Beastblood Magic
Beastblood spells draw energy from the caster’s vital reserves. Instead of using spell slots, Beastblood Magic requires the expenditure of Hit Die to be cast, in a number equal to the level of the spell (or higher, in case enhanced effects are desired as with the use of a higher level slot, up to 5th level). This magic is complex to learn and dangerous to master, but its power is immense. It is often passed down from clans far removed from civilization. The discovery of this new form of magic could be a great reward for night adventurers.
Learning Beastblood Magic
Any character with the Spells feature and who has the ability to learn and cast these spells can use these spells (they must be able to cast spells of that level). However, regardless of how a character normally draws from their spell list, a Beastblood spell must still be learned. It is usually obscure and jealously guarded knowledge. Werebeasts may spend Wild Die as if they were Hit Die to cast these spells. Often, in werebeast communities and clans, such magic is taught to leaders or as a reward for those who distinguish themselves for merit. Blood spells are usually engraved on totems, stone tablets, necklaces of engraved bones and fetishes of feathers and animal teeth or passed down orally in songs and poems. Interpreting them correctly, or even recognizing them for what they are, usually requires the guidance of a shaman or someone well-versed in this type of magic.
Understanding Beastblood Spells
A character who encounters a Beastblood spell must make a successful Intelligence (Religion or Arcane) check with DC 15 + spell level to understand what they have in their hands. Learning the spell without proper guidance requires a similar test, with DC 20 + spell level.
Sacrifice and Consequences
Some Beastblood spells require an additional sacrifice: they inflict damage on the caster, and further wound the spellcasters not skilled enough to wield these powers. If the damage is sufficient to bring the caster to 0 hit points, the caster succeeds in casting the spell before falling to the ground, unconscious and bleeding, with a failure on the saving throw against death already assigned. To those who cast such spells, one soul point will also be deducted as a spiritual expenditure for the usage of this dark magic.
Spellcasting Ability and DC
The spellcasting ability for casting these spells is Constitution and the DC is calculated using the following formula: 8 + proficiency bonus + Constitution modifier. Likewise, the attack bonus with spells is equal to the proficiency bonus + Constitution modifier.
Incarnum Magic
This host of new spells all involve incarnum in some way. Because incarnum uses the magic of souls, any class that has the Spellcasting class feature can learn these spells.
Incarnum Investment
Some spells have the Incrnum tag. These spells can have incarnum invested in them upon casting to enhance the spell. Be warned however that the incarnum is divested (spent and must be regained normally) once the spell ends.