Here's a few new Cerilian spells from everybody's favorate Rjurik
Necromancer:

MacFaileas’ Bloodguard (Abjuration, Necromancy)
Level: 4 Components: V, S, M
Range: Touch Casting Time: 1 turn
Duration: Until discharged Saving Throw: None
Area of Effect: One scion

Explanation/Description: Created to hinder the bloodtheft of its
recipient, this spell simply causes trouble and irritation for any scion
attempting to take a bloodline by force. Bloodguard hampers the
bloodtheft by magically locking away half of the recipient’s bloodline
strength (so, if Rhuobhe Manslayer were to bloodtheft a scion with a
bloodline strength score of 43, the Elf would only gain the benefits of
bloodthefting someone with 21 bloodline strength points). As a side
effect, if the dead scion is then raised, she will still have half of
her original bloodline intact.
In addition to the above benefit, bloodguard also has a few minor
magical quirks associated with it. The spell seems to weaken any blade
used in the bloodtheft, so that any roll of a 20 to hit with that weapon
causes it to save versus crushing blow or shatter. Additionally, this
spell preserves the recipient’s body from natural decay for up to 1 day
per level of the caster. Note, however, that the use of a tighmaevril
weapon in the bloodtheft completely negates the bloodguard.
The material components for this spell are a six inch square of
chainmail and an eel’s heart.

MacFaileas’ Bloodtrap (Evocation, Necromancy)
Level: 3 Components: V, S, M
Range: Touch Casting Time: 1 hour
Duration: Until discharged Saving Throw: 1/2
Area of Effect: One scion

Explanation/Description: The second spell created to hinder
bloodtheft, bloodtrap, causes physical damage to any scion taking
another’s bloodline by force. Upon completion of this spell, the
recipient’s bloodline becomes hazardous to any one who slays the
recipient by piercing his heart; in addition to gaining whatever
bloodline power the murderer normally would, this spell causes a point
of damage for every point of bloodline strength of the spell’s
recipient. The chill, burning sensation felt throughout the bloodthief’s
body may also cause him to be stunned for 1d4 rounds if a second saving
throw versus spells is failed. Other than the listed effects, this spell
does not alter the bloodtheft in any way (the recipient still looses his
bloodline, his tie to the land is severed if tighmaevril was used,
etc.). This spell’s material components are 500 gp worth of powdered
onyx, a drop of blood from the caster and recipient, and a silver
dagger, all of which are consumed by the spell.
Note: This spell can not be used in conjunction with the spell
bloodguard.

Ride the Lightning (Schools)
Level: 4 Components: V, M
Range: 40 yards + 10/level Casting Time: 4
Duration: Instantaneous Saving Throw: 1/2
Area of Effect: Special

Explanation/Description: An odd combination of the spells dimension
door and lightning bolt, this spell allows a militant wizard to charge
her enemies, while at the same time, doing them harm. Upon completion of
this spell, the caster’s body, and up to 25 pounds of equipment per two
levels, are transformed into a mass of energy which then strikes forward
up to the maximum range available. This bolt of energy is always 10 feet
wide and 40 feet long, and like a normal lightning bolt, it does 1d6
points of damage per level of the caster (to a maximum of 10d6) to all
creatures caught within its area.
This spell’s effect lasts but a split second, so it renders the
caster immune to all attacks save for constant spell effects that she
may pass through (antimagic shield, a wild magic zone, etc.). The caster
reforms, none the worse for wear wherever the lightning bolt came to a
stop, but may take no other action for that round (and receives no AC
bonus from her dexterity) due to the slight disorientation caused by
this spell.
The material components for ride the lightning are a bit of fur and
a miniature battering ram made of amber, crystal, or glass.

- --
Alexander

"The vengance of Heaven is slow but sure…" -- Kunou Tatewaki.