What makes a good spell? Utility, open-ended design. An interesting effect that could be used in a lot of creative ways. Avoiding straight up damage or pigeon-holed effects, like Bless +1 AC. Preferably it would change something about the environment, like a puddle of water turning into very soft clay.
Here's my attempt at making a spell list. There's four circles with eight spells each. Knowing just one spells would make you somewhat notable. Life story somehow bends around the spell. A hedgewitch with a single spell isn't a "1st-level caster", they're "the woman who can persuade milk not to spoil" or "the ferryman who can speak with rivers". A person who knows even one secret would be remembered in local legend. A mage endowed with four or five spells would become the subject of song, rumor, or royal attention.How many times a spell can be cast depends on the setting. By default you can cast a number of spells equal to your level. All spells require one spell slot to cast, regardless of the circle it comes from. However, in order to learn a spell above first circle, you need to know a spell from each intervening circle. So to learn a fourth circle spell, you need at least one spell from first, second, and third circle. etc.
Alternatively, spells are like special preparations. You gather the requires materials, perform a special ritual, and generate a relic which you can then use to cast the spell. For a simple spell, like Asking Salt, you might need to burn the skeleton a cat to ash and mix it with silver power and sea salt. More complicated spells may require more complicated preparations. Kinda like making spell scrolls, but more involved.####
First Circle - of Hearth Secrets
Magic of cottages, pilgrims, and village cunning.
1. Borrow the Hearth
For one night or until dispelled you carry the flame of a torch, lantern, or fireplace in your hand. It gives light normally but refuses to ignite anything unless set free.
2. Asking Salt
Scatter a handful of salt upon a surface and ask a question. It crawls towards the answer. For example, it can show the nearest hidden thing intentionally concealed by human hands. It does not distinguish treasures from corpses.
3. Quieten the Beast
Speak softly to an animal. For one hour it loses fear and aggression and behaves positively towards the caster. However, it remains itself; wolves are hungry, geese are curious.
4. Walk the Honest Path
As you walk holding an object aloft, the road beneath your feet subtly favors the shortest route toward its rightful owner. The spell cannot cross bodies of water.
5. Borrow Warmth
Take heat from a nearby fire. One touched creature becomes comfortably warm and at ease until sunrise regardless of the weather.
6. Knot of Sleep
Tie three knots in a cord while naming someone sleeping nearby, they cannot awaken naturally until the knots are untied or dawn arrives. Pain still wakes them.
7. Mend Clay
Repair pottery, brick, plaster, earthen walls, or fired ceramic as though never broken. Wood, metal, and glass are unaffected.
8. Final Spoken Word
Touch an object, it repeats a conversation uttered in its vicinity up to a duration in the past specified by the caster. The conversation is converted into a language comprehensible to the caster.
Second Circle - of Roads and Ruins
Magic of wanderers, monasteries, forgotten shrines, and crumbling towers.
1. Dancing Rope
A single length of rope behaves like a snake for an hour. It climbs, coils, knots itself, or lowers people where directed. It cannot attack directly.
2. Invite Silence
An area no larger than a cottage becomes perfectly silent. Speech, footsteps, thunder, and spellcasting all vanish. The silence lasts until someone bleeds or the sun rises.
3. Wake the Lock
Touch a lock. In a voice only you can hear it tells how it is intended to opened. Broken locks can only weep.
4. Shelter Beneath the Hills
You and your friends may step inside a standing stone, boulder, hillside, or cliff. Within functions as a simple and rustic lodging, complete with beds and a hearth. You emerge at dawn, perfectly rested. From outside, you're perfectly hidden. Nothing may enter without permission.
5. Borrow a Face
Touch a sleeping person. Until the following sunset, strangers mistake you for them unless given reason to doubt. Friends recognize you immediately.
6. Ashen Resurrection
Burn the corpse completely. An undead simulacrum rises from the ashes. It remembers everything except the moment of death. In seven days it returns to dust forever.
7. Refuse Burden
One object no heavier than an ox weighs almost nothing for one hour.
8. The Widow's Candle
Light a red candle. Anyone within the light cannot die from blood loss or illness until the candle goes out. They can be, and remain, debilitated if applicable.
Third Circle - Hidden Laws
Magic known only to the ancient lineages and a few court magicians.
1. Convert Iron to Wood
For one hour iron in the vicinity becomes workable with ordinary woodworking tools. Otherwise it remains just as strong.
2. Exchange Shadows
Two creatures swap shadows until nightfall. During this time they always know the location and general disposition of each other. Some spirits identify beings by their shadows.
3. The Hungry Coin
Enchant one coin. Whoever accepts it willingly is driven by an unceasing thirst for more wealth. The curse lasts until the coin changes hands.
4. Call of the Thunder Beast
Every thunderstorm contains one. You invite it down and attempt to make a pact with it. You must offer a tempting exchange. When finished, it returns to the clouds.
5. Sympathetic Magnetism
Two visible objects are pushed together or pulled apart as if by some irresistible force.
6. Flee from Memory
For one hour, everyone meeting you forgets you within one minute of looking away.
7. Invite Roots
Plants erupt from soil and stone, quickly growing into a tangled mass.
8. Untie Fire
One torch or hearth-sized fire separates into d8 floating flames, each no larger than a candle. They move independently wherever directed and can be hurled as d6 damage darts.
Fourth Circle - the Crown Mysteries
The greatest workings of an age. Kings wage wars to obtain a single one.
1. Malefic Binding
Compel one demon into a prepared vessel, weapon, idol, or construct. It lends its powers according to its nature, but spends every waking moment seeking release.
2. The Deathless Slumber
Create a black poison, enough for a single recipient. Anyone affected by it falls into a coma resembling sleep and cannot be awakened except by the caster, a last heir, or true love. Neither hunger, thirst, pain, or time disturb it. Ideal for preserving the dying... or imprisoning rivals.
3. Writ of Blood
Write a single law upon parchment with your own blood. Anyone willingly signing it becomes physically incapable of breaking its terms. The contract ends only when every signer agrees or dies.
4. The Faithful Double
Over the course of a fortnight, create an exact duplicate of yourself. The double shares your goals, memories, and obeys your spoken commands. Only one double may exist at a time. If either dies, the other inherits everything the first experienced.
5. Divide the Sea
Any a body of water no wider than a mile parts into two towering walls for one hour, exposing the ground beneath. Ships and creatures within are swept aside unharmed. When the spell ends, the waters return with irresistible force.
6. Raise the Stone Giant
Touch a building no larger than a manor. For one day and a night per caster level it awakens and moves at your command. It becomes a mobile fortress, with arms and legs like a giant golem.
7. Impenetrable Portal
Choose one doorway, bridge, tunnel, harbor entrance, mountain pass, or city gate. No creature may cross without your express permission. It lasts until the next new moon.
8. Faithful Resurrection
Provided the soul has not willingly departed beyond recall, restore life to a dead body. All wounds vanish and missing limbs return. The resurrected remembers everything up to the point of death. Every turning of a year and a day they must pass a saving throw or return to dust. The spell can never restore the same person twice.
