Thought up a few new spells – probably more weird than useful, but who knows?
Belch Bile (Conjuration)
Level: Magic-User 3
Range: 20′ cone
Duration: Instantaneous
The magician conjures acid from their guts, belching it in a cone 20′ long and 10′ wide. All in the path of the acid suffer 1d4 points of damage per magic-user level (save for half damage). The magic-user loses their voice for one hour after casting the spell due to throat burn.
Body of Rubber (Transmutation)
Level: Magic-User 3
Range: Personal
Duration: 1 hour
The spell caster’s flesh becomes as rubber. They are immune to falling damage, and in fact bounce back half as high as they fell with no effort, or as high as they fell with some effort. Bludgeoning weapons do no damage to them, and their Armor Class against all other attacks is increased by +2.
Cocoon (Abjuration)
Level: Magic-User 2
Range: Touch
Duration: 1 hour
A piece of cloth large enough to cover the target becomes a metal cocoon, protecting them from harm. The cocoon holds enough air to allow the protected individual to breathe comfortably for the duration of the spell. The quality of the metal depends on the level of the spell caster: Steel for levels 3rd to 7th and adamantine for 8th and 9th level casters. The metal is one inch thick. The cocoon weighs approximately 1,400 lb.
Freeze Ray (Evocation)
Level: Magic-User 3
Range: 120′
Duration: Instantaneous
The target of this ray suffers 1d6 points of cold damage per level and must pass a saving throw or be paralyzed for 1d4 rounds.
Lifting Hand (Evocation)
Level: Magic-User 4
Range: See below
Duration: 1 minute
An invisible hand of force appears beneath the spell caster and comrades within 5 feet of him and lifts them up or down up to 20 feet per level. The hand can move laterally no more than 2 feet per level. If the magic-user and friends are still on the hand when the spell’s duration runs out, it simply disappears.
Mutation Ray (Transmutation)
Level: Magic-User 4
Range: 60′
Duration: 1 hour
A glowing green ray erupts from the palm of the magic-user’s left hand. A creature struck suffers a random mutation (see mutagen capsule in Blood & Treasure Rulebook). There is a percentage chance that the mutation is permanent equal to 20 minus the target’s constitution score, or 10 minus their Hit Dice for monsters. Constructs, oozes, outsiders and elementals are unaffected by the ray and fey creatures receive a +2 bonus to save against it.
Ricochet (School)
Level: Magic-User 2
Range: Touch
Duration: 1 minute
A sword blade touched by the magic-user gains the ability to block unerringly rays and magic missiles.
Spiraling Failure (Enchantment)
Level: Magic-User 3
Range: 30′
Duration: 24 hours
The magic-user curses one dice-rolling aspect of her target – attack rolls, saving throws against a general class of threat, a particular task check, etc. For 24 hours, every time the target fails one of those dice rolls, they suffer a cumulative -1 penalty one subsequent dice rolls of that type.
Transmute Flesh to Robot (Transmutation)
Level: Magic-User 6
Range: 30′
Duration: 10 minutes
The target of this spell has their flesh and innards changed to metal and mechanisms for 10 minutes. This gives them the abilities of a construct and a natural AC of 15, but removes their emotions (and alignment becomes true neutral).
Transmute Food to Ash (Necromancy)
Level: Anti-Cleric 2, Druid 2, Magic-User 2
Range: 10′
Duration: Instantaneous
Up to 1 lb of food per level within view and no more than 10 feet away is turned to ashes.
Transmute Water to Poison (Necromancy)
Level: Anti-Cleric 2, Druid 2, Magic-User 2
Range: Touch
Duration: Permanent
The magic-user transmutes up to one gallon of water per level into Poison I or one quart of water per level to Poison II, one pint of water per level to Poison III and fluid ounce of water per level to Poison IV. If the magic-user attempts to transmute a larger portion of water than allowed by their level, the spell fails. The reverse of this spell changes poisons (in like quantities to above) to pure water.
Illustration by Jon Kaufman