a single member of the web affects all of them that would be legal targets. Each gets to save independently of the others. When the necros ends, distribute all hit point damage evenly across affected creatures.
Shambling Tomb
Level: Vein of Flesh 6
Grave Tokens: 18 tokens
Casting Time: 10 minutes
Range: See text
Target: See text
Effect Duration: 1 Week
Saving Throw: None
You and as many of your corporeal undead as you wish merge together into a single roiling creature. It is an unholy, ugly, marriage, with limbs sticking out hither and yon and faces at strange angles. You add together all hit points into one pool, and whenever you take an action, use the highest modifier from all the conjoined creatures. You have all the attacks, special attacks, feats, and special qualities of the conjoined creatures, and can take two full-round actions each turn in place of the normal one. Any spell, necros, or other bonus that was affecting creatures at the time of the meshing of flesh affects the conjoined creation. In addition, as a full round action, you can absorb any dead flesh available, using it to patch holes and other damage taken during fights. Each corpse absorbed heals 2d8+2 hit points of damage. Double this for each size greater than Large.
Blood Music
Level: Vein of Flesh 10
Grave Tokens: 10 tokens
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Target: One creature
Effect Duration: Instantaneous
Saving Throw: Fortitude negates
You have learned how to cripple each and every creature out there in the world. The initial target of the spell is struck dead. From him, tendrils lance out, stretching up to 100 ft. per necromant level, seeking living flesh. When they find it, they attack it, making a melee touch attack with a bonus on the attack equal to your necromant level. If they successfully touch the creature, they begin pumping altered fluids into it. Those fluids slowly consume the victim from the inside, dealing 2 points of constitution burn a round. A Fortitude save against the necros DC and a DC 20 Strength check can stop this and break the tendril loose. Each time a creature dies from the Constitution burn, a new set of tendrils is spawned. If the originating mass of flesh and tendrils is discovered and dealt 2d12 damage per necromant level, it collapses, and the tendrils die off at the rate of 100 ft. per minute. Tendrils that have not yet died off can continue to attack.
Images of the Night
Level: Vein of Spirit 4
Grave Tokens: 12 tokens
Casting Time: 10 minutes
Range: See text
Target: See text
Effect Duration: 1 Week
Saving Throw: None
All undead under your control are suddenly blessed by a spiritual double. These doubles look like incorporeal versions of the creatures so affected (even the already incorporeal ones), but in reality they are on the ethereal plane. They receive a 10 + necromant level bonus to hide and move silently checks, and can act independently from their spawning creatures. Most often, they are used as barely visible scouts, able to reconnoiter all but unseen. With a full-round action, the Necromant can gain access to the senses of any of the shadow doubles, and has a rough idea of their direction and distance when he does so. Three per day, for one round at a time, the shadow doubles can incorporate, becoming merely incorporeal on the prime material plane. When they do, treat them as copies of their original creatures, except that they only have one quarter the hit points. They do not receive the benefit of any necros that would otherwise affect them.
Dream Quest
Telepathy
Level: Psion/wilder 9
Display: Mental and Material
Manifesting Time: 1 hour
Range: Personal
Target: You
Duration: Permanent; see text
Power Points: Psion/wilder 17
You focus your mind on a single task, one that cannot be avoided, and accept all that would come with that. You create a permanent copy of your character. It is in all respects like you, except for one thing: it is created from the mental fabric of your mind for a specific task, and every day must see it try and step closer to the completion of the task. Your original body shuts down, sustaining itself upon mental energy while the dream questor goes about his task. This task must be a definable objective, for there are only two outcomes: it is completed, and the power ends, or it is failed, and the dream questor's copy dies. Should it die, the manifester awakens, having lost one half a level of experience. All scrying, divination, or other powers that attempt to find the location of the manifester show only the location of the dream questor, and never reveal the location of the manifester. The dream questor is likewise immune to all forms of mental alteration or domination, including all powers from the charm and compulsion schools. This power cannot be dispelled, nor dismissed. It may only end by the completion of the quest, or the death of the questor or manifester.[/spoilers]