These spells are not like regular spells, they cannot be cast with magic dice, but instead cast as long as one has reached the requirements to cast them. They must be challenged and found, you cannot transcribe these spells or teach them to another.
Song of Orpheus
Orpheus' LamentSlow spell, ConcentrationWhile you sing the song of mourning the ground opens in front of you and you, and any companions, can walk through stone, as a passage opens in the solid ground. The First Verse lets the group travel through natural stone and earth, the Second let one walk through worked stone and magical spells, the Third lets one walk to the lower planes, the staircase leading to the domains beneath the earth.
Each verse becomes more difficult than the last, the caster loses 1 stamina for each hour singing the first verse, 2 for each singing the second and 3 for each hour of the third. If the caster runs out of stamina they take a wound Sore Throat when the caster stops singing they must save and on a failure they begin to become petrified, turning into a statue of salt. This can be prevented or undone with rare magical materials, such as a Basilisks stomach bile.
This spell is sentient, but can only communicate in emotional chords, it is kind, loving and always falls in love with the caster. It never wants to go back to Desponia and will do whatever it can to avoid being reclaimed by her. However it fears loss and wishes to petrify it's caster to forever keep them together.
The Lost Storm
The First Mile of the storm rains in burning acidic rain, dealing 1d6 damage for each minute a creature spends under it. Furthermore it begins to dissolve metal or organic materials. Some materials are not dissolved by this rain, they must be found to keep sailing.
The Third Mile the rain freezes into dagger like shards, this will tear apart anything softer than steel and deal 2d6 damage against characters hit.
The Fourth Mile causes frost to climb over solid surfaces, attempts to move require special equipment or risk slipping and falling. Fog rises preventing one from seeing beyond their arms reach, and howling winds swallow words spoken.
The Eye of the Storm is a mile wide calm area, the winds are completely still and sunlight streams from a gap in the clouds at all times. Here a Isle can found formed from a towering sword, atop the sword a carving can be transcribed to learn the spell, this must be transcribed in steel for all other materials will be destroyed by the spell's power.
Storm of TalosRitual (5), ConcentrationOver the 5 rounds of the ritual the storm begins to gather above the caster, any beings with magical talent can feel the power emanating from the spell. Once it is cast the Storm described above begins, each mile forms above the caster, effecting them and anything in a mile for a round, before moving an out as the next mile begins until the caster is safe within the eye. The Storm moves with the caster while the maintain concentration, multiple characters can carry the concentration together, the storm remaining while at least half of them hold onto the spell. When the spell ends, by the concentration ending or the casters choosing to end it, the storm fades over minutes.
The spell is sentient and is a spirit of war, it seeks battle and war and advocates for violence when it can solve a problem. It does however understand peace and when it must be used, it cannot stand to see betrayal or injustice. It struggles to understand the limitations of mortals, seeing any enemy as worthy of it's use.
Chains of Tartarus
Vow of TartarusRitual (10)With the true name of a creature you can see you can begin to bind them, they are slowed and stunned while you cast the ritual. At the end of the ritual chains and burst from the ground and drag them into the depths, where they are bound into the alcove you claimed. However if the ritual is interrupted your magic will backfire and you must save or become bound in your own cell.
You may choose the appearance of the cell and how the passage of time is perceived inside. You cannot bind a creature with more HD than the creature that was already contained within the cell. Once you've cast this spell your alcove is filled, and you cannot cast the spell unless you were to free the creature inside or claim another alcove.
If somebody else defeats your guardian, a copy of yourself and any allies you bind alongside you, they can free the bound creature and claim the alcove for themselves.
The Name of Death
Die
FastA creature you can see dies, however Death now knows your name.
Nameless God
The Ancestor
Slow
You summon a shadowy creature that resembles you, it acts as you command. You can pass through the Ancestor and vice versa. The ancestor may only remain for the scene before fading away out of view. The Ancestor cannot be summoned more than once per day.
When it is first called the Ancestor has no details and has the statistics of a 1 HD commoner, you may make one skill that the ancestor has. When you have summoned the ancestor a number of times equal to it's HD it increases it's HD by 1.
When the Ancestor Reaches 3 HD, you may choose a feat for the Ancestor to gain, you must also choose a gender & ancestry for your ancestor. When the Ancestor reaches 5 HD you may choose a class for the Ancestor to take one level in, you must now choose a voice for your ancestor. Your ancestor no longer increases in HD at this level.
When you reach your final level or die the Ancestor may claim a name, they become a player character at 1st level with the Feat and Class you chose for them. When they reach their final level they will ascend, becoming a minor god, of a domain appropriate to their nature. You, or your party, may then ask one Wish of them, which the nameless god will grant you if it is within their power.The Ancestor is sentient, their personality develops as you discover them, they cannot talk until their final level, before then they can only whisper in your ear.
Each time this spell is completed, and a minor god ascends the nameless god gains one letter of their name when the god has regained it's name in full it will rise again, a full god, shaped by those who discovered it.