TEXT: 1
  The following spells were submitted as part of a contest
  to fill out the one missing  spell in the Weird Fantasy
  Role-Playing Grindhouse Edition spell lists. Some of
  these spells are great (making me curse that there
  could be only one winner), some of these spells are
  not-so-great, and some of these spells really should be
  greater than a first level Magic-User spell. But
  because these spells were freely given, and because
  tastes are different, they are all presented to you
  without individual comment; you are capable of
  deciding which are suitable for your game well enough
  on your own. Most of the text is unedited, and that
  editing which did occur was for the most part simply
  to standardize formats and increase readability, not
  to change the contents of the spells.
  Happy reading, and I hope you find something that
  turns your own campaign just a little bit Weirder.
  - James Edward Raggi IV
  Accelerate Decay
  (by Richard Rittenhouse)
  Duration: Instantaneous
  Range: Touch
  The Magic-User casts this spell and then touches a
  corpse, which then rots at a fantastically accelerated
  rate. After one round, nothing will remain of the
  carcass but a handful of dust. The spell can effect one
  human-sized or smaller cadaver. If used on the corpse
  of a larger creature, it affects 100 pounds per level of
  the caster. It has no effect on living beings.
  The traditional purpose of this spell was to eliminate
  incriminating evidence, or to prevent a slain adventur-
  ing companion from suffering the postmortem indig-
  nity of being eaten by desperate or inhuman foes. It
  can, however, also be used offensively against corpo-
  real undead in desperate situations, but this is some-
  what risky: The Magic-User must make a successful
  attack roll to touch the undead, and the target gets a
  save vs. spells to completely avoid the effects. If
  successful, the spell does 1d8 + the caster's level in
  damage to the target.
  Aelphabun’s Magic Orbs
  (by Jason Kielbasa)
  Duration: See Below
  Range: 120’
  Raised as an entertainer and trained as an exotic dancer
  Aelphabun knew there had to be an easier way to make
  money once she focused her innate magical abilities.
  This spell, only known by a few, is what really packed
  the crowds in at the famed Saints & Sinners Burlesque
  Hall. What is transcribed was found in a trunk, under
  lock and key, near her death bed.
  The caster must be in a state of relative undress and
  have their movements be unrestricted. The spell is
  initiated with the chanting of a few words from a
  language which is thought to have arisen in the exotic
  lands of the Far East. When the words are chanted and
  the dance is begun all those who make eye contact with
  the dancer during this arousing display must roll a
  saving throw. Failed saving throws result in the subject
  throwing 1 silver piece per level of spell caster. Those
  who pass the saving throw will see this for the scam
  that it is and act appropriately. Marks, err targets, will
  get the chance to reroll a saving throw on subsequent
  turns. After passing their saving throw the display will
  hold no interest to them and may seek other distrac-
  tions, unaware of the coin they have just thrown away.
  The spell is ended when the dancer either stops or is
  somehow interrupted.
  Antagonistic Ball Sack
  (by Brendan Culleton)
  Duration: Special
  Range: 30'
  When cast on a male target, each testicle is polymor-
  phed into a vicious piranha-jawed being and they will
  fight each other to the death unless a save is made vs.
  magic. Each piranha testicle has 1d4 hp and attacks as
  a Fighter 2, AC 14. Combat is resolved normally,
  round by round, and is considered simultaneous. When
  one testicle wins, it reverts back to normal. If both die,
  well, then the spell finishes and the target has an empty
  ball sack. During testicle combat, the target is unable
  to take any actions other than screaming in pain and
  horror.
  First Level Magic-User Spells
  Grindhouse Edition Spell Contest
  
  2
  Arm of Zotz
  (by Caelum Roberts)
  Duration: varies
  Range: one mile
  To cast this spell, the caster must cut off one of his
  arms (it is acceptable for someone to do it for him).
  This will cause d3 damage, but will not bring the caster
  below 1 hp. This damage cannot be healed while the
  arm is missing. The arm will immediately sprout dark
  leathery bat wings from the stump (shoulder joint). The
  arm can fly 120' per round in any direction as the caster
  desires. If the arm flies beyond the eyesight of the
  caster, it can sense solid objects within a 60' radius but
  discernment of any detail will require the sense of
  touch. The arm cannot fly more than one mile from the
  caster. The arm is able to manipulate, pick up and carry
  objects just as the caster would, including weapons
  though it will fight with -2 to strike. The arm has an
  AC of 18 and 3 HP. If the arm is destroyed it is lost to
  the caster. The arm may remain independent of the
  caster for as long as he likes. The arm will rejoin his
  body in one round by holding it to his shoulder, at that
  time he will regain the d3 HP lost at casting.
  Bad-Assery*
  (by Ben Aldrich)
  Duration: 10 turns +1 turn/caster level
  Range: 0
  This spell manifests the chaos inherent in the Magic-
  User. It give the the caster the appearance of being
  taller, bulkier, tougher with dark deep eyes that have
  seen eldritch secrets, and the very air around the caster
  crackles with arcane power. As the spell name would
  suggest, the the wizard looks to be a total bad-ass. The
  spell is designed to draw the attention of casual
  observers to the caster and to make note of his or her
  actions and appearance. A direct application of the
  effects to influence someone (intimidation) allows for
  a save vs magic.
  The reversed version, or Wussitude as it is sometimes
  called, makes the caster appear to be smaller, meek,
  indistinct and unremarkable as a torch bearer. Casual
  observers will typically not remember or remark on on
  the casters actions or appearance. Any attempt to use
  the effects of this spell to benefit the caster ("don't
  attack me, hit the guy with the sword") allows for a
  save vs magic to see through the illusion.
  Blood Luminescence
  (by Beau David Case)
  Duration: 1 round
  Range: Line of Sight; See Below
  This spell illuminates, for a single round, blood residue
  left behind on objects or surfaces but invisible to the
  naked eye. The spell does not detect the type of blood
  (animal, human, etc.), nor the age of the blood or when
  it may have been deposited on the object. The caster
  can affect up to one 10’-square area per level.
  Bloody Red Box
  (by Johnstone Metzger)
  Duration: Permanent
  Range: Touch
  This spell may only be cast on a box smaller than six
  cubic inches per level of the caster. Once a box has
  been trapped with this spell, anyone attempting to open
  it who is not the caster begins to bleed profusely from
  every orifice. Such an unfortunate person is temporar-
  ily blinded and takes 1d3 hit points of damage every
  round they remain in contact with the box. A saving
  throw versus magic may be made to avoid the damage,
  but a new saving throw is required each round, and the
  bleeding itself cannot be prevented. The box will
  slowly absorb any blood that touches it. Over time, this
  will turn the box a distinctive  reddish hue.
