From: The Realm's Sourcebook

Fire Aura (Abjuration)
Level: 4                        Components: V,S,M
Range: 0                        Casting Time: 4 segments
Duration: 2 rounds/level        Saving Throw: Special
Area of Effect: Caster

By means of this spell, the caster surrounds his body with an
aura of magical green fire.  The Fire Aura extends 1 foot from the caster's
body and provides illumination in a 10-foot radius.  The Fire Aura provides
complete immunity to all forms of fire, both natural and magical; the flames
can be extinguished only by a Dispel Magic or a similar spell.  Those
touching the Fire Aura summer 2-8 (2d4) hit points of damage; additionally,
if the touched victim fails to make his saving throw, his body is set afire
with green flames.
        The flames persist for 2-8 (2d4) rounds and can be extinguished only
by Dispel Magic or a similar spell.  Each round the victim is engulfed in
these flames, he suffers an additional 1-6 hit points of damage; the victim's
attack rolls are made with a -2 penalty during this time.
        The material components for this spell are a scrap of singed paper
and a piece of flint.

Heal Frost Bite (Necromancy)
Level: 3                        Components: V,S,M
Range: Touch                    Casting Time: 1 round
Duration: Permanent             Save: None
Area of Effect: Caster or creature touched

This minor healing spell heals frostbite and minor amounts of
damage caused by cold, as well as any minor infection caused by frostbite or
cold.  The damage healed is 1-4 hit points plus 1 point per 2 levels of the
caster.  Note that the damage must be caused by cold or freezing, for weapons
such as a Frost Brand, only the extra damage caused by the cold is healed.
The material component is a clear or white gem worth at least 10 gp.

Chip (Alteration)
Level: 1                        Components: V,S,M
Range: 30'                      Casting Time: 1 segment
Duration: Permanent             Save: None (1/2)
Area of Effect: One cubic yard of ice per level (see below)

This spell causes a volume of ice to crack and chip away.
This spell starts at the point closest to the caster, and chips one cubic
yard every 5 segments.  Note that the pieces remaining can be rather sharp.
The wizard can also use this spell to loosen densely packed snow into powdery
snow.  The spell will affect one five foot cube of snow per level, each cube
taking 4 segments to loosen.  If used against an ice based creature (para-
elemental), it will do 2-4 (1d3+1) points of damage per level of the caster,
save for half (duration instantaneous).  Note that a non solid snow based
creature would take only 1 point of damage per level, save for half.  Cold
related creatures (white puddings, white dragons, etc.) take no damage from
this spell.  The material component is a hand sized ice pick, which must have
a metal head, which is unharmed by the casting of this spell.
        Note that the Katti'n tribes had access to native copper, as well as
very basic metal working skills.  (They had copper swords, axes, and arrow
heads, so hand sized ice picks were available.)  This spell is useful for
creating a storage niche or even an impromptu shelter in a large ice mass,
but it does not guarantee structural integrity.  Still, a 10'x 10'x10' opening
in a mile long glacier will generally be safe.

Passice (Alteration)
Level: 4                        Components: V,S
Range: 20'                      Casting Time: 6 segments
Duration: 4 turns + 1 turn/lv.  Save: none
Area of Effect: see below

This spell has the same effect as a Passwall spell, except it
affects ice.  The opening created is five feet wide, eight feet tall, and
ten feet deep.  This spell affects ice elementals in the same manner as a
Passwall affects earth elementals.

Fireball

This is essentially the same Fireball in the PH, with a slight change in the
material component.  Since bats are almost unknown in the arctic, this spell
was developed using whale oil.  Note that like the paper in Fire Aura, the
whale oil is a replacement worked into the spell, not an optional
substitution.  A mage learning Fireball from the Plates would need a supply
of whale oil, although perhaps another organically produced oil could
substitute.  In the tropics, dolphin oil should work ~fairly~ well, say
-10 to 20% on range and/or -1d6 damage.  At that point, the mage simply needs
to convince the local sailors (preferably Greek) to go kill a few dolphins
and bring back their carcases.
Spell research is also an option.

Catapult (Alteration)
Level: 1
Components: V,S,M
Range: 14"
Casting Time: 1 segment
Duration: 1 round
Saving Throw: None
Area of Effect: One object

By means of this magic, the caster causes any single, small (i.e.
of less than 30 gp weight) object touched to immediately flash in a straight line along the
caster's pointing finger to its maximum range (when it reaches that maximum, the object
will fall harmlessly straight down to the ground). Although this spell is sometimes used
to move harmful objects away or transfer keys, coins, and the like to other beings, it is
most often employed as an offensive weapon. If any being is struck by the flying object,
it does whatever its normal damage would be (i.e. normal sling stone, bullet, dart, or
dagger damage, or 1-2 for small stones, and 1-3 for larger stones) plus 1 point due to its
velocity. It strikes as a + 3 magic missile weapon, considering the base hit chance as equal
to the spellcaster's when striking directly. This spell can only so affect one object. If the
object (the spell's material component) touched is heavier than the spell's limitations, it
quivers, but does not fly, and the spell is lost.

