Conjures an almost paper-thin insect, it's flat shell is a deep purple color that changes based on how the light strikes it. The bug is called a skimmer and floats on water, and can easily slide through clothing. The insect has strangely ribbed legs that curl with tiny pink hairs as people speak near it, up to a total of 24 words can be “recorded” on the hairs. When the bug rubs its legs together to attract a mate, it recalls the words that were spoken and replays them in a strangely melodic scratching voice. The insect has normal behaviors for a bug, shies from light, and cannot deal damage or fight in any way. It would be easily squished if even 1 hit point of damage is done to it. It disappears after 12 hours.
 Poison Thistle - 3rd level
This spell creates a bright purple, lightly glowing poisonous thistle bud in the caster's hand. This spell can only safely be cast with thick leather gloves. The thistle can be squeezed, which wilts and destroys the bud but drips out a thin purple liquid that mixes with water that is a deadly poison if ingested, or thrown as an attack. A normal attack roll has to be successful to hit with the thistle; on a hit target saves or takes 2d10 damage from the poisonous barbs- save or take 1d20 damage, each point of damage happening once per round and lasting as long as there is damage remaining. This makes slow poison or an antidote the only real counter to the deadly thistle.
 Enchantment of Brytthwind - 4th level
This spell must be cast on a long strip of fabric that can serve as a blindfold. Traditionally, it is cast on a pure purple-colored cloth, but due to the rarity and expensive of purple die, a standard white or gray cloth with a patch or circle of purple on the center is acceptable. The spell is cast on the cloth and then wrapped around the caster's head or the head of a willing target, blocking their vision permanently while they have the blindfold on. Once it is attached, the wearer of the blindfold cannot physically remove the blinder in any way. They cannot cast a spell to move it either, it can only be removed by another living, conscious being either against or with the will of the wearer.
While blinded, the caster cannot make ranged attack rolls or cast ranged spells (only hit on a 1 in 20 chance if they know exactly where the target is somehow), and melee attacks are made at a -4 to hit. However the blindfold has several magical enchantments that come with the powers of the Brytthwind. You cannot see anything physical, but you can see the winds of fate and space. People with an incredible destiny draw the winds of the Brytth to them, picking it up around the wearer of the blindfold. The blind sage can see the multi-colored wisps of wind and dust picked up by this invisible, arcane wind. Once per day the caster can draw the powers of the Brytthwind around themselves, causing a minor coincidence or accident to deal 1d6 damage to harm the next person who attempts to attack them. The victim's attack roll automatically fails unless they have a magic weapon, but they still take the coincidence damage and they only hit if they manage to make their attack roll.
Secondly, the Brytthwind can be picked up around a target. Those with a great destiny, like a high level character, or a fabled folk hero, or a seventh son of a seventh son and so on are attractive to the winds. The Enchanted wearer of the blindfold can speak words of advice or speak in riddles to the destined figure, and that figure can roll a hunch roll. The hunch roll is a d20 roll that is rolled immediately and can be used in exchange of any other roll they make once. The mystic powers of the wind also mean that if the figure with the hunch hold out their hand dramatically, they can force the hunch roll onto someone else; meaning the destined figure with a bad hunch roll can force it on another creature so they fail their attack, saving throw, etc. This power can be done once per person, bestowed by the bearer of the blindfold of the Brytthwind. It is for this reason those who wear the blindfold, blinded by birth especially since wearing it has no negative effect, seek to consul rising stars or great heroes, and is responsible for the blind seer stereotype.
Finally; the Brytthwind has a final ability of manipulating space. Those with the Brytthwind blinder can channel magic into a space they live within, expanding its inner walls to be larger within then on the outside, creating extra-dimensional spaces that can be build into things like secret chambers, mystic traveling tents, or trans dimensional dungeons. Those Enchanted by the Brytthwind are sometimes imprisoned for this reason, to expand the inside of a lord's castle, not realizing the blinded can use the powers to expand the dungeons and slowly let monsters leak in from other realms.