  Bookspeak
  (by Daniel Smith)
  Duration: 1 round per level
  Range: Touch
  The touched book animates, forming a mouth around
  the edge where the paper shows. You can ask the book
  one question per round, and if the information is inside
  it will answer. If anyone else approaches or asks
  questions the book snaps and growls that round instead
  of answering anything. Intelligent books may save to
  negate (as a Magic-User of a level equal to the author).
  Magical books don't impart their effect when they
  answer. The spell is a shortcut to actually reading a
  book, and it won't give more information than a careful
  reading would give.
  Carfrith's Serous Illumination
  (by Todd Mitchell)
  Range: 10 ft.
  Duration 1 turn/level.
  This spell creates a faint blue beam of light to eminate
  from the casters hand. The light does not provide
  normal illumination but causes any bodily fluids or
  oils that have been exposed to air to radiate a bright
  blue glow.
  Convert Currency
  (by Rich McKee)
  Duration: Permanent
  Range: 10'/level
  This spell calls on the Celestial Exchanger to convert
  1,000 coins per a level to another coin type. Coins can
  be converted from one currency system to another, or
  between denominations in the same currency system.
  The conversion can work in either direction. For
  example, Keth gold pieces can be converted to Assain
  gold pieces; Keth silver pieces can be converted to
  
  3
  Keth gold pieces; or Assain gold pieces can be con-
  verted to Keth silver pieces. The Referee may allow a
  saving throw if the coins are in another's possession.
  The Celestial Exchanger always gets his 5% cut of the
  amount converted.
  Detect Body Heat
  (by Beau David Case)
  Duration: Instantaneous
  Range: Touch
  The caster touches an object (a chair, doorknob,
  flagstone, etc.) to determine if and when another
  warm-blooded being had touched that same object.
  The spell does not detect the type of creature (animal,
  human, etc.), but will reveal when the creature last
  touched the object, up to 6 days in the past. There is a
  1-in-6 chance that the spell will give a false impression.
  Moreover, for objects touched within 24 hours, there
  is an error rate of 1d6 hours in either temporal direc-
  tion; and for objects touched longer ago than 24 hours,
  the error rate increases by one d12 hours per day, up
  to six d12.
  Detect Portal (or Weisenfarth’s Geo-aesthetic Com-
  pass)
  (by Garrett Weinstein)
  Duration: 1 turn + 1 turn/level
  Range: 360’ radius (centered on caster)
  This spell enables the caster to know the location of
  doorways, archways, or any sort of mundane portal
  within the spells range, provided that the caster is
  inside the same structure as the portal.  The caster only
  knows the location of artificially created portals- the
  spell will not find the mouth of a cave that the caster
  is lost in.  The spell also does not provide any infor-
  mation about the portal, such as whether it is locked
  or trapped.
  If a portal is concealed, such as by a tapestry or
  bookshelf in front of it, the spell detects it normally.
  If a secret door is concealed within the architecture
  (such as a sliding wall), then the spell increases the
  chance of discovering such a door to 4 in 6.  If for some
  reason the caster’s chance of finding secret doors is
  already 4 in 6 or better, the spell gives no additional
  benefit in this way.
  This spell typically requires the caster to use a small
  piece of quartz or similarly crystallized mineral to
  create the “compass.”  This crystal is not consumed by
  the spell and may be reused for the same purpose.
  Face of Fear
  (by Eric "Eldrad Wolfsbane" Medders)
  Duration: 1 hour + 1 per level.
  Range: 10 feet plus five per level.
  The victim of this spell will have his face morph and
  contort to a  horrible appearance if he fails the save.
  The victim will not be  recognizable during the
  duration of the spell and most will react  negatively.
  Face of Lust
  (by Eric "Eldrad Wolfsbane" Medders)
  Duration: 1 hour + 1 per level.
  Range: 10 feet plus five per level.
  The victim of this spell will have his face morph and
  contort to an angelic appearance if he fails the save.
  The victim will not be recognizable during the duration
  of the spell and most will react with lust.
  Fearful Glance
  (by Michael Elton Crye)
  Magic-User Level 1
  Duration: Instantaneous
  Range: 30’
  A terrible visage covers the spell caster’s features
  giving them an otherworldly appearance for a brief
  moment. Intelligent creatures within range that can see
  the caster must make a saving throw vs. magic or are
  forced to make a morale check at -2. This spell can
  also be casted on retainers or other allies to intimidate
  them into actions that may normally not willfully
  commit to; such as fighting a losing battle or triggering
  a deadly trap. In this case the morale modifier would
  be +2 to convince the retainer to act against their better
  judgment.
  Finger of Flatulence
  (by Beau David Case)
  Duration: Instantaneous
  Range: 120’
  The caster causes another humanoid creature to pass
  gas, in a single momentous loud and odoriferous event,
  if a saving throw versus magic is failed. Alternatively,
  the spell instead can be used to make another burp,
  cough, hiccup, laugh, or sneeze.
  Firebat
  (by Greg Johnston)
  Duration: 3 rounds +1 round/level
  Range: 50'
  The Magic-User creates a small mote of flame that flies
  from his or her hand and grows wings of flame similar
  to a bat's wings. The fiery bat-shaped flame flies
  towards any object or creature that the Magic-User
  commands, or it can hover nearby the Magic-User until
  commanded or until the spell ends. If a firebat is
  directed to attack a creature, it does 1d4 fire damage
  each round until the duration of the spell ends. Note
  this attack does not automatically hit, the Magic-User
  must make an attack roll vs. the target's Armor Class.
  The firebat can be used to set flammable inanimate
  objects on fire (objects can save vs. normal fire). In
  this case, the Magic-User does not need to make an
  attack roll to set an object on fire using this spell. The
  
  4
  firebat provides enough illumination equivilent to a
  torch until the spell ends. The maximum distance the
  firebat can be sent away from the Magic-User is 50',
  centered on the Magic-User.
  Flurry of Stones
  (by Simon Forster)
  Duration: Instant
  Range: 30' + 5'/level
  With a flick of the wrist, a flurry of stones flies from
  the ground and pelts the enemy.
