So, I've created two new paths of magic to use in my campaign. These are primarily intended for a few specific NPCs, not for the players. Perhaps I'll give the players a chance to study the magic after defeating their adversaries but nothing decided yet. So far, my players have very little to no experience with mage adversaries but they do know the different magic talents and the spells. Thing is, I didn't want more attack magic. It's easy enough to blast the PCs with immolate and pretty soon, the fight will be over. What I want is a few new spells, easy enough for me to remember during combat and with effects the players haven't read about. I want to shake them up a bit, make them uncomfortable. Not dead. I want them to have to react to what's happening and adapt during the fight. Thus, I've focused on a few spells and with effects that changes the environment and the opposition, rather than just injure the PCs. First are spells I figure would be fun to give a orc shaman they have a long hate filled relation with. My plan is to have the shaman stand in the background of combat and a band of orc fighters, melee and ranged, covering him. The shaman will boost his allies, while at the same time making it harder for the PCs.
Next enemy is a necromancer who's supposed to be a Big Baddie of the current area. He has a few lover level mages around him and a horde of skeletons in his keep. The skeletons are low ranked but quite many, enough to keep the players occupied while he makes their life miserable from afar.
The document is still a work in progress so I haven't focused on layout yet. Sorry if it is a bit hard to read.
Shaman and Necromancer magic
None of these spells are play tested yet and I would love some feedback if you've got the time. I would very much appreciate your comments on the usefulness of the spells, if you believe they will serve their purpose or if they are too powerful/will kill off PCs too fast. Is this something anyone else has tinkered with during their games? How did that work out for you?