 Lavender Lameness - 3rd level
This spell is cast over an area of up to 30 ft area or 3 squares if using 10ft squares. The area is magically covered in lavender purple magical energy, floating at about knee height for an average human. Anyone who enters this field, or takes even a single step once it is cast around them, is instantly slowed to a crawl and a sharp pain in their foot prevents them from walking again for this round. You can only crawl or take slow, pitiful steps in agony up to a maximum of 10 ft per round, or through a single square.
Additionally, each time you are affected by this spell you must make a saving throw. On success, no effect. On failure- your foot and leg feel as though smashed with hammers. You lose -1 AC and your movement is halved permanently until you get long bed rest, at least a season. The spell's magical field lasts 5 rounds.
 The First Shimmering Shield - 1st level
This magical shield spell is the first, and weakest in a series created by the greatest abjurers in the world. This spell can only be cast on a shield, wielded by the spell caster or an ally within visible distance. The shield's face that points towards the enemies has its covered in mystic purple markings and a sheen of energy. The shields lasts 1d4+1 rounds.
The shield magically pushes weapons on course to strike away, inflicting -2 on to hit rolls versus the holder of the shield. The first time the shield (not the holder) is hit with a spell or special move that would destroy or disarm the shield from its holder, it grants the shield holder a saving throw to ignore the effect if it didn't already have a save. If the effect already had a save to avoid or mitigate the effect, then the shield grants +3 to its saving throw. Regardless of if the save was successful or not, this ends the shield effect prematurely,
 Powder of Final Mystery - 1st level
This strange spell requires the decapitated head of a dead person. In this case, a “person” qualifies as anything that is intelligent enough to make coherent (or once coherent) thoughts, so mortal races, monster races, awakened animals and similar beings may count, but standard undead, animals, and constructs would not. The spell is cast on the head as it is being crushed into a pulp- the head will dryly crack open and a fine purple powder will fall out. The head must be crushed either by a spell, with the help of a clamp or tool, or through the use of a person with supernatural strength (at least +3).
The powder has two uses. The first and most obvious use is to sprinkle it on any object or person. This gives it or them an infusion of “mystery”. Doing so makes people have one degree of separation when trying to think of this person or object. For instance, the first time someone wants to put out a bounty for the character, they'll think of their group instead, and will only be able to remember the character directly if a second clue arrives in their mind, such as seeing a tunic of a similar color as the character they were trying to remember and think of. In game terms this adds +1 stealth to the person or +1 stealth when trying to hide the object influenced by the sprinkles. The person who used the sprinkles and those who witnessed it are not effected by this spell.
The second use of the powder is more philosophical. The powder has often been hinted to be related to mysteries and many believe this powder can show the answers to the greatest mystery of all; what happens after death? The powder is snorted to find the answer. Each time it is used the character requires an additional spell's worth of material to get the high again, and they convulse for 1d4 days as they have powerful spirit visions. While secrets are revealed each magic user who uses the powder for this reason reports different, often personalized events of both the greatest fears and triumphs they could imagine being played out in rapid order with even more powerful emotions underneath. Objective answers are still unknown in regards to the true answer, but scholars have determined that whatever it is, it's special for each of us.
 Explosive Mulberry - 2nd level
This spell conjures a cluster of mulberries in the caster's hand. When thrown or dropped, they explode and deal 1d4+1 damage to the target. The one who throws the berries must make an attack roll to hit, but even on a miss, the target must roll a saving throw or take half the damage of the berries anyway. Every round, the berries start to grow roots and become thicker, darker in color, and hissing with stored up energy. Each round, the size of the die AND modifier increases. So at round 2, the cluster deals 1d6+2 damage, and on round 3 deals 1d8+3 damage. The damage die stops at 1d12 but the flat modifier keeps growing each round up to a maximum of +10. The first round the berries are weakest and mostly inert- but the roots start to grow entangling roots afterwards.
Whoever is holding the cluster every round starting at round 2 has a 1 in 3 chance for the roots to entangle around their hand making them unable to throw or drop the berries without accidentally blowing them up, the round after it spreads to their feet and makes them unable to walk. You can toss the berries to someone in such a way it is easy to catch and doesn't explode, hopefully having it entangle them. If you are accidentally entangled the only way to get out of it is to wait for the plant to wither and die after a full exploration turn, or to carefully cut out the trapped individual.