  The caster summons a minor earth spirit that hurls
  rocks and other debris in anger and fear, straight at
  those point to by the Magic-User. The flurry strikes a
  10' area with a hail of stones, dealing 1d4 +1 hp/level
  damage to all. A saving throw negates the damage as
  the enemy ducks and dodges the hail, or merely bats
  the stones away with their hard-skinned fists.
  Glorious Rendition
  (by Ed Cabalfin)
  Duration: 1d4 hours/level; maximum of 24 hours
  Range: 0
  This spell makes the caster seem more glorious than
  they really are. The caster's voice is modulated and
  amplified to give an impression of confidence, matu-
  rity and mastery. Hair, face and body take on an
  appearance of health and vitality. The caster, clothes
  and equipment worn at the casting of the spell are
  cleaned of dirt and grime but the spell does not prevent
  them from getting dirty at a later time. However, any
  dirt and grime that do sully the caster (clothes and
  equipment included) is hidden by the illusion. Clothes
  and equipment worn at the time of casting take on the
  appearance of more expensive, better fitting, master-
  work versions. Whenever the caster stands still lights
  and shadows fall on the caster just right, creating a
  dramatic effect and highlighting their good sides. A
  gentle breeze may blow to whip hair, capes, tassels and
  the similar sundries for dynamic entrances and exits.
  Thunderclaps are sometimes heard whenever the caster
  declares something appropriately ominous.
  The spell can be ended by the caster at will or by Dispel
  Magic.
  The spell was originally created by an apprentice more
  interested in showing off than studying the arcane arts.
  Wizards have been known to supplement their income
  by crafting scrolls with this spell for theatre companies
  and swindlers.
  Gluttonous Eye
  (by Jens Thuresson)
  Duration: Instantaneous
  Range: Touch
  An inquisitive brain's best tools are curious eyes,
  constantly supplying it with new, uninterpreted infor-
  mation. But what happens when an eye stops sharing?
  It devours; every scenery, every single pebble in the
  road, every illuminated letter, growing bigger and
  bigger, until it three days later outgrows its socket. The
  host needs to make a painful decision; it's not whether
  or not the eye needs to be popped, it's when.
  (The above description is intended to be freely inter-
  preted, but the main idea with this spell is that the
  Magic-User cast this spell on someone he wishes to
  harm. This person's eye (just one) starts to slowly grow
  since it stores everything it sees within it. After three
  days the eye has grown to the point that it can't no
  longer be sustained in its socket, and the affected
  person needs to either pop it himself, or just let it
  continue to grow and let it burst on its own. I had an
  additional idea that drinking from/eating the eye would
  let the information "flow on" to whomever that would
  do so.)
  Green Mind
  (by Stuart Robertson)
  Duration: See Below
  Range: Self
  The Green Mind spell wards the casters mind from
  magic that affects regular humans (Charm, Sleep, Hold
  Person, etc) by turning them into a symbiotic plant-like
  creature by allowing tiny vines to grow into their body.
  While no longer vulnerable to magic that affects
  normal people the caster is affected by any magic that
  affects plants. After the first hour the caster will also
  begin to take 1 hit point of damage for each additional
  hour that the vines remain in place as they draw
  sustenance from their body. The caster may remove
  the vines at any time taking 1d4 damage (save for half
  damage). The material component for this spell is a
  small seed.
  Howl of the Moon
  (by Joel Rojas)
  Duration: 1 hour / level (x2 during full moon)
  Range: 0
  The Magic-User summons the primal self that exists
  within all humanity. However, he can only do so at
  night, when the chaotic forces of the moon tug at the
  savage psyche. The subject of the spell will abandon
  reason and the facade of civilization, tearing at his
  clothes till he appears as a naked raving mad man. The
  transformation takes a full turn to take affect. Once
  complete, he will move with the speed and nimbleness
  of a wolf (rate: 180'). His senses also become height-
  ened and he is able to eat raw meat with no ill effects.
  His savage attacks are +2 to hit and d6 damage with
  nothing but his bare hands and teeth. This is not due
  to any actual physical transformation as the outward
  appearance remains unchanged. If the subject is
  
  5
  attacked during the transformation, he will attempt to
  either flee or defend himself with the above bonuses.
  If the Magic-User makes himself the subject of the
  spell, he will maintain a sense of purpose from before
  and generally act as himself but with an animal
  intelligence. If the Magic-User wishes to turn back at
  any time before the spell ends (either the duration limit
  or sunrise), he must make a saving throw versus magic.
  To affect someone else, the Magic-User must touch
  the subject. The Magic-User may also "touch" the
  subject through scrying spells or devices. The subject
  will lose all sense of himself and become a savage
  animal with no recollection when he transforms back.
  A saving throw versus magic negates all affects of the
  spell.
  While in this state, animals will sense the change and
  run away, except wolves. Wolves will be drawn to him.
  The subject will attract 1d6 normal wolves per hour,
  providing they exist in the area. He will not have any
  magical control over them, although they will treat him
  as the pack leader. Once the spell ends, they will scatter
  harmlessly unless attacked.
  Incontinence
  (by Jeremy Deram)
  Duration: Instantaneous
  Range: 30
  The target must save versus spells or his body imme-
  diately expels the contents of his bladder and bowels.
  Leinad Aeon's Burnt Potency
  (by: R.A. Mc Reynolds)
  Duration: 1 hour
  Range: 60' + 10'/level
  This spell barters the caster's strength into the ability
  to throw multiple devastating bolts of hellfire which
  deal 1d6 +1 point per level of the caster in damage
  each (so a second level Magic-User deals d6 + 2 points
  of damage for a bolt). Upon casting Burnt Potency, the
  caster temporary loses one point on Constitution which
  is regained upon the termination of the spell and is
  wreathed in a flickering dull ebon aura. The caster then
  may suffer a point of temporary Strength loss to throw
  a ebon bolt of hellfire, this bolt strikes as the spell
  Magic Missile. The spell lasts for one hour, when the
  caster has lost five points of Strength, or when the
  caster chooses to end the spell, which ever condition
  comes first. The point of Constitution is regained at
  the end of the spell, but the points of Strength lost this
  way are not. If the spell ends because the caster has
  throw five bolts, there is a risk of permanent Strength
  loss. A saving throw versus magic is required to avoid
  this, failure causes one point lost to become permanent.
