Additional Mage Spells

Acheronian Blood Rites (Level 1)
(Necromancy)

Range: Touch Components: V, S
Duration: 1 week/level Casting Time: 1 Turn
Area of Effect: The caster Saving Throw: None

By careful incantation, the mage touches a helpless victim and draws out the victims soul. This soul is then, over the course of a round, consumed by the mage… forever destroyed. This horrific act grants incredible power to the mage. For the duration of the spell, the mage may cast any memorized spell without expending any memorized slots. Spells that deal damage also deal an extra point of damage per level of the mage. This bonus increases by one point per every six levels (+2 at 7th, +3 at 13th, and finally +4 at 19th level). Also during the duration of the spell the mages body no longer suffers ability score penalties from attunement and any deformity is healed. And finally the mage gains a -5 bonus to AC and 10 plus 3 temporary hit points per level. These temporary hit points refresh (do not stack) at the beginning of the mages combat round.

Form of Shadow (Level 3)
(Abjuration, Alteration)

Range: 0 Components: V, S
Duration: 1 turn/level Casting Time: 3
Area of Effect: The caster Saving Throw: None

By the use of this spell, you temporarily transform into living shadow. You do not have access to spell components nor can you physically interact with the world. However you can speak and gesture, as well as any mundane or magical item you had on hand may be used as normal (a weapon or foci for example). While in this form you take minimum damage from weapon, lightning, and cold attacks, and full damage from sound, acid, and fire (no save allowed). As you are living shadow, you are easier to hit, suffering a -5 penalty to AC, however you are immune to critical hits and are immune to spells from the alternation and enchantment/charm schools. You may also pass through tiny openings.

Avatar of Fire (Level 4)
(Thaumaturge) (Abjuration, Alteration)

Range: 0 Components: V, S
Duration: 1 round/level Casting Time: 6
Area of Effect: The caster Saving Throw: None

By the use of this spell, you may transform into a conduit of living fire. Your body blazes like an unholy pyre of burning, red fire. While in this form you do not have access to your spell components. Whatever you physically contact, you burn for 2d4 damage. Those within 10 feet of you also burn for 4d6 fire damage per round (save for half damage). Wooden weapons and projectiles disintegrate within your fire range, and metal weapons and armor will warp within two rounds. While in this form you take minimum damage from weapon, fire, and lightning attacks, and full damage from sound, acid, and cold (no save allowed). As you are living fire, you are harder to hit, gaining a +5 bonus to AC and you are immune to critical hits.

Form of Insects (Level 5)
(Witch) (Alteration, Necromancy)

Range: 0 Components: S, M
Duration: 2 turns/level Casting Time: 5
Area of Effect: The caster Saving Throw: None

By the use of this spell, you may transform into a swarm of insects such as locust, scarabs, centipedes, and so on. You can only physically interact with the world as a swarm of insects may. This grants you flight if you so desire at two times your movement rate and works as the Fly spell. You cannot speak and gesture, nor use any item you had on hand. As an insect swarm, you may deal 5d4 damage at melee range per round and poison your foe as a Class C poison. Damage you deal as insects heals you for twice the amount gained. As special properties of the spell, you may choose to cast any memorized spell freely, without fear of interruption. While in this form you take minimum damage from weapon attacks, and full damage from spells (no save allowed). As you are a swarm of insects, you are easier to hit, suffering a -5 penalty to AC. However you are immune to critical hits and are immune to spells from the alternation and enchantment/charm schools. The spell components for this spell are a pinch of dried, crumpled remains of insects.

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Additional Mage Spells

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