Kiss of Death marks the target as a target for projectiles. A creature or ojbect marked by this spell becomes easier to hit, giving anyone aiming a ranged attack at it a +4 bonus to hit.
A sneaky form of Kiss of Death, this version is particularly handy for assassinations. It still gives anyone aiming a ranged attack at the spell's target a +4 to hit, but the bonus lasts longer. To counter this, though, the spell can only be laid through direct physical contact with the victim. A favorite way of doing this is through a kiss (it seems morbidly appropriate), though a touch on the hand will do.
When targeted by this spell, a creature must save or be paralyzed for 1 round per caster level, as jolts of electricity flow through the victim's body. Each round, the creature takes 1d4 damage for every 3 caster levels. If standing in water or wearing metal armor, the damage is raised to 1d6/2 caster levels. Obviously, this spell can only be cast on creatures with corporeal forms. The material component is a piece of silver wire.
Imbues a surface with a type of energy of the caster's choice (heat, cold, electricity, acid). Anything touching that surface then takes 1d6 damage per round of contact. A creature sustaining damage to its feet with this spell must make a Fortitude save or take injury that slows speed by 1/3. This penalty lasts for 24 hours or until the creature recieves a cure spell. The penalty can be removed if someone takes 10 minutes to dress the wounds and makes a succesfful Heal check at the spell's DC. This spell is difficult to detect. It counts as a magical trap, which a Rogue can discover (but not disable) using the Search skill (DC 25+spell leve). Material component is a handful of caltrops.
The caster creates geysers of flame that erupt beneath her opponent's feet. Each of these geysers is a spurt of fire that shoots up to 5' from the ground in a 5' area, and then subsides immediately. She can make a number of geysers equal to her level, and can designate as many targets as she wishes. These targets must be chosen at the beginning of the spell, but need not be triggered all at once. In fact, the caster can choose to trigger them any time she wishes, in any order, so long as they are all used by the end of the spell's duration. Any geysers that have not been released by the end of the spell are lost. Each round the caster triggers one or more geysers, that is considered her move-equivalent action for the round. Each geyser does 2d4 damage, subject to a Reflex save against the spell's DC. The material component is minerals taken from a geyser or hot spring.
This spell waits as a vague cloud of spell energy around the being it was cast on (visible to Detect Magic as a diffuse aura of Transmutation magic) until the target attempts to cast a spell. Supernatural abilities and magic item used to not trigger it, while spell-like abilities do trigger it but recieve a +5 bonus to the disruption save. When the target casts a spell, they must make a Concentration check at a DC of the caster's level + 1d20. If the target makes the check, the Delayed Spell Interference has no effect. If the check is failed, the caster's concentration is broken and their spell is interrupted. Either way, this ends the Delayed Spell Interference. The material component is a few silver pins and needles.