  Leinand would seem to be ill-suited for his own spell,
  being scrawny and weak-limbed, but in his desire for
  magical power he is willing to risk anything not related
  to his Art. Researching and use of this spell has broken
  his frail body and rumor has it that Leinand is able to
  drain strength from others to fuel this spell.
  Magic Whip (or Leaber’s Utilitarian Lash)
  (by Garrett Weinstein)
  Duration: 4 rounds + 1 round/level
  Range: 0’
  This spell causes a 30-foot long whip to extend from
  one of the caster’s hands.  The exact appearance of the
  whip is unique to the Magic-User casting the spell.
  The whip may be used to easily “grab” one small or
  medium item within its reach and bring it to the caster.
  Alternately, the whip may be used in a similar way to
  a rope and grappling hook, for swinging across pits
  and the like.
  The whip can not deal damage against an opponent in
  combat, but the caster may use it to defend themselves
  in other ways.  If used to trip an opponent or steal a
  weapon from their hand, the opponent is entitled to a
  saving throw versus paralysis to avoid the effect.
  Mnemonic Scroll
  (by Frédéric Verdier)
  Duration: instant
  Range: N/A
  In need of some hint/hunch about something your party
  encountered/experienced 6 hours before but forgot?
  Invoke the Mnemos power on a blank scroll (“Eurêka"
  should be the word) and a short sentence will remind
  you of this detail that matters.
  Monkey Scribe
  (by Aaron Webb)
  Duration: Instant, until written work is completed
  Range: Touch
  It is known that monkey scribed-scrolls are the most
  potent. This spell allows a Magic-User to use a monkey
  (specifically a non-human great ape) to scribe mundane
  and magical writings. For spell books a monkey scribe
  will copy the spells from a spell book to another as if
  they were the Magic-User themselves, freeing the
  Magic-User for other tasks. The monkey becomes
  capable of understanding and speaking to the caster
  (with the casters intelligence) for the duration of the
  spell and will calmly and diligently pursue his duties
  until finished. For scribing scrolls the monkey counts
  as the caster by proxy. The caster must be able to make
  the scroll himself without the help of the monkey for
  the monkey to be able to scribe the scroll. Scribing the
  scroll in this way makes the scroll more powerful as
  they max out any variables and offer twice the volume,
  range, duration and area of the spell. A factor of the
  spell is not doubled if it is already maxed out (for
  
  6
  example in the case of variable duration, the max
  duration is used, and is not doubled).
  (Most Inconspicuous) Patch of Extra-Dimensional
  Stowage
  (by Matej Saric)
  Duration: See Below
  Range: Touch
  The caster imbues a patch of expensive silk with
  trans-dimensional power. Any single object com-
  pletely wrapped in the imbued patch is instantly
  whisked away to Somewhere Else. The object ceases
  to exist in the material plane, and is completely
  undetectable by mundane or magical means. The patch
  must then immediately be unwrapped and placed on a
  piece of the caster's clothing big enough to contain it,
  where it attaches itself and blends in with the base
  material (an illusion that can be seen through as other
  low-level illusions; Dispel Magic causes the patch to
  both become visible and quietly disengage itself from
  the caster's clothing). At any point before the next
  sunrise, the caster may detach the patch and summon
  the contained object to reappear within (this happens
  automatically at sunrise if not invoked before, or the
  patch has been lost due to dispelling, the piece of
  clothing has been taken away from the caster etc.)
  The same patch of silk can be reused d3+1 times
  (transporting the same object or different objects), after
  which it crumbles to dust, destroyed by the energies
  channeled through it. If the patch is bigger than any
  individual surface of the caster's clothing and is not
  properly placed at casting time, it regurgitates the
  contained object and is destroyed immediately (the
  ‘closing' part of the spell is needed to stabilize the
  energies involved). Only one patch of extra-dimen-
  sional stowage can be active on the caster's person
  from the casting until the next sunrise (any subsequent
  patches can not be properly ‘closed' and are discarded).
  Furthermore, if the stowed object contains a spark of
  life, there is a 50% chance that it returns ‘changed' per
  Referee choice: a) stone cold dead b) obviously
  damaged (e.g. a rabbit reappears in the hat with one
  paw freshly chewed off) c) apparently fine, but inex-
  plicably twisted (e.g. the rare plant seeds can be
  planted and will grow normally for a month, but will
  then mutate into a brain-devouring predator plant from
  the depths of unknown space).
  Mouth of Maggots
  (by Aaron Cattle)
  Duration: 1 round per level of caster.
  Range: ?
  As the target opens to his mouth to speak black
  maggots spew forth instead of the words he tried to
  say.
  This will interfere with spell casting as well as having
  obvious social consequences!
  Oil
  (by John Miskimen)
  Duration: permanent until burned away.
  Range: within 10' of target.
  This spell conjures the equivalence of a single flask of
  oil, to be used for lubrication or, most likely, combus-
  tible purposes. The oil itself can be cast into a container
  (of equal size of a standard flask) or cast onto an area
  or subject with unfailing accuracy. Casters may
  summon more quantities of oil at the rate of an
  additional flask equivalents every 3 levels of advance-
  ment. These additional flasks may also be unerringly
  cast into appropriately sized containers, into a single
  container large enough to hold the quantity or cast onto
  multiple or single areas and subjects.
  Precipitation Immunity
  (by Simon Forster)
  Duration: 1 hour/level
  Range: touch (up to four targets in reach)
  An oily film covers the subject's skin and clothes,
  sliding over their equipment. It reeks of fish oil, and
  fluids slide off like water from a duck's back.
  The subject of this spell is coated in a thin layer of oil,
  including their equipment, which protects them from
  fluids; primarily water, but also mundane oils, wine,
  ale and the like. It does not confer any water breathing
  ability, but does aid with swimming (a bonus of +1 to
  any rolls) and will offer some protection against
  water-based attacks (treat as +1 to a saving throw, or
  +1 AC, depending on the attack). The smell of the oil
  will attract any creatures with a keen nose, preventing
  ambushes or stealthy advances.
  It was designed by a wizardly explorer who got tired
  of being rained on, and wanted to be able to travel
  without too much discomfort.
