Why did I decide to do this to myself? Who knows. But here it is! All of the Mage spells except for those which are already set out in the Witch Spells or Chanter Spells. As usual, there was a good deal of crowdsourcing from the GLOGblins of the OSR Discord.
Acid Splash
Casting Time: 1 action
Duration: [dice] * 2 rounds
Range: 60'
All creatures within 5' of a point within range must Save vs Magic or take [sum] damage, and take [dice] damage on each subsequent round for the duration unless they wash the acid off.
Catapult Element
Casting Time: 1 action
Duration: 0
Range: 120'
You fling a significant amount of any element other than air or lightning towards a target within range. The target must Save vs Magic or take [sum] damage and suffer an additional effect based on the element you flung. Water: Target is stunned for [dice] rounds. Earth: Target is winded and has disadvantage on all rolls for [sum] rounds. Fire: Target is burned and takes +1 damage from all sources for [sum] days. Wood: Splinters strike all adjacent creatures for [dice] damage. Metal: Target takes [sum] additional damage. Acid: Target is covered in acid and takes [dice] damage at the start of each subsequent round for [dice] rounds unless they wash the acid off. On a successful Save, the target takes only half of [sum] damage and the secondary effect is not inflicted.
Chain Lightning
Casting Time: 1 action
Duration: [dice] minutes
Range: 60'
[dice] + 1 creatures are struck by a bolt of lightning hopping from one to the next, the first of whom must be within range, and all the others of whom must be within 30' of the creature prior to them, must Save vs Magic. On a failed Save, each creature [sum] damage.
Circle of Death
Casting Time: 10 minutes
Duration: Indefinite
Range: 0
You inscribe a large rune (at least 1' across) on a surface. Any creature, except for any you designate to be immune (who must be present when you cast the spell), that comes within 5' of the rune must Save vs Magic. On a failure, if they have less than [dice] HD, they die, and if they have more than [dice] HD, they take [sum] * 2 damage. Once the spell has killed or dealt damage [dice] times, the rune disappears and the spell ends. In order to cast this spell, you must have [dice] * 50 d. worth of silver dust, 10 d. worth of chalk, a cypress twig, and an animal sacrifice of at least a chicken.
Cloak of Darkness
Casting Time: 1 minute
Duration: [dice] hours
Range: 5'
The area within 5' of you becomes shrouded in magical shadows. You can see out of this darkness, but only to a distance of 30'. Any creatures outside the darkness when it was cast must Save vs Magic to even notice its presence. If they do succeed the save, they still only perceive a sphere of darkness. If a creature comes within the area of the darkness after it was cast, if they failed their Save they only notice a chill and unsettling sensation. All creatures who were within the darkness when it was cast can perceive the darkness and move at double normal speed while still within the darkness. Non-magical light cannot penetrate this darkness, and magical light can
only penetrate it if it is from an effect with more MD than this spell
was cast with (DM's discretion for non-spell magic).
Cone of Cold
Casting Time: 1 action
Duration: [dice] minutes
Range: 30' cone
All creatures in range must Save vs Magic or take [sum] damage and be slowed by [dice] * 5' for the duration. All water in the area is frozen over.
Consuming Shadows
Casting Time: 1 action
Duration: [sum] rounds
Range: 60'
You
create a sphere of complete magical darkness within range, with a
radius of [dice] * 5'. Every round a creature starts in the darkness, they must Save vs Magic or take [dice] damage and gain a -1 cumulative penalty to all rolls for 1d4 days. Non-magical light cannot penetrate this darkness, but any magical light can.
Control Water
Casting Time: 1 action
Duration: 0
Range: 30'
You can waterbend control any water within range that is not inside a creature. You can freeze, melt, or move up to [dice] ^ 3 cubic feet of water or ice (hitting somebody with this water is Save vs Magic or [sum] damage, freezing them in place is a Save vs Magic to avoid getting trapped and a Save vs Magic each round to escape), or turn [dice] ^ 3 cubic feet of water into ([dice] ^ 3) * 5 cubic feet of fog.
Crown of Madness
Casting Time: 1 action
Duration: [sum] rounds
Range: 60'
A creature in range goes mad as a crown of iron wraps itself around their head. For the duration, they must Save vs Magic at the start of each round. On a success, they can act normally. On a failure, they move to the nearest creature and melee attack it.