Detho's Delirium (Necromantic)
Level: 1
Components: V,S,M
Range: Touch
Casting Time: 2 segments
Duration: 1 round plus 1 round/level
Saving Throw: Neg
Area of Effect: One creature

The caster of this spell touches a being who is drugged, drunken,
sleeping, or unconscious, while speaking the mystic words and ringing a small silver or
brass bell. The touched creature receives a saving throw against spells at -2; if the save is
failed, the creature will begin to speak. (A creature feigning drunkenness or
unconsciousness will never be affected by the spell.) The affected being speaks at random,
in all languages known to it, and on random topics, rambling. It cannot hear questions
and cannot be forced by mental or magical control to give specific answers\321any attempt
to use such control is 96% likely to awaken the creature. While the creature speaks, there  is
a 22% chance per round (not cumulative) that it will reveal names, truenames,
passwords, words of activation, codes, directions, and other useful information. Note
that the speaker will rarely identify such fragments of speech for what they truly are, and
hearers must speculate themselves on meanings. Dreams, rumors, jokes and fairy tales
may be mumbled by a speaking creature, not merely factual information. The spell will be
broken before its expiry if the affected creature is awakened.

Decastave (Evocation)
Level: 2
Components: V,S,M
Range: 0
Casting Time: 2 segments
Duration: 1 round plus 1 round/level
Saving Throw: None
Area of Effect: Special

By means of a piece of wood and the gestures and phrases of
casting, a magic-user can create a temporary"ten-foot pole" of force with this spell. The
material component is instantly consumed, and from the caster's forefinger a two-
inchradius, ten-foot-long, faintly glowing beam of force springs into being. It moves as
the finger is pointed, and lasts as long as the caster wills (or until the spell expires,
whichever occurs first),or until the spellcaster casts another spell.
The pole cannot be cut\321any metal which passes through it will cause it to harmlessly wink
out of existence\321or bent, but will support any weight. It also cannot be shortened; if it
strikes an obstacle, the caster must move it, or the obstacle, or will it out of existence, to
proceed. It cannot be removed from the end of the caster's finger, although the caster (and
other creatures) can grasp it. The staff can be used as a weapon, for 1-6 damage, by
sweeping it from side to side, or jabbing it forwards, by movements of the caster's
guiding finger. Normal hit rolls apply; it is considered a magical weapon with no pluses.
Note that no shock or blow felt by the magical staff is felt by the finger.
A creature grasping the staff must exert a total of 18 strength to hamper its movements.
Once only, if the caster wishes, a decastave can be used to rob a target of 1-4 hit points
and transfer them to the wielder of the staff. The target must be touched by the end of the
staff (hit roll required) and the caster must will the staff to drain energy. It will vanish
in a pulse of force, draining 1-4 hp (no saving throw) and transferring them instantly to
the caster. If the caster is uninjured, excess hp are lost after 1 turn. Any damage
incurred by the caster during that time is first taken from these phantom hit points; if the
caster is at less than full hp at the end of the turn and phantom hit points remain, all
remaining points are absorbed at that time as healing, any excess being lost. The excess
hit points can never be transferred to any other creature. Such phantom hit points do not
confer any higher-level or hit-dice saving throw bonuses on the caster.

Flying Fist: (Evocation)
Level: 2
Components: V,S
Range: 1" distant per level
Casting Time: 2 segments
Duration: 1 round/level
Saving Throw: None
Area of Effect: Special

Invented by the mage Alcimer (and once known as "Alcimer's
Flying Fist," ere he died and his apprentices all made use of it), this spell enables the
caster to create a "fist" of force. Forming at the end of the round in which the spell is
cast, the hand is invisibleto all but the caster. It can move 12" per round, but can
not pass beyond 1" distant from the caster per level of the caster. The fist can hover in
mid-air, swoop, swerve, and dart through openings as the caster directs, but it will
disappear if the caster casts another spell or is rendered unconscious. Physical combat,
speech, climbing, movement, and other activities on the caster's part will not destroy the
fist. Although the fist can exist for one round per level of the caster, it can perform only
three things. It can grab falling, floating, or levitating objects of hand-size or less, any
10gp weight or less and carry them about for up to 2 rounds ere it drops them. Such
objects (keys, ioun stones, etc.) may be in the possession of another creature, but the fist
does not have the strength to tear weapons free of fastenings, material components or
scrolls out of a being's grasp, etc. It can overcome magnetic pulls, but can only hold its
own against a gust of wind or other severe opposing air disturbance. It can push or slap a
single creature sufficient to cause a missile attack to be at -1 to hit, a catching attempt by
the being to be 20% more likely to fail than otherwise, and to delay (not ruin) spellcasting
for one round. It can also attack, striking as a blow (not a missile, and hence unstoppable
by a shield or any protection from missiles magic), as though it was the caster (but at +2
to hit), and doing 1-2 points of damage. A successful punching attack by the fist ruins
spellcasting during the round it strikes. A flying fist can be readily dispelled by a dispel
magic cast on the fist or on its caster, and cannot penetrate walls of force, anti-magic
shells, or more powerful magical barriers. It is AC 4 (AC 7 to opponents who can see
invisible as an ability or by means of temporary magic), and can be destroyed by any
attack that deals it 5 or more points of damage, or any combination of attacks dealing it
at least 5 hit points of damage in a single round (cumulative damage does not apply to
the fist).