  Prevent Falling Over
  (by Johnstone Metzger)
  Duration: 1 turn/caster level
  Range: Touch
  This spell, popular with older wizards, prevents a
  person or object from falling over. The target may be
  positioned at an impossible angle without swaying,
  falling, or toppling over, as long as it remains in
  contact with the ground or another stable object. The
  target may be moved normally, picked up, or forced
  to the ground, can slide on slippery surfaces, and will
  fall normally if contact with solid matter is lost. If cast
  on a person, they will not fall over due to dizziness or
  loss of balance while the spell remains in effect. No
  matter how drunk or precariously perched, they will
  
  7
  continue to remain erect. This spell may be cast on
  individual body parts.
  Restore Text
  (by Jonathan Lapak)
  Duration: 5 rounds / level
  Range: 10'
  This spell allows the caster to read partially-destroyed
  writing or inscriptions within the listed range. Infusing
  spiritual energy into the intact portion of the message
  gives temporary un-life to the concept of the text itself,
  and the ghost of the complete message appears super-
  imposed over the physical remains in the form of
  silvery light. This spell does not imbue the caster with
  the ability to read languages he does not currently
  understand, and any magical text that would be trig-
  gered by reading is automatically set off by this spell.
  Rot, Spoil, and Curdle
  (by Eric "Eldrad Wolfsbane" Medders)
  Duration: Permanent
  Range: 20' area
  All food and drink in area becomes rotten and spoiled.
  Any attempt to eat or drink the food will require a save
  versus poison or be sickened for 1d6 rounds.
  Scalding Touch
  (by Eric "Eldrad Wolfsbane" Medders)
  Duration: Instantaneous
  Range: Touch
  The casters touch does 1d8 of scalding steam damage.
  The victim is also disfigured from head to toe until
  healed.
  Scumbrella
  (by Carter Soles)
  Duration: special
  Range: touch
  Scumbrella is a 1st Level Magic-User spell that is cast
  upon a single mundane umbrella. The next time that
  umbrella is opened, it dumps sewage and filth all over
  the person(s) underneath it. Scumbrella is mainly a
  “practical joke” spell with very little direct combat
  application, though the target scummed by a Scum-
  brella is considered surprised for one round. Further,
  if someone with open sores or wounds opens the
  Scumbrella, a save vs. poison is required to avoid
  catching some nasty disease.
  Seal Tome
  (by Anthony Simeone)
  Duration: Permanent
  Range: Touch
  A Magic-User’s books of lore, especially spellbooks,
  are their most precious possessions. They guard these
  tomes jealously, for much time and effort is spent
  creating them. Magic-users must be wary of other
  spellcasters that may seek to steal their knowledge.
  This spell allows some measure of security. A book
  upon which Seal Tome has been cast cannot be opened
  by anyone but the one who magically sealed the book.
  In effect, the covers and pages of the book become
  stuck together and cannot be separated. The book does
  not become indestructible, but destroying the book (by
  cutting it apart, for example) does not allow the pages
  to be separated. A Dispel Magic spell can negate a Seal
  Tome spell, but only if the Dispel Magic caster is of a
  higher level than the Magic-User who originally cast
  the Seal Tome spell.
  Shades of the Past
  (by Orion Cooper)
  Duration: 1 turn
  Range: 30 feet
  During casting, declare a period of time before the
  current day, going no further back than one day per
  level of the Magic-User. When you cast this spell, a
  ghostly shade that mirrors your appearance will be
  summoned and will reenact everything you did during
  the period of time you specified for the duration of the
  spell. The shade glows with a moon-like splendor; it's
  colors are muted and it makes no sounds.
  You cannot interact with the shade, as your touch or
  the touch of other creatures causes the spell to become
  immediately dispelled. If the shade goes beyond the
  range of the spell, than the spell ends immediately. The
  shade is only of you, and does not show anyone else
  in the area, because the spell animates the psychic
  residue you leave behind from your very presence.
  Anyone who views the shade but was not around
  during the casting of the spell must make a saving
  throw versus magic at a +2 bonus or flee in terror for
  one turn.
  Shadow Bane
  (by Simon Forster)
  Duration: 1 round/level
  Range: 30' (1 subject)
  With a cry of horror, the goblin stumbled to his knees
  as its very shadow twisted free from the wall and began
  to strangle the poor humanoid.
  Originally designed by an ever-young and feral wizard
  (some say, with fey blood), this spell briefly animates
  the target's shadow, which then attacks its 'owner',
  attempting to strangle the life from the now-shadow-
  less creature.
  The shadow becomes a 1 HD creature, with an AC of
  14 and automatically strikes the target, strangling them
  for 1d4 damage in the first round, and an extra 1 point
  each round thereafter. The shadow is directly linked
  to the target, and for any attacks against it the target
  must make a Save versus magic or suffer half the
  damage dealt.
  
  8
  After the spell ends, the shadow reattaches, grumbling
  in a whisper, and forever more the shadow will
  occasionally twitch of its own accord, as if it wants to
  once more break free.
  Note: it is said that this spell is the origin of the deadly
  undead Shadows that roam the tombs of ancient kings.
  Siren's Call
  (by Richard Gonzales)
  Duration: 1d4 rounds + 1 round/level
  Range: 120'
  The caster calls forth a haunting melody that only the
  target of the spell can hear. On a failed saving throw
  vs magic, the target stops what he is doing, his eyes
  gloss over, an eery expression of contentment grows
  on his face and he begins to lightly sway back and forth
  totally enraptured by the melody.
  Only a single human, demi-human or humanoid of 4
  hit dice or fewer can be affected by the spell. A strong
  shake, a hard slap across the face or similar physicality
  will bring the target back to reality before the spell's
  end.
  Skeleton Key
  (by Michael Elton Crye)
  Duration: 2 rounds + 1 round/level
  Range: 0
  The caster conjures a key of bone from thin air that
  will unlock any non-magical door that has a lock. The
  key is cold to the touch. The key can be used to relock
  the door so long as it has not been removed from the
  keyhole. Removing it from the keyhole will cause the
  key to vanish into vapor.
  There is a 1% chance per usage that the room revealed
  on the far side of the door is not the room that should
  be there. This chance of dimensional flux can increase
  up to 5% in areas where the material world shares weak
  borders with other realms.
  Sleep Tight
  (by Beau David Case)
  Duration: 4 hours
  Range: Touch
  This spell allows one willing recipient to receive restful
  sleep without the possibility of being awakened by
  ordinary noise or touch. Only extremely loud noise or
  violent movement will wake the recipient of this spell.
  This spell only works on a willing creature.