Crown of Stars
Casting Time: 1 action
Duration: [dice] hours
Range: 120'
[dice] * 2 small stars appear circling your head. You can, as an action, fire a star at a creature within range, which must Save vs Magic or take [sum] / 2 damage. You cast light in a radius of 10' times the number of stars remaining.
Dancing Lights
Casting Time: 1 action
Duration: [sum] minutes
Range: 60'
You summon [dice] * 4 balls of light, each of which can be any color of your choice, each at a point of your choice within range. For the duration, these balls cast light within 10', and you can move them 30' per round so long as they remain within range.
Darkness
Casting Time: 1 action
Duration: [dice] minutes
Range: 60'
You create a sphere of complete magical darkness within range, with a radius of [dice] * 10'. Non-magical light cannot penetrate this darkness, and magical light can only penetrate it if it is from an effect with more MD than this spell was cast with (DM's discretion for non-spell magic).
Darkvision
Casting Time: 1 action
Duration: [sum] minutes
Range: 0
For the duration, you can see through both non-magical and magical darkness.
Elemental Familiar
Casting Time: 8 hours
Duration: 0
Range: 0
You
summon an elemental spirit with [dice] HD.
This spirit is intelligent, speaks the languages you do, and will do
your bidding, but it may have its own agenda as well. This spirit can be of one of the base 4 elements (air, water, earth, fire) at 1 MD, of those, wood, or metal at 2 MD, or of those, acid, or lightning at 3 MD. At 4 MD, you can pick 2 elements. Casting this spell requires [dice] * 10 d. of silver dust, an animal sacrifice of at least a chicken, and an environment containing a significant amount of the chosen element.
Enthrall
Casting Time: 1 action
Duration: [dice] minutes
Range: 60'
[dice] creatures of your choice within range who can see you must Save vs Magic or become enthralled for the duration. While they are enthralled, the only creature they can perceive is you, and they must successfully Save vs Magic in order to attack you every time they wish to do so. If they are harmed or affected by another creature, they are no longer enthralled.
Fear
Casting Time: 1 action
Duration: [sum] rounds
Range: 60'
[sum] creatures of your choice within range who can see you must Save vs Magic or flee from you in fear. While afraid, they have disadvantage on all rolls and must use all of their movement to get away from you. Once they are no longer in your line of sight, they may Save vs Magic at the end of each round, ending the effect on a success.
Feign Death
Casting Time: 1 action
Duration: [sum] hours
Range: 0
[dice] willing or unconscious creatures you touch fall unconscious if they were not already and appear completely and entirely dead, even to magical detection, for the duration.
Find Familiar
Casting Time: 8 hours
Duration: 0
Range: 0
You
summon a spirit in the form of an animal with no more than [dice] HD.
This spirit is intelligent, speaks the languages you do, and will do
your bidding, but it may have its own agenda as well. You can also bind a
creature of no more than [dice] HD you already have a close bond with
to you with this spell. This creature does not become intelligent, but
it becomes able to understand you in the languages you speak and will do
your bidding. Casting this spell requires [dice] * 10 d. of silver dust
and an animal sacrifice of at least a chicken.
Fireball
Casting Time: 1 action
Duration: 0
Range: 90'
All creatures within 20' of a point in range must Save vs Magic or take [sum] damage. All flammable objects within the area are set on fire.
Floating Disk
Casting Time: 1 minute
Duration: [sum] hours
Range: 0
You create a floating disk of magical energy, which follows 10' behind you. It can carry [dice] * 10 slots worth of items.
Forcecage
Casting Time: 1 action
Duration: [sum] hours
Range: 60'
You can create a cage of almost invisible, impenetrable magical energy enclosing [sum] creatures. These creatures can Save vs Magic to escape the cage when it first appears. Creatures attempting to teleport into or out of the cage must first Save vs Magic. The cage cannot be damaged by non-magical means, and has [dice] * 4 HD.
Gust of Wind
Casting Time: 1 action
Duration: 0
Range: 30'
You create a strong wind 5' wide and [dice] * 30' long at a point in range. All loose objects weighing less than [sum] * 50 lbs are thrown to the end of the wind, and all creatures in the area must Save vs Magic or be thrown to the end of the wind as well. If the thrown objects and creatures hit a solid object as they are thrown, they take 1d6 damage per 10' they are moved before hitting. You can also use this spell when you are hit by a ranged attack to negate [sum] damage. If you negate all of the damage, the attack is redirected to its source.
