Specialization is all well and good, but far too many battles could be won easier by having the right spell in your pocket.
[ ][ ][ ] Magic Slash – When you strike with a melee weapon, you can augment the blade with magical power, dealing 1 bonus arcane damage per level of Magic Slash. You may choose to replace the arcane damage with damage of any type that a spell you know can deal.
[ ][ | ][ | | ] Ignition – With a downward motion of your hand or a blade, you can create a momentary pillar of fire on a spot within 10 feet, dealing d6 fire damage per level to anything standing there.
[ ][ | ][ | | ] Electrocution – By pointing your hand or a blade, you can cast out a straight line of electricity up to 15 feet in length per level of Electrocution. This deals 1 lightning damage to everything the line passes through, and d6 lightning damage to the furthest target, where the line terminates.
[ ][ | ][ | | ] Refrigeration – With a wave of your hand or a blade, you can create a cloud of barely-visible freezing mist. The cloud has a radius of 10 feet, centered on a point within 20 feet. Anything that starts or ends its turn in the cloud takes 3 cold damage. This cloud lasts one round per level of Refrigeration.
[ ][ | ][ | | ] Illumination – By holding your hand or a blade aloft, you can create a sudden piercing gleam of light, which deals light damage equal to your level of Illumination to up to d6 targets. The targets must be able to see you.
[ ][ | ][ | | ] Revitalization – By holding up your fist or a blade, you can infuse a creature with vitality. The target must be in view of you. They regain 1 health at first level, 3 health at second level, and 6 health at third level. If you target yourself, double the health you regain.
[ ][ | ][ | | ] Invigoration – By pointing your hand or a blade at an ally, you can fill them with power. Their attacks deal d6 bonus arcane damage and they get a d6 bonus to physical rolls for a number of rounds equal to twice your level of Invigoration.
[ ][ | ][ | | ] Preservation – By performing a blocking motion with your hand or a blade, you can surround a target with protective energy. They reduce all damage by your level of Preservation, to a minimum of 0, for d6 rounds.
[ ][ | ][ | | ] Overload Spell – Whenever you cast a spell, you may overload it by giving out a piercing yell as you cast it. If you do, you may choose any number of valid targets for the spell, except yourself. Then you take d6 arcane damage, minus your level of Overload Spell (minimum 1 damage).
[ | | ] Expend Magic – You can release the magical power from within you as waves of arcane energy that flood outwards and seek their target. This deals d6 arcane damage to any number of targets within 100 feet of you for each XP you have spent on spells. Until you receive a night's rest, perform d6 hours of focused meditation, or otherwise have your magical power reinvigorated, you are treated as if you have spent 0 XP on spells and cannot cast magic.