Hmm - I don't know what is NOT in FRUA, on the other hand... perhaps all of the Unearthed Arcana tome and of course druid and illusionist spells? Any that are easy to code should definitely be included
1e did not have as many new "extra" spells in modules and such as 2e (which had lots), but here are two from Gary Gygax's Greyhawk:
Quote:
Murlynd's Ogre (Conjuration/Illusion)
Level: 4
Components: V, S, M
Range: 3"
Casting Time: 4 segments
Duration: Until destroyed
Saving Throw: See below
Area of Effect: See below
Explanation/Description: When the spell caster brings this dweomer into play, a hissing
veil of odd-colored vapors shoots upward, and from behind this screen of clashing, misty
smoke steps a ogre-like figure of obscene bulk and hideous visage. All creatures of 4 or
fewer hit dice or levels of experience will flee in fear for 1-4 rounds and spend a like
period recovering from trembling. They must save vs. Spells before having sufficient
courage to return. Creatures of 4+ hit dice/5th level or greater must save vs. Spells to
avoid the fear reaction noted above, although those of 8+/8th level save at +4 on the die.
While it appears fearsome, the Ogre is but a wraith-like creature with no form or
substance. It inflicts but 1-4 points damage when it attacks (as an ogre). Although it can
be struck only by magic weapons, the thing is destroyed by a mere six points of damage.
The material components for this spell are any bit of ogre (hair, nail paring, etc.) and a
piece of horsehide.
Murlynd's Void (Conjuration/Alteration)
Level: 6
Components: V, S, M
Range: 3"
Casting Time: 6 segments
Duration: 1 round/level
Saving Throw: See below
Area of Effect: 1' diameter/level
Explanation/Description: Murlynd's Void creates a gaping, black hole in some surface within
spell range - floor, ceiling, wall, ground, etc. The opening lasts for as many rounds as
the caster has levels of experience. The Void is a vacuum-like gate to another place
(extra-dimensional non-space). Small, light items (such as paper, leaves, and other like
items of less than 1/4 pound weight) within 10' of it will whirl up into the air in a
vor-tex, disappearing into the pitch-black opening. Small fires in the 10' radius of the
Void edge will be extinguished as the air is drawn into the vacuum. In tightly closed
spaces of under about 20,000 cubic feet (under 30' x 30' x 25') the atmosphere will be
thinned to make breathing impossible for one turn after the Void disappears as well as
during its existence, unless ventilation is somehow extablished. Creatures immediately
above the opening created by the casting of the spell must save vs. Spells or be lost in the
non-space until they are somehow rescued, find a way out, or die. Those within 3' of its
edge, or its surface (if on a wall, ceiling, or otherwise not underfoot) must save vs.
Paralyzation or likewise be drawn in and be lost. Magic resistance withstands the spell
effects.
The spell components are a hollow sphere of black glass and a strip of paper given a
half-twist and glued together at the ends.
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Besides, there are some spells that are only granted to clerics of certain deities, like:
Pholtus: Dispel Darkness, Glow, Reflect (all are special spells available 1/day after a certain level)
(The later Greyhawk Adventures book had more spells, but it is border 1e-2e (it supported both rulesets).)