Any homebrew Templar spells for 3.5?

There must been some on someone’s hard drive. In exchange, here is my attempt at a Templar spell.

School: Enchantment (Compulsion) [Language-dependent, mind-affecting]
Templar Level: 3
Casting Time: 1 standard action
Components: V
Range: Close (25 ft. + 5 ft./2 levels)
Area: 30-ft.-radius burst
Duration: 1 minute/level
Saving Throw: Will negates; Spell Resistance: yes
In the heart of the bustling Raam market, a vigilant Templar focuses on a figure, invoking a magical denouncement that brands them as an enemy of all decent people. As the enchantment of the Templar’s words takes root, those affected by the spell cast wary and hostile glances at the denounced individual. Amid the mounting suspicion, the accused struggles to assert their innocence, but the potent magic of the Templar’s declaration hinders their every word.

Drawing on the authority granted by your Sorcerer-King, you condemn a visible creature, swaying nearby beings against it. Within a 30-ft.-radius burst, creatures that can see or hear the denounced target must attempt a Will Saving Throw. On a failure, their initial attitude towards the denounced worsens by two steps (e.g., from indifferent to unfriendly). Hostile beings remain unaffected. Diplomacy checks aimed to counteract Denouncement suffer a -10 penalty.

Here is another one.

Forced Confession
Enchantment (Compulsion) [Mind-Affecting]
Level: Templar 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

You can compel a creature to verbally confess to a crime or act of disloyalty against the state, whether they are guilty or innocent. The target must make a Will save or be forced to speak aloud, revealing the details of a criminal act or act of disloyalty against your Sorcerer Monarch.

If the target has committed a crime or act of disloyalty, they are compelled to confess to their most recent offense. If the target is innocent, they are instead forced to confess to a fictitious crime or act of disloyalty, as determined by the DM.

The confession lasts for the duration of the spell, during which time the target is compelled to answer any questions you ask relating to the confession. The target speaks as if they genuinely believe the confession, even if it is a fabrication.

Unless the target is physically restrained or otherwise prevented from moving, they are likely to attempt to leave the area to avoid further questioning. The spell does not prevent the target from fleeing or attempting to resist interrogation through non-verbal means, such as attacking the caster or seeking help from allies.

If the target is attacked or subjected to a new hostile spell targeting them directly, they may attempt a new saving throw to end the effect early. If they succeed, the Forced Confession spell immediately ends.

This spell represents your ability to extract confessions through supernatural compulsion, regardless of the target’s guilt or innocence. It is a powerful and potentially abusive tool for templar inquisitors seeking to maintain order and control through fear and intimidation.

If the target succeeds on their initial Will save or the spell is resisted, they are aware that you attempted to magically influence them and may react accordingly. A creature that successfully saves against this spell cannot be affected by it again for 24 hours.

As a templar spell, Forced Confession is a divine spell that requires a divine focus, typically a holy symbol or other item associated with your Sorcerer Monarch. The spell’s power is derived from your connection to your Monarch and your role as an enforcer of their will.