  Spell of Spawning (a.k.a. Summon Larvae)
  (by Witold Krawczyk)
  Duration: Permanent
  Range: 10'
  Larvae were foul creatures that served dark sorcerers
  in ancient times. Grotesque in appearance, they were
  dog-sized quadrupeds covered with bristles and chitin,
  armed with talons, long beaks and needle-like teeth,
  driven by malice and instinct for blood. This dreaded
  spell causes one of those creatures to hatch from the
  ground.
  The larva treats the caster as its parent. It is able to
  sense the caster's emotions and will do everything to
  please him or her, especially when it requires shedding
  blood. Its overeager to attack anyone who makes the
  caster displeased.
  Every day after the spell is cast the Referee should roll
  a d6 secretly for each larva summoned. A roll of 1
  indicates that the larva betrays its creator and will try
  to kill or mutilate the caster at the first opportunity.
  For every level above the first, the caster may summon
  one additional creature, but this may have serious
  consequences. The Referee should roll a d20 for each
  additional larva created. A roll of 1 indicates that a part
  of caster's body mutates and starts to resemble that of
  a larva (bristles appear on the caster's face, bird-like
  talons are grown, eyes become black balls without
  whites etc.). A roll of 2 or 3 means that the summoned
  larva will be trying to kill the caster from the very
  beginning.
  Larva: AC 12, HD 1-1, attack: talons 1d6-1, move 15,
  climbs sheer surfaces, may pounce in the first round
  of combat (+2 to attack roll), vulnerable to fire
  (receives doubled damage).
  Stolen Sight
  (by Joe Starsja)
  Duration: 1 day/level
  Range: 60
  To use this spell a Magic-User must first successfully
  cast it upon a target. At any time after that the caster
  may enter a state of concentration during which the
  caster may see through the target's eyes as if he were
  the target. During this time the caster does not see
  though his own eyes and is may be considered helpless.
  Note that the caster still hears through his own ears.
  The caster may choose to begin or end this effect at
  any time within the duration of the spell.
  Summon 10’ Pole
  (by Beau David Case)
  Duration: 3 turns/caster level
  Range: 0
  The caster calls forth an ordinary, non-magical,
  wooden 10’ pole which can be used by any person or
  being capable of doing so. At the conclusion of the
  spell the 10’ pole disappears.
  
  9
  Thread of Return
  (by Vesa Teräs)
  Duration: 1 day
  Range: 0
  This spell leaves behind a thin thread of dimly glowing
  light of the Magic-User's choice. The thread itself stays
  immobile for the spell's duration and appears on the
  trail the Magic-User travels. The thread itself has a
  maximum length of 1 mile and after that more thread
  just cease to appear on the Magic-User's trail. The
  thread already in place will stay there for the duration
  of the spell.
  Transphonia
  (by Jeremy Deram)
  Duration: 1 turn/Level
  Range: 0
  This spell allows the caster to change his voice to
  replicate that of the opposite sex in a completely
  believable manner. Transphonia may also be used to
  replicate a regional accent which the caster has heard
  at least once before. The Referee may allow a save to
  disbelieve the ruse at his option.
  Tremen’s Palsied Aeffect
  (by Kreg Mosier)
  Duration: 1 round/level
  Range: 120'
  The victim is afflicted with “the fidgets” if a saving
  throw versus magic is failed. Effects include stuttering
  or stammering while speaking, involuntary muscle
  twitches and shaking, and loss of fine motor skill (E.g.,
  lock-picking, climbing, manipulation of material com-
  ponents, etc.) This spell works on all humans and
  demi-humans; other (non PC class) humanoids are not
  affected if they have more than four Hit Dice.
  The results of this spell could include: dangerous
  interruption of spell casting, an abrupt end to a precar-
  ious climb, or a horrible verbal gaffe during tense
  negotiations.
  Visible Man
  (by Tero Laiho)
  Duration: 1 turn
  Range: Touch
  The target of the spell is absolutely noticed by all in
  the visual range when he is within their range of vision.
  This makes it impossible to be inconspicuous but does
  wonders for public speaking and performances. This
  spell confers no extra charisma or performance skills
  to the target but it guarantees that his entrance to party
  or stage is noticed by all present. In a battle this spell
  makes the target an obvious choice for attacks.
  Voice Swap
  (by Joshua James Gervais)
  Duration: 2 turns
  Range: 60'
  You exchange your voice with another person's voice,
  making your speech sound like the spell's target and
  vice-versa. You both will slip into the other speak
  patterns unless a conscious effort is made to avoid
  doing so (this effect may linger a short time after the
  duration of the spell has elapsed), but this spell doesn't
  provide the ability to speak unfamiliar languages.
  Whispering Head, The
  (by Mike Monaco)
  Duration: 1 day/level
  Range: touch
  By invoking certain terrible names and offering sacri-
  fices of salt, incense, and blood, the caster can trans-
  form a severed head into means of communicating with
  alien intelligences.  A severed head no more than one
  week old is specially prepared by the caster with
  preservative substances and placed into a small
  wooden box.  Once per day, a question van be put to
  the head, which will answer in a whisper audible only
  to Magic-Users, Elves, and Clerics.  (Characters
  incapable of spell-casting will neither hear the voice
  nor see the lips move.)  It is believed by some that the
  voice emanates from the head itself and that the magic
  simply gives the head a limited simulation of life.
  (Philosophers have long debated whether the seat of
  thought lies in the heart, as the ancients believed, or in
  the brain.  If this interpretation of the spell is correct,
  magic has apparently settled this question!)  Others
  hold that the head just becomes a sort of “receiver" for
  alien intelligences from beyond.  Whatever the case,
  the whispering head's answers are generally cryptic
  and difficult to interpret.  The Referee should devise
  an oracular answer from the head when a question is
  put to it, and resist yes-or-no answers.  Alternatively
  the Referee will roll in secret and give a true answer
  50% of the time, an incoherent or inaudible response
  25% of the time, and a false answer 25% of the time.
  The head will keep for 1 day per caster level and can
  be asked no more than one question per day.
  Witch’s Eye
  (by Michael Elton Crye)
  Duration: 1 day + 1 day/level
  Range: 0
  The caster removes an eye from their own socket. This
  causes no pain and the socket is dry and empty while
  the eye is removed during the duration of the spell. The
  eye will record all that it can see from its perch. The
  eye cannot move or act in any way, nor does it record
  anything but visuals that the caster’s normal visual
  sense can see. It does not provide any sound, smell, or
  
  10
  other senses that occurred in the space where the eye
  kept vigil.