Hoarfrost Hauberk
Casting Time: 1 action
Duration: [dice] hours
Range: 0
You sheathe yourself in a spiked cuirass of ice. This cuirass has [sum] hitpoints, which take damage that would otherwise have damaged you. If an enemy hits you with a melee attack while any of these hitpoints still remain, they take [dice] damage.
Hurricane
Casting Time: 1 hour
Duration: [dice] hours
Range: [dice] miles
You summon an enormous swirling storm around yourself. [dice] * 20% of the buildings, developed land, and vegetated areas within range are devastated or destroyed by flooding and high winds over the course of the spell. There is a calm area within 100' of where you cast the spell. While in the area of the storm, no ranged attacks can be made and movement speed is halved due to winds, there may be dangerous flooding or landslides, and the strength of all magical wind and lightning effects is doubled. Casting this spell requires [dice] * 100 d. of fine wine and a sacrifice of at least a chicken (1 MD), a pig (2 MD), a cow (3
MD), or a human (4 MD).
Imp Familiar
Casting Time: 8 hours
Duration: 0
Range: 0
You
summon an imp with [dice] HD.
This imp is intelligent, speaks the languages you do, and will follow your commands precisely
to the word, but it may have its own agenda as well. The imp has [dice]
/ 2 MD (round down), which are expended on any use and regenerate over a
week, not a day, and knows [dice] random Demonic Mage spells. Casting
this spell requires [dice] * 20 d. of silver dust
and a sacrifice of at least a chicken (1 MD), a pig (2 MD), a cow (3
MD), or a human (4 MD).
Mage Hand
Casting Time: 1 action
Duration: [dice] minutes
Range: 60'
You create a spectral floating hand at a point within range. The hand is under your direct control. It can move 30' in a round, and can lift at most [dice] * 5 lbs. If wielding a one-weapon, it deals 1d6 damage with a to-hit bonus of 1 + the weapon's to-hit bonus. The hand has 1 HD and an AC of 13.
Magic Missile
Casting Time: 1 action
Duration: 0
Range: 60'
You create [sum] arrows of magical energy, which each hit a target of your choice within range (you can hit a single target more than once if you wish), dealing [dice] damage.
Magic Stone
Casting Time: 1 action
Duration: [dice] hours
Range: 0
You touch [sum] small stones and turn them into +1 magic weapons. Rocks are base -2 grapple weapons with -1 thrown 20/60, and the stones can also be used as ammunition for a sling.
Magic Weapon
Casting Time: 1 action
Duration: [sum] rounds/minutes/hours/days
Range: 0
A weapon you touch is turned into a +1 magic weapon for the duration. If you cast this spell with 4 MD and also expend rowan ash, tea tree oil, salt, iron filings, and 100 s. of silver and gold dust, it is permanent.
Mold Earth
Casting Time: 1 action
Duration: [dice] minutes
Range: 0
For the duration, you can shape the earth with your bare hands. Each round, you can displace [dice]^3 * 125 cubic feet of earth, or [dice]^3 cubic feet of stone.
Ray of Frost
Casting Time: 1 action
Duration: [dice] rounds
Range: 90'
You shoot a ray of cold at a target within range. The target must Save vs Magic or take [sum] damage and suffer a debuff based on hit location for the duration. 1d4: 1. Head, -[dice] on Saves. 2. Torso, lose 1 HD permanently. 3. Arms, -[dice] on attack rolls. 4. Legs, -[dice] * 10' movement speed.
Ray of Sickness
Casting Time: 1 action
Duration: [dice] rounds
Range: 90'
You
shoot [dice] rays of sickening energy at [dice] targets in range. Each target must Save vs Magic or take [dice] damage and become sickened for the duration. The target receives a -1 to-hit and AC penalty each round they are sickened (the penalty lasts for [sum] days), and may Save vs Magic at the end of each round to end the effect.
Ritual of Lichdom
Casting Time: 24 hours
Duration: 0
Range: 0
You must cast this spell with at least 4 MD. You take [sum] damage and automatically trigger a Necromancer Doom. When you trigger the final Necromancer Doom, instead of dying as you normally would, you become a lich. Casting this spell requires a stone altar, a ritual circle of sycamore ash and at least 1000 d. of silver dust, a dagger worth at least 1000 d., and at least 100 human sacrifices. In addition, for the final casting of this spell to be successful, someone must let your blood with the dagger upon the altar as you cast the spell and you must have a phylactery worth at least 5000 d.
