Here is another preview of the 101 Series Subscription this time out we provide you with 5 spells from 101 3rd Level Spells

Curse of Capturing
School: Necromancy; Level: Clr 3, Sor/Wiz 3
Casting Time: 1 standard action
Components: V, S,M (bit of cotton fluff)
Range: Close (25 feet + 5 ft./2 levels)
Target: One creature or object
Duration: Permanent
Saving Throw: Will negates; Spell Resistance: Yes
The damage dealt by the subject of this spell to living creatures is always magically transformed into nonlethal damage. Any spell or effect the subject creates that would cause a living creature to become dead or destroyed is negated and instead results in that creature being rendered unconscious.
Disarmament
School: Transmutation; Level: Pal 3
Casting Time: 1 standard action
Components: S
Range: Close (25 ft. + 5 ft./level)
Target: 1 creature/level no more than 30 ft. apart
Duration: Instantaneous
Saving Throw: None; Spell Resistance: No
With a wave of your hand, you cause weapons to fly from the hands of those in the radius of the spell. Make one Combat Maneuver Check and apply it to all targets. In each case, on a success, that target is successfully disarmed.
Paladins cannot use this spell to gain an advantage during single combat. It is most often used to give a lesser enemy a chance to surrender or to the even the odds against a foe with superior numbers.
Enhance Item
School: Transmutation; Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 swift action
Range: Close (25 ft. +5 ft./2 levels)
Target: One magic item
Duration: 1 round/level (D)
Saving Throw: None; Spell Resistance: No
When cast upon a magic item that has effects that allow a saving throw, this spell increases the DCs of the item’s powers by +2. The affected item sparkles with a sudden magical luster for the duration of this spell.
Play Along
School: Illusion (Glamer); Level: Sor/Wiz 3
Casting Time: 1 immediate action
Components: V, S, M
Range: Personal
Duration: 10 minutes/level
You fool someone who cast a spell upon you. If you make your saving throw against a spell, the caster and everyone observing sees instead an image of you failing it. Thus, you could convince an opposing spellcaster attempting to charm you that the spell succeeded, or that an answer you give under a discern lies is the truth when it is a lie. The spell can also create an illusion that makes it appear to the caster of a damage-inflicting spell that you were killed by the spell when in fact you have made your saving throw and are now invisible as per the invisibility spell.
Creatures encountering an illusion usually do not receive saving throws to recognize it as illusory until they study it carefully or interact with it in some fashion.
Uncontrollable Rage
School: Enchantment (Compulsion) [Chaos] Level: Brd 3, Sor/Wiz 3
Casting Time: 1 standard action
Components: V, S
Range: Close (25 ft. + 5 ft./2 levels)
Target: One humanoid; see text
Duration: 1 round/level
Saving Throw: Will negates Spell Resistance: Yes
The affected creature explodes in a frothing lunatic frenzy, immediately attacking the nearest creature, friend or foe.
While under the effect of uncontrollable rage, the target gains a +4 bonus to Strength and Constitution, a +1 morale bonus on Will saves, and a –4 penalty to AC. In addition, whenever the target successfully hits a creature, that creature must make a saving throw against the spell’s DC or become enraged itself.
Subsequently affected creatures gain the same bonuses and penalties as the initial target, and their attacks can cause other creatures to become enraged as well. There is thus no limit to the total number of targets that can be affected by uncontrollable rage, but the effect ends in all creatures when the spell’s duration expires.


Curse of Capturing has an effect that, if permanent, should be much higher than 3rd level.
You should clarify whether Enhance Item can be applied to wands; it's a really cheap way of simulating a metamagic feat. Too cheap, I think.
\\\"Curse of Capturing has an effect that, if permanent, should be much higher than 3rd level.\\\"
Why is this effect so much worse than 50% of the time not being able to take actions at all (another third level effect) or being permanently blind, or being permanently deaf (2nd level spells).
It effects any magical item, and I don't know of a core meta magic feat for Pathfinder RPG that increases magic items DCs.
You're a third party splatbook maker. Anyone who uses your stuff is also going to be using other splatbooks/third party stuff. I believe the first poster is worried about how it is going to interact with Artificers, Wand Mastery, Cannith Wand Adepts, and similar 3.5 feats.
Me, no problem with it. +2 DC is spending one spell to make another one 10% more likely to land. Not a big deal to me. It'll still be less effective then a cast spell, regardless of the item.