  The caster can review what the eye has seen by
  reclaiming the eye before the duration of the spell ends.
  The Magic-User simply replaces the eye back in his or
  her socket to retrieve the visions.
  If the eye is destroyed (1 HP, unarmored) or the caster
  fails to retrieve the eye before the end of the spell’s
  duration they instantly takes 2d4 damage and blinded
  in one eye.
  
  11
  Open Game License Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is
  Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights
  Reserved.
  1. Definitions: (a)"Contributors" means the copyright and/or trademark
  owners who have contributed Open Game Content; (b)"Derivative
  Material" means copyrighted material including derivative works and
  translations (including into other computer languages), potation, modi-
  fication, correction, addition, extension, upgrade, improvement, compi-
  lation, abridgment or other form in which an existing work may be recast,
  transformed or adapted; (c) "Distribute" means to reproduce, license,
  rent, lease, sell, broadcast, publicly display, transmit or otherwise
  distribute; (d)"Open Game Content" means the game mechanic and
  includes the methods, procedures, processes and routines to the extent
  such content does not embody the Product Identity and is an enhancement
  over the prior art and any additional content clearly identified as Open
  Game Content by the Contributor, and means any work covered by this
  License, including translations and derivative works under copyright
  law, but specifically excludes Product Identity. (e) "Product Identity"
  means product and product line names, logos and identifying marks
  including trade dress; artifacts; creatures characters; stories, storylines,
  plots, thematic elements, dialogue, incidents, language, artwork, sym-
  bols, designs, depictions, likenesses, formats, poses, concepts, themes
  and graphic, photographic and other visual or audio representations;
  names and descriptions of characters, spells, enchantments, personalities,
  teams, personas, likenesses and special abilities; places, locations,
  environments, creatures, equipment, magical or supernatural abilities or
  effects, logos, symbols, or graphic designs; and any other trademark or
  registered trademark clearly identified as Product identity by the owner
  of the Product Identity, and which specifically excludes the Open Game
  Content; (f) "Trademark" means the logos, names, mark, sign, motto,
  designs that are used by a Contributor to identify itself or its products or
  the associated products contributed to the Open Game License by the
  Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy,
  edit, format, modify, translate and otherwise create Derivative Material
  of Open Game Content. (h) "You" or "Your" means the licensee in terms
  of this agreement.
  2. The License: This License applies to any Open Game Content that
  contains a notice indicating that the Open Game Content may only be
  Used under and in terms of this License. You must affix such a notice to
  any Open Game Content that you Use. No terms may be added to or
  subtracted from this License except as described by the License itself.
  No other terms or conditions may be applied to any Open Game Content
  distributed using this License.
  3.Offer and Acceptance: By Using the Open Game Content You indicate
  Your acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this
  License, the Contributors grant You a perpetual, worldwide, royalty-free,
  non-exclusive license with the exact terms of this License to Use, the
  Open Game Content.
  5.Representation of Authority to Contribute: If You are contributing
  original material as Open Game Content, You represent that Your
  Contributions are Your original creation and/or You have sufficient rights
  to grant the rights conveyed by this License.
  6.Notice of License Copyright: You must update the COPYRIGHT
  NOTICE portion of this License to include the exact text of the
  COPYRIGHT NOTICE of any Open Game Content You are copying,
  modifying or distributing, and You must add the title, the copyright date,
  and the copyright holder's name to the COPYRIGHT NOTICE of any
  original Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity,
  including as an indication as to compatibility, except as expressly
  licensed in another, independent Agreement with the owner of each
  element of that Product Identity. You agree not to indicate compatibility
  or co-adaptability with any Trademark or Registered Trademark in
  conjunction with a work containing Open Game Content except as
  expressly licensed in another, independent Agreement with the owner of
  such Trademark or Registered Trademark. The use of any Product
  Identity in Open Game Content does not constitute a challenge to the
  ownership of that Product Identity. The owner of any Product Identity
  used in Open Game Content shall retain all rights, title and interest in
  and to that Product Identity.
  8. Identification: If you distribute Open Game Content You must clearly
  indicate which portions of the work that you are distributing are Open
  Game Content.
  9. Updating the License: Wizards or its designated Agents may publish
  updated versions of this License. You may use any authorized version
  of this License to copy, modify and distribute any Open Game Content
  originally distributed under any version of this License.
  10 Copy of this License: You MUST include a copy of this License with
  every copy of the Open Game Content You Distribute.
  11. Use of Contributor Credits: You may not market or advertise the
  Open Game Content using the name of any Contributor unless You have
  written permission from the Contributor to do so.
  12 Inability to Comply: If it is impossible for You to comply with any
  of the terms of this License with respect to some or all of the Open Game
  Content due to statute, judicial order, or governmental regulation then
  You may not Use any Open Game Material so affected.
  13 Termination: This License will terminate automatically if You fail to
  comply with all terms herein and fail to cure such breach within 30 days
  of becoming aware of the breach. All sublicenses shall survive the
  termination of this License.
  14 Reformation: If any provision of this License is held to be unenforce-
  able, such provision shall be reformed only to the extent necessary to
  make it enforceable.
