I'll start off with a few I made whan I was in high school and a few others.
Double Spell Book (3th lvl)
(Alteration/Illusion)
Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 3
Area of Effect: One Book/Tome
Saving Throw: Nil.
This spell is cast upon an empty spell book or tome, were by it allows the number of pages inside to effectively be doubled. Once the tome is filled from page one to the max number of pages allowed in a spell book (see DMG pg. xx for spell book type and max number of pages) the caster simply closes the book, and then re-opens the book to the new magically blank pages to be written on. This spell can only be cast once on a wizards tome, if another attempt is made to cast Double Spell Book on the tome, all pages will be erased and left blank destroying all the work that was inside. When the caster opens his book he need only think of the spell he is looking to read and the book will automatically flip to the first page that the spell is written on, helping to alleviate the hassle of remembering whether the spell is written on the first or second layer of the book. If any one other than the original caster of Double Spell Book attempts to open the spell book all that will be found are the top layer of written text, only a true seeing spell will reveal the nature of the spell book and what’s hidden on the pages.
Material components shall be of the finest leather binding available of a value no less than 500gp, silken paper pages, ink from the blood of a cockatrice and a Roc feather for a quill pen.
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Crushing Sphere (8th lvl)
(Invocation/Evocation)
Range: Touch
Components: V, S, M
Duration: 4 rounds + 1 round per level
Casting Time: 5
Area of Effect: 1 creature of Large size or less
Saving Throw: special
When the caster touches a subject, it creates a shimmering sphere of force that surrounds the target. A save vs spell is allowed to avoid the effects entirely, however if the target fails the save, the next round the sphere proceeds to collapse upon itself, slowly crushing the target with in. Each round there after the subject suffers 1d8 points of crushing damage (all items and possessed must also make a save vs crushing blow), a save for half damage is allowed with a -1 penalty per 2 rounds entrapped and -1 per 3 lvls of the caster (To-hit penalty/bonus from strength scores may be applied to this saving throw as well). Any subject with a Strength score of 20+ , may opt to pass on the save vs spell and attempt to hold the sphere at bay (save vs spell; + str to-hit bonus, -1 per 3 lvls of the caster and -1 per 2 rounds entrapped ) per round, for a number of rounds equal to half their strength and half their constitution score, rounded down,(i.e., strength score of 20 and a constitution of 18 means the character can try to hold the sphere at bay for a max of Str 20/2 = 10 + Con 16/2 = 8, = 18 rounds) to avoid crushing damage for the round. However if the target fails the 20+ str score check at any point, the character automatically falls unconscious from exhaustion, taking full damage as stated below just as if failing a system shock roll. The spell is slow and menacing, causing intense pain and suffering, with every 2 rnd that passes after the 1st (example rnds 3, 5, 7, 9, etc…), a creature must pass a System Shock roll, with a penalty of -5% per 2 rnds after the 3rd rnd (i.e. -5% rnd 5, -10% rnd 7, - 15% rnd 9) or fall unconscious from the agony, proceeding to take full damage for the remainder of the spell. The sphere is invulnerable to all melee and missile attacks, no attack may pass from either side of the bubble. Nor can sound pass through. Magical attack spells can only pass through if they are of a level equal to or higher than sixth level, and mental psionic powers work normally on the creature held with in. The character with in is basically in a silent bubble of death.
Material components consist of a obsidian marble of no value less than 2000gp.
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Although I tried my best to rework this spell into something remotely coherent, I feel as though it is way to mathy. It must have been from my days of pre-calc were it seemed I did nothing but eat, breath, and sleep math problems.
Please be honest and let me know if it needs to be re-worked into some thing even more comprehensive than this
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Ground Surge (4th lvl)
(Invocation/Evocation)
Range: 20 yrds
Components: V, S, M
Duration: 3 rounds + 1 round per level
Casting Time: 4
Area of Effect: 25 ft area or a 5 ft radius per 2 lvls (max area of 250 ft or 50ft radius)
Saving Throw: ½
When cast, this spell causes electrical energies to surge through the ground.. Any creature touching the surface in which this spell flows over is subject to 1d6 initial electrical dmg , and an additional d4 per round there after while in the area of effect. A save vs spell per round allows for half dmg. Any who fail this save must also make a save vs paralysis or become “paralyzed” for 1 rnd per 3 lvls of the caster, taking max dmg during this time. The DM may grant bonuses/penalties to the save vs spell depending upon what the surface is or if the character has insulators available for use. Any creature in the AoE who is not in contact with the surface is not effected by the spell, as the spell only travels across the “ground” and does not travel up trees or other objects to strike at targets. Any who try to travel across this electrically charged field move ½ movement rate and all actions are penalized by 2 points for all with in the AoE as well.
Material components of this spell is the electric generating gland of an electric eel.
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Grasping Ground Surge (7th lvl)
(Invocation/Evocation)
Range: 20 yrds
Components: V, S, M
Duration: 5 rounds + 1 round per level
Casting Time: 5
Area of Effect: 25 ft area or a 5 ft radius per 2 lvls (max area of 250 ft or 50ft radius)
Saving Throw: ½
When cast, this spell causes electrical energies to surge through the ground (this spell acts as a Ground Surge spell with the following changes), along with energy manifested arms that grow forth, trying to grasp onto any creature in the AoE.
- There will be 1 arm per 2 lvls of the caster, with no more than 4 arms trying to attack one target at any given time.
-All arms attack targets as AC10+dex and any magical protection devices (armor or armor mimicking devices do not count for AC, actually metal armors may have penalties on saves).
-Each arm uses the wizards Thac0 and receives an attack bonus equal to +1 per 3 lvls of the caster (max of +4).
- Arms do 1d4 electrical dmg per 3 lvls, targets struck by the arms are allowed a save vs spell for ½ dmg.
- if 2 arms strike the same target a save vs breath weapon is required to avoid a “hold” however for every additional arm that does grab hold there is a penalty of 1 point to save (up to -4 for the max # of arms that grab hold). This penalty is also imposed on the “ground surge” paralysis rule.
-Energy arms can extend upward of 1 foot per 3 lvls (max reach of 5 ft) to try and grab at low-flying creature or a target attempting to flee via climbing.
Material components of this spell is the electric generating gland of an electric eel and the ground up marrow of a skeleton that perished from electrical death.
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this is the advance more nasty version of Ground Surge! inspired if I am not mistaken by the shadow arm spell.

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Sphere of Energy (5th lvl)
(Invocation/Evocation)
Range: Centered on caster
Components: V, S, M
Duration: Special
Casting Time: 5
Area of Effect: Special
Saving Throw: ½
This spell is used to either create a electrical protective field or an electrical charged blast centered on the caster which effects friend and foe a like.
-The protective domed energy field grants a +4 AC/save bonus to every one with in the AoE (5ft radius + 1ft per caster lvl). Any creature that attempts to pass through the field must make a save vs spell or suffer 1d4 electrical dmg per 3 lvls of the caster, saves take half dmg. All physical attacks that make it through he field are reduced in dmg by 1point per 3 lvls of caster (to a minimum of 1 pt dmg). The caster can control the radius of the spell, setting it as small as 5ft radius or up to the max dome AoE, protecting those with in. The spell at all times stays centered and moves in unison with the caster. The protective sphere lasts 3 rnds +1 rnd per 3 lvls of the caster.
- Option two of the spell is a electrical domed shaped explosion that expands out ward from the center of the caster (5ft + 1 ft per lvl). This electrical discharge effects all with in the AoE, save for half, causing 1d6 +1 dmg per lvl of the caster. This is an instantaneous spell.
Material components of this spell are the powdered bones of a blue dragon.