Scorching Ray
Casting Time: 1 action
Duration: 0
Range: 90'
You shoot [dice] rays of heat at [dice] targets within range. Each target must Save vs Magic or take [sum] damage. If you target a flammable object, it instantly bursts into flame.
Speak With Elements
Casting Time: 1 action
Duration: [dice] minutes
Range: 0
For the duration, you can speak to [dice] elements of your choice: air, water (including ice), earth (including stone or magma), fire, acid, lightning, wood, and metal. These elements may not be friendly or helpful, but they remember everything which has happened in their vicinity for as long as they have been in their current form and state of matter.
Starlight Lance
Casting Time: 1 action
Duration: [sum] rounds
Range: 120'
You launch a javelin of hard light at a target within range. The target must Save vs Magic or take [sum] damage and be launched backwards [dice] * 10' to the ground or until they hit a wall, where they are fixed in place for the duration. Each round they are fixed in place they may Save vs Magic, escaping once they have succeeded [dice] times. The javelin casts light in a 10' radius.
Summon [creature type]
Casting Time: 10 minutes
Duration: 0
Range: 0
You summon a random [creature type]. The creature has HD determined by dice
invested: 1 die for 1d6 HD, 2 dice for 1d8 + 1 HD, 3 dice for 1d10 + 3
HD, and four or more dice for 1d12 + [dice] HD. If you know the true
name of a specific [creature type], you can instead summon it directly, as long
as the dice you invested allow a creature of that HD to be summoned.
The creature makes a reaction roll to determine its feeling about being
summoned, unless it would clearly feel a specific way about it already.
As part of casting this spell, you can expend 100 d. of silver dust or salt, 10 d. of chalk, 5 candles, and the blood of a freshly killed humanoid to
create a magical circle. If you do so, the summoned creature is trapped
within the circle until you release it. You may banish the summoned
creature at any time while you can see it, although if it is unwilling
to be banished you must first Save vs Magic. If you fail the save, you
cannot banish the creature.
Unseen Servant
Casting Time: 1 minute
Duration: [sum] hours
Range: [dice] * 60'
You summon an invisible, intangible servant. It will do your bidding and can perform any and all unskilled mundane tasks at the speed a human could perform them. It cannot take harmful action and cannot go further than the range of the spell away from the location where the spell was cast.
Vampiric Touch
Casting Time: 1 action
Duration: 0
Range: 0
One creature you can touch must Save vs Magic or take [sum] damage. You regain hitpoints equal to the damage dealt.
Wall of Force
Casting Time: 1 action
Duration: [sum] minutes
Range: 60'
You create an almost invisible, impenetrable wall of magic within range. This wall can be in any shape with an area of [dice] * [dice] * 100 square feet. It cannot intersect any creature, but may intersect and go through inanimate objects. If you enclose a creature, they can Save vs Magic to escape. This wall cannot be damaged by non-magical means, and it has [dice] * 3 HD.
Wall of Ice
Casting Time: 1 action
Duration: Indefinite
Range: 60'
You create a thick wall of ice within range.
This wall can be in any shape with an area of [dice] * [dice] * 200
square feet, and it is [dice] * 5' thick. It cannot intersect any creature. If you enclose a creature, they can Save vs
Magic to escape. Each 5' by 5' pillar of ice has 5 HD. The wall lasts until it melts.
Wall of Light
Casting Time: 1 action
Duration: [sum] minutes
Range: 60'
You create a wall of blinding light in a color of your choice within range, which casts light 30'. This wall can be in any shape with an area of [dice] * [dice] * 100
square feet. It cannot intersect any creature, but may intersect and go
through inanimate objects. If you enclose a creature, they can Save vs Magic to escape. Physical objects and magical effects can pass through this wall. If a creature passes through the wall, they are blinded for [dice] rounds and must Save vs Magic or take [dice] damage.
Wall of Stone
Casting Time: 1 action
Duration: Indefinite
Range: 60'
You create a wall of stone within range.
This wall can be in any shape with an area of [dice] * [dice] * 50
square feet, and it is 2' thick. It cannot intersect any creature. If you enclose a creature, they can Save vs
Magic to escape. Each 5' section of wall has 7 HD and can't be damaged by martial weaponry. Pickaxes deal 1d6 damage.
Werelight
Casting Time: 1 action
Duration: [dice] hours
Range: [dice] * 10'
You create a light which hovers over your shoulder. It casts light within range, although you may dim it to cast light within a smaller radius of your choice at will, as well as brightening it up to its maximum radius.