  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  First Level Magic-User Spells Grindhouse Edition Spell Contest:
  Accelerate Decay, Copyright 2011 Richard Rittenhouse
  First Level Magic-User Spells Grindhouse Edition Spell Contest:
  Aelphabun's Magic Orbs, Copyright 2011 Jason Kielbasa)
  First Level Magic-User Spells Grindhouse Edition Spell Contest:
  Antagonistic Ball Sack, Copyright 2011 Brendan Culleton)
  First Level Magic-User Spells Grindhouse Edition Spell Contest: Arm
  of Zotz, Copyright 2011 Caelum Roberts)
  
  12
  First Level Magic-User Spells Grindhouse Edition Spell Contest:
  Bad-Assery*, Copyright 2011 Ben Aldrich)
  First Level Magic-User Spells Grindhouse Edition Spell Contest: Blood
  Luminescence, Copyright 2011 Beau David Case)
  First Level Magic-User Spells Grindhouse Edition Spell Contest: Bloody
  Red Box, Copyright 2011 Johnstone Metzger)
  First Level Magic-User Spells Grindhouse Edition Spell Contest:
  Bookspeak, Copyright 2011 Daniel Smith)
  First Level Magic-User Spells Grindhouse Edition Spell Contest:
  Carfrith's Serious Illumination, Copyright 2011 Todd Mitchell)
  First Level Magic-User Spells Grindhouse Edition Spell Contest: Convert
  Currency, Copyright 2011 Rich McKee)
  First Level Magic-User Spells Grindhouse Edition Spell Contest: Detect
  Body Heat, Copyright 2011 Beau David Case)
  First Level Magic-User Spells Grindhouse Edition Spell Contest: Detect
  Portal (or Weisenfarth’s Geo-aesthetic Compass), Copyright 2011
  Garrett Weinstein)
  First Level Magic-User Spells Grindhouse Edition Spell Contest: Face
  of Fear, Copyright 2011 Eric "Eldrad Wolfsbane" Medders)
  First Level Magic-User Spells Grindhouse Edition Spell Contest: Face
  of Lust, Copyright 2011 Eric "Eldrad Wolfsbane" Medders)
  First Level Magic-User Spells Grindhouse Edition Spell Contest: Fearful
  Glance, Copyright 2011 Michael Elton Crye)
  First Level Magic-User Spells Grindhouse Edition Spell Contest: Finger
  of Flatulence, Copyright 2011 Beau David Case)
  First Level Magic-User Spells Grindhouse Edition Spell Contest: Firebat,
  Copyright 2011 Greg Johnston)
  First Level Magic-User Spells Grindhouse Edition Spell Contest: Flurry
  of Stones, Copyright 2011 Simon Forster)
  First Level Magic-User Spells Grindhouse Edition Spell Contest:
  Glorious Rendition, Copyright 2011 Ed Cabalfin)
  First Level Magic-User Spells Grindhouse Edition Spell Contest:
  Gluttonous Eye, Copyright 2011 Jens Thuresson)
  First Level Magic-User Spells Grindhouse Edition Spell Contest: Green
  Mind, Copyright 2011 Stuart Robertson)
  First Level Magic-User Spells Grindhouse Edition Spell Contest: Howl
  of the Moon, Copyright 2011 Joel Rojas)
  First Level Magic-User Spells Grindhouse Edition Spell Contest:
  Incontinence, Copyright 2011 Jeremy Deram)
  First Level Magic-User Spells Grindhouse Edition Spell Contest: Leinad
  Aeon's Burnt Potency, Copyright 2011: R.A. Mc Reynolds)
  First Level Magic-User Spells Grindhouse Edition Spell Contest: Magic
  Whip (or Leaber’s Utilitarian Lash), Copyright 2011 Garrett Weinstein)
  First Level Magic-User Spells Grindhouse Edition Spell Contest:
  Mnemonic Scroll, Copyright 2011 Frédéric Verdier)
  First Level Magic-User Spells Grindhouse Edition Spell Contest:
  Monkey Scribe, Copyright 2011 Aaron Webb)
  First Level Magic-User Spells Grindhouse Edition Spell Contest: (Most
  Inconspicuous) Patch of Extra-Dimensional Stowage, Copyright 2011
  Matej Saric)
  First Level Magic-User Spells Grindhouse Edition Spell Contest: Mouth
  of Maggots, Copyright 2011 Aaron Cattle)
  First Level Magic-User Spells Grindhouse Edition Spell Contest: Oil,
  Copyright 2011 John Miskimen)
  First Level Magic-User Spells Grindhouse Edition Spell Contest:
  Precipitation Immunity , Copyright 2011 Simon Forster)
  First Level Magic-User Spells Grindhouse Edition Spell Contest: Prevent
  Falling Over, Copyright 2011 Johnstone Metzger)
  First Level Magic-User Spells Grindhouse Edition Spell Contest: Restore
  Text, Copyright 2011 Jonathan Lapak)
  First Level Magic-User Spells Grindhouse Edition Spell Contest: Rot,
  Spoil, and Curdle, Copyright 2011 Eric "Eldrad Wolfsbane" Medders)
  First Level Magic-User Spells Grindhouse Edition Spell Contest:
  Scalding Touch, Copyright 2011 Eric "Eldrad Wolfsbane" Medders)
  First Level Magic-User Spells Grindhouse Edition Spell Contest:
  Scumbrella, Copyright 2011 Carter Soles)
  First Level Magic-User Spells Grindhouse Edition Spell Contest: Seal
  Tome, Copyright 2011 Anthony Simeone)
  First Level Magic-User Spells Grindhouse Edition Spell Contest: Shades
  of the Past, Copyright 2011 Orion Cooper)
  First Level Magic-User Spells Grindhouse Edition Spell Contest: Shadow
  Bane, Copyright 2011 Simon Forster)
  First Level Magic-User Spells Grindhouse Edition Spell Contest: Siren's
  Call, Copyright 2011 Richard Gonzales)
  First Level Magic-User Spells Grindhouse Edition Spell Contest:
  Skeleton Key, Copyright 2011 Michael Elton Crye)
  First Level Magic-User Spells Grindhouse Edition Spell Contest: Sleep
  Tight, Copyright 2011 Beau David Case)
  First Level Magic-User Spells Grindhouse Edition Spell Contest: Spell
  of Spawning (a.k.a. Summon Larvae), Copyright 2011 Witold Krawczyk
  First Level Magic-User Spells Grindhouse Edition Spell Contest: Stolen
  Sight, Copyright 2011 Joe Starsja)
  First Level Magic-User Spells Grindhouse Edition Spell Contest:
  Summon 10’ Pole, Copyright 2011 Beau David Case)
  First Level Magic-User Spells Grindhouse Edition Spell Contest: Thread
  of Return, Copyright 2011 Vesa Teräs)
  First Level Magic-User Spells Grindhouse Edition Spell Contest:
  Transphonia, Copyright 2011 Jeremy Deram)
  First Level Magic-User Spells Grindhouse Edition Spell Contest: Visible
  Man, Copyright 2011 Tero Laiho)
  First Level Magic-User Spells Grindhouse Edition Spell Contest: Voice
  Swap, Copyright 2011 Joshua James Gervais)
  First Level Magic-User Spells Grindhouse Edition Spell Contest:
  Whispering Head, The, Copyright 2011 Mike Monaco)
  First Level Magic-User Spells Grindhouse Edition Spell Contest: Witch’s
  Eye, Copyright 2011 Michael Elton Crye)
  
SOURCE: textdata/thevault/Lamentations of the Flame Princess/LotFP Supplemental/First Level Magic-User Spells (LotFP).pdf