 Lesser Schism - 2nd level
This spell is cast over a period of meditation taking 1d4 exploration turns, which if interrupted spoils the spell and uses up this spell slot. This spell slowly unravels another magical spell you have prepared or ready to go, and allows you to separate two elements of a spell. These two elements are the most obvious and straightforward of a spell; for example if a spell deals 1d4 damage and freezes an enemy in place, then this spell lets you cut that into two effects; dealing 1d4 damage and freezing an enemy in place as two separate effects.
Once done, this split spell can now be cast twice, with each effect being cast separately. The level of the spell is counted as one less, so splitting a 2nd level spell counts it as two 1st level spells, and splitting a 1st level spell counts as a 0th level spell for the purposes of magic resistance and counterspelling, making the split spell much weaker. The Schism spell creates two magical glowing purple runes over the caster's head when finished, and they float there until the split spell is finished. If you are struck or don't cast the 2nd part of the split spell, then you must make a save or the negative aspect(s) of the spell hits you instead of a foe. An especially agile enemy may be able to grab the rune off your head and use it to channel one of the two effects at random; selecting whichever you want them to have access to the least, though in the case of an offensive spell being cast on themselves or vice-versa this could still work out in your favor. This spell can only be used on spells of the same level or less of this spell.
 Royal Mat - 1st level
This spell conjures a 4ft in diameter purple carpet beneath the feet of the caster. It's cramped, but up to 3-4 regular sized humans could stand on it. Everyone standing on the mat detects as royalty, or are immune to spells or magics that only effect those who are not of royal blood as long as they stand on it. Also, standing on the mat of those ignorant of its powers grant +1 to reaction checks with royal or kingly figures, even those who are just self-declared Kings like the “King of the Kobolds” and so on. The mat works if you step off and then back on, and it can be curled up and carried and moved if needed, but the spell only works if the mat is on the ground and you stand on it.
The purple magic mat lasts for 4 exploration turns.
 Wizard Wine - 4th level
This spell can only be cast when bottling a specifically prepared bottle of wine, crafted from magical berries and a curled glass bottle. The magical wine is poured in, containing many swirling purples and pinks, aging and improving in taste and potency like regular wine. The wine smells fruity and magical, and lets off a shower of sparks each time the cork is popped. It requires a 1st level spell slot to reseal the bottle, which is important lest it lose its power. Each bottle costs 3000 coins to make.
Drinking a glass of this wine has several effects. Firstly the swirling magical energy can be seen somewhat in your veins, especially in a dark room, as it courses through your blood. Secondly this wine grants a bonus of +1 to all magic rolls (including damage rolls of offensive spells and healing on healing spells) rolled while under its effects, as well as +2 to all saves versus your own spells. This wine, like many others, grants a minor feeling of ease and lower inhibitions. Unlike other wines though, this one does not grant mental clumsiness, instead its effects are more abstract. You can also drink multiple doses of the wine at the time, doubling their effects.
While under the effect of the wine your astral form sways and wobbles, as well as your place in the cosmic universe. The wine has made your soul “drunk”. If you are within 15 ft of a portal to another dimension, a highly cursed or blessed magic object, or nearby any spell scroll or spell book there is a 2 in 6 chance that the item will activate or you'll be whisked away through the portal, as though your magical energies are unsteady on their feet and fallen into the object in question. If you have drunk more then one glass of the wine, then this range doubles each time. Also, any spell cast after at least 2 or more doses of the wine miss their target or the target succeeds a spell, the caster loses control of the spell instead and it rolls either a random negative spell effect or transforms into a slurry of energies that rapidly change and mutate whatever they touch.
Finally, there is a 1 in 20 chance that when you sober up from the Wizard wine, which takes an hour per dose, that you come back with a magical revelation. You either find a new spell, a variant of an old spell, the true name of a powerful outsider, or lose 1d4 Charisma to gain 1d2 Wisdom.