Once a magic-user has used her spells for the day, she is no longer a useful member of the adventure, and the player controlling her may be relegated to a mere spectator for the rest of the session, especially during combat. Nevermore! From now on, a magic-user can unlock new combat abilities.
These abilities are magical, but they are not spells. Thy must be acquired or learned. Two suggestions are given for each (almost), but the referee may prefer other ways to grant them that are more appropriate for a specific campaign.
1. Amber Fluid
The magic-user empties her bladder at will (she wets herself, you see), and the liquid travels on its own for one round, snaking its way until it reaches an enemy (chosen by her). When it reaches the enemy in the next round, an electric shock from within runs through the thread of urine, dealing 1d3 damage, plus the target must make a saving throw vs. paralysis or fall to the ground in convulsions for one round.
Risks and limitations: Once per day. The magic-user may not carry a metal object larger than a small weapon, or the discharge will be nullified.
How to acquire: The magic-user must survive an electric shock; or she must wear at least 500 gp worth of amber jewelry in the form of piercings or subdermal implants in all the usual areas of the body, including the erogenous zones.
2. Dagger of Evil Eye
The magic-user inflicts a wound upon herself and sacrifices all but 1 hp. From the next round on, each successful attack will cause her to regain the same amount of hp that she dealt to her enemies.
Risks and limitations: As many times per day as her Constitution modifier. Only with a dagger, which is now considered unholy.
How to acquire: The magic-user must survive a mêlée without using magic and without suffering any damage; or she must perform a blood ritual of fertility and blood during a new moon, alone.
3. Evil Face
The magic-user shows her true face and terrorizes her enemies (and perhaps allies). Enemies up to one level above her have their morale reduced by 1. Enemies below that level also have their morale reduced, but they immediately make a morale check. Allied NPCs will have their loyalty to her or even the party (whichever makes sense) reduced by 1.
Risks and limitations: As many times per day as her Charisma modifier.
How to acquire: She must kill an enemy in combat, and that death must cause a morale check on the opposing party; or she must research it as if it were a new spell.
4. Lightning Strikes Twice
The magic-user makes herself a small wound to the wrist or chest and sacrifices 1 hp. The next round, she can make two attacks, one on her initiative with an extra +1 bonus, and one at the end of the round without that bonus.
Risks and limitations: As many times per day as her Dexterity or Constitution modifier, whichever is higher. Only with a staff.
How to acquire: The magic-user must have been near death in combat (taking maximum damage without dying); or must sacrifice a total of 10 hp in combat (causing wounds to herself).
5. Magic Barrier
The magic-user summons her willpower for a number of rounds equal to her Wisdom modifier. During this time, she takes only half damage (cumulative with other forms of damage reduction).
Risks and limitations: Magic-users without a positive Wisdom modifier can’t use this ability.
How to acquire: The magic-user must bathe in the blood of an enemy killed with a mêlée weapon; or it can be given as a gift when sacrificing a friend or loved one in honor of Lucifer or Mictlantecuhtli or Hades or any other god of the underworld.
6. Parasite
The magic-user releases the parasite in her brain. Her mouth opens unnaturally and a black centipede with a demonic face or alien features emerges. The magic-user can now make 2 attacks per round, a normal attack or spell, and a parasite attack: a bite that deals 1d6 damage and requires the target to make a saving throw vs. poison.
Risks and limitations: Although the magic-user has full control of her body and mind, she can no longer hide the parasite, so it’ll be very difficult to go unnoticed or deal with other people (a benevolent referee may find a way to remove it, but it certainly shouldn’t be easy).
How to acquire: The magic-user must introduce a centipede into her brain through her ear and survive a saving throw vs. poison (the type of venom determines the damage taken if the throw fails, as well as the damage dealt by the parasite); or she can… honestly, I don’t have a good alternate idea, I really like this one.
7. Rejection of Death
The magic-user pays a pending debt: a piece of her soul is torn off and she immediately loses one magic-user level. If the caster dies in combat (now or at any other time, but it must be in combat), she will remain dead for only one round, and then will come back to life with her HP and spells of the day restored.
Risks and limitations: Once in a lifetime.
How to acquire: The magic-user must make a pact with a demon or god of death; or she must commit an act of absolute evil that colors a fragment of her soul to necrosis.
8. Scorpion Sting
The magic-user runs the blade of her dagger across her tongue, causing it to bleed. The dagger is now poisoned, and the victim of an attack with it must make a saving throw vs. poison or die immediately between convulsions and curses.
Risks and limitations: As many times as she wants, but she must use the same dagger, and after the first time, she must also make a saving throw vs. poison or die.
How to obtain: The magic-user must be stung by three scorpions on three consecutive nights, and survive (she can use antidotes); or she must give a newborn baby to a colony of scorpions to be eaten, and they will grant her the gift in return.
9. Shadow Step
The magic-user summons her inner shadow and gains a +2 bonus to her AC for a number of rounds equal to her Dexterity modifier, when dodging attacks as if they were attacking her shadow and not her.
Risks and limitations: Once per day. Magic-users without a positive Dexterity modifier can’t use this ability.
How to acquire: The magic-user must sacrifice her own shadow in a defiled temple of the setting’s major religion; or devour the shadow of a priest of that same religion.
10. Stroke of Grace
Knowing that all is lost if she doesn’t do something, the magic-user channels all her concentration and training into a crushing blow. Her next attack will have one of two effects: either the attack roll will automatically succeed, or the attack will cause the maximum damage possible from her weapon (but she must succeed the attack roll).
Risks and limitations: Once per day.
How to acquire: The magic-user must survive a mêlée without using magic; or she must train with a Fighter at least one lever above her for 6 weeks and pay 100 gp each week.
11. Time Rupture
The magic-user can alter her own perception of time and space for a number of rounds equal to her Dexterity modifier, automatically gaining initiative (the rest of the group makes group initiative rolls normally; she rolls separately for now).
Risks and limitations: Once per day. Magic-users without a positive Dexterity modifier can’t use this ability. She must drop everything she carries except a small weapon (and small shield, if carrying), and she must be wearing light clothing.
How to acquire: She must survive three combat encounters with nothing but a small weapon and underwear or similar clothing; or she must eat the beating heart of a cheetah or other fast creature during a full moon.
12. Transmigration
The magic-user chooses from those present the one who will be her new body. Once chosen, she must cut her own jugular vein and bleed to death (1d3 rounds). Once dead, her soul, spirit, psyche, identity, eternal essence, or whatever, will attempt to enter the new body. The target must make a saving throw vs. magic with a modifier equal to the difference between his HD and the magic-user’s HD (as a bonus if his HD is greater than hers; as a penalty if it is lower). If the saving throw fails, the magic-user has a new body with new stats, retaining only her original intelligence; although she has the same level as the original magic user, her HD is equal to the HD of the creature taken. If the saving throw succeeds, well, oops, right?
Risks and limitations: Once per year. All spells that remained in the magic-user’s memory when the body died, are activated at the same time, with the body as the epicenter.
How to acquire: The magic-user must eat only caterpillars, butterflies, and moths for 33 days; or she must mark an ankh with white-red iron on her head (4 hp damage) and renew the mark on the same date each year (same damage).
Note: If you want your magic-user to have any of these abilities from the moment you create her, send me $10 to give you the official authorization.









