|(All art, names, and ideas were taken from listening to this album. Also I love this album art.)|
 Last Flight of Pegasus
This spell involves a magical ritual where a horse and a white swan are tortured and killed. Their body parts and blood are scattered in a forest clearing in the dead of night on a new moon. If successful, this spell will call a mournful, old pegasus who will lay on the bloodied grass and roll around to cover itself, and then allow you to ride it wherever you wish to go. Once you land, the pegasus dies.
Some scholars believe this spell calls an old, dying pegasus and the mournful sounds they make is the release of death, as this spell is the only way for one for the magical creatures to finally die. But others believe that this spell kills a pegasus, and each time it is used, one less of them exists until eventually, one day, they'll all be gone for good.
This spell requires tying an alcohol soaked band to one of your ankles. When you next break out into a run, your leg lights painlessly on fire. Each step you take has a 1 in 6 chance of igniting any grass or trees you step towards, and your base movement speed is increased by 50%. Enemies who try to catch you on your run will fall down on a roll of 1 and magically light on fire as well. This spell ends when you stop running.
 Hammer of Destiny
This spell magically strikes someone with a bolt of light from above. The bolt of light deals 2d6 crushing damage. If they survive the impact, they'll have a scar in the shape of a golden disc on the crown of their head. This spell magically charges the person's destiny- not in the sense that it changes it, but "starts" it up. The Gods draft out a plan for everyone, and this spell just sets them on the start of the path prematurely. People choose to delay their own destinies, but this spell nudges them onto the start. You cannot escape your own destiny.
This spell allows the user to roll 2d8 and grow that many temporary limbs. Each limb can move separately, but they only have about 30% of the strength of a normal limb. The caster can use this to climb up walls, hold many weapons, or as a form of defense. The limbs they grow can be "traded" to avoid all but 1 point of damage from basic attacks by sharp weapons, axes, and so on. (The one point of damage left over is blood loss)- enemies chop off the extra limbs.
When the spell ends, the caster's most relevant limbs move back roughly into position and then all the extra ones die off. If you're missing a limb when this spell ends, then it won't grow back and the wrong limb will be in its place- like if you have 3+ legs and only one arm left over at the end of this spell, you'll have that foot go where your arm was. Also, extra heads remaining at the end of this spell will fall off and become 1 HD floating head creatures, with a fraction of the memories and ability of the magic user. Each head will have taken at least 1 prepared spell from the spell caster, unless the head is killed or dealt with before the spell effect ends.
The spell of transformation of another against their will. The spell is named "Transmogrified" in the post-tense because that's the song title but just call it "Transmogrification" because that fits the spell better and makes it sound more cool.
When cast; the spell caster must simply say what the target of this spell will become. "You will become an orc" is an example, in which the person will become an orc-ified version of themselves. If you say they'll become an animal, they'll become a stock-standard animal of that type, and will have the general mind or experiences of an animal of that type. The context of the spell matters; people can be turned into inanimate objects, animals, monsters, even elemental forces, dust, or anything at all by value of this spell. It is incredibly powerful and forbidden magic.
All beings have an innate magic resistance against their fundamental form being changed. Give every character a value of 50 + Wisdom modifier, or HDx2 for non-player characters. If the being has magic resistance, add that flat on top- it is easy to reach 100% magic resistance to this spell, which means the spell simply can't work on that being. Then, the caster must roll percentile dice.
If the caster rolls a percentile value over the defensive value, then the character is transformed via the percentage rolled into whatever they were told they would become. If you rolled 80%, then 80% of their body will turn into that thing. Intelligent beings can choose their minds to be taken away last; assume a value of 80 to 90% means their entire body is changed, but the remainder is their mind, personality, and/or voice. If the value reaches 100%, the character would become totally indistinguishable from the thing they were told they would become.
If the caster rolls a percentile value under the defensive value, the character is damaged equal to the sum of both dice rolled- so if you rolled a 24 percentile on 2 d10s, then the result of 6 means the character takes 6 points of damage. This is because their own body rejects the transformation, damaging them to knit itself back into its true form. For most, this is preferable to being transformed against ones will- though one can willingly take a transformation percentage equal to the result rolled if they'd prefer it over the damage when the spell is cast.
 Dead Sun
This spell must be cast in an enclosed underground space- else it will fly into the sky and become nothing. It summons a dark, black sun that slowly expands and floats upwards towards the ceiling of the space, before stopping once it reaches the top. Then, it glows a dull shine across the entire chamber, which illuminates as dim light. This is just enough to see yourself around, but not enough to see any detail, color, or with precision. You get -4 to all attack rolls if you can't see in the dark. The sun created by this spell is otherwise permanent, but certain beings or spells can destroy it- enough arrows or stones thrown at it can also crack its surface, causing it to drip its star-stuff on the ground and then fall apart, casting the room in darkness again.
Because of the power of this spell, it is very taxing. The caster loses -1d6 maximum health once it is cast. Additionally, they sacrifice some of the "light tolerance" in them to make it, causing them to become sensitive to the sun. With one casting, they'll become sensitive to bright summer days. With two castings, they won't want to go out in the sun at all, preferring dawn, dusk, and night. With three or more castings, they'll only be able to go out at night or else they take 1 damage per turn from the sun and so on.