I thought I'd post a couple of spells presented in the Dark Legacies Player's Guide to give you an idea of what they're like. These are pretty powerful in the context of the setting. There are very few combat-specific spells in DL, only one minor healing spell with some interesting side effects, no resurrection or flying or wishing or teleporting or anything of that sort. Some very powerful spells are given (like armageddon device) but the spellcasting cost and casting requirements are extreme.
CONSUME MIND
[Mind-Affecting]
Availability: Legendary
Level: 5
Cooperative: No
Components: V, M, F
Strain: 5d4 nonlethal, 1 Wis damage
Casting Time: 5 rounds (30 seconds)
Range: Personal
Target: Caster
Duration: 1d4 minutes
By implanting a demon jawbone into his own head, the caster’s mouth is transformed into a hideous, gaping maw, which he can wrap around a creature’s head in order to absorb some of its knowledge and memories. The new jaw transforms the lower half of the caster’s face into a jagged, bony formation twice the width of his head. While enhanced, he can consume the head of a creature up to one size larger than he is.
In order for the process to work, the intended target must be unconscious, paralyzed, or otherwise unable to move or defend itself. Once the spell has been cast, the caster must spend a full-round action wrapping his mouth around the head of the creature. Following this, he can take no other actions until he detaches himself, thus ending the spell. If the caster loses concentration while attached, his jaw snaps back into its original shape, and the spell ends.
For every full minute that the caster is attached to the victim, he has a 25% chance of recalling a single piece of knowledge possessed by the creature – a location, password, facial memory, etc. He also gains a +1 enhancement bonus to Intelligence per minute; this extra Intelligence provides a bonus to Intelligence-based skill checks, but the caster does not gain any skill ranks because of it. The temporary Intelligence bonus lasts 6d10 minutes following the termination of the spell. The creature, in turn, takes 1 point of Intelligence damage for every full minute the caster is attached, and 1 point of Constitution damage for every two minutes.
Material Component: A thick paste made from glue, rosemary, and bile, in sufficient quantity to coat the jawbone.
Focus: Demon jawbone.
Casting Process: The caster coats the jawbone with the paste then holds it in front of his mouth while invoking the spell. Once completed, his jawbone cracks, splitting his mouth so that it is wide enough to accept the demon’s jawbone, which is then inserted. When the spell ends, the demon jawbone is expelled and the caster’s face reverts back to normal except for slight scarring upon the corners of the mouth, and an ache that lasts several days.
CREEPING TUMORS
Availability: Rare
Level: 6
Cooperative: No
Components: V, M, F
Strain: 6d4 nonlethal, 1d4 Con damage
Casting Time: 3 hours
Range: Unlimited
Targets: One humanoid creature
Duration: Permanent; see text
Saving Throw: Fortitude partial; see text
This spell creates an infestation of demonic tumors in the body of the victim that suck away its vitality, causing rapid aging. The tumors ravage the creature’s body for 10d6 days before becoming inert. If the victim’s saving throw succeeds, the spell lasts only 1 day. For each day (or portion of a day) that passes, the creature ages one year. If the effect of this spell is disrupted by a priest, the tumors immediately become inert, but the aging is irreversible. A creature suffers all of the physical detriments of aging (such as the –1 to Str, Dex, and Con at middle age) but none of the mental benefits, until the proper number of years have passed before he would have reached that age naturally.
Material Component: A tumor removed from a creature of the same type as the victim; fluids from the actual victim (such as saliva retrieved from a glass or urine from a toilet).
Focus: The skull of a creature of the same type as the victim, which died at a venerable age. Such focus skulls are normally highly polished, jeweled, and inlaid with gold detailing.
Casting Process: The cancerous flesh is placed in the mouth of the skull. The caster wets his hand with the victim’s fluids then places the palm on the top of the skull, which becomes hot with his touch. A deep red glow – dull at first then intensifying as the spell progresses – emanates from the skull’s eye sockets then fades entirely when the spell completes. The process burns the tumor away completely and also inflicts mild burners on the caster’s hand; he suffers a –1 penalty on attack rolls and to skill and ability checks that require the use of that hand, all for a period of 24 hours.