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Main Page » Birthright spells
New spells are almost a given in most DM’s campaigns, these can be preferred variations to existing spells to add flavor or correct flaws, sometimes they are one-use only McGuffins needed to push a plot forward, often they are designed simply to add variety for the game.
More rarely DM’s rebuild the entire spell system, using a point basis for number of spells a day, a thread, time or fatigue based spell-casting system to move away from a fixed number of spells at all. Other DM’s increase the cost of area effect magics to remove the mage=artillery issue, or remove ‘save or die’ type magics and so on. These sorts of radical alterations should be entered as a house rule system along with any associated spells – this page is for standard D&D D20-type spells.
To add a spell go to appropriate sub-page (listed below) and follow the page instructions - generally you will need to add the spell to the list (with a one or two line summary) and link it to a page that you create. All new spells should have a red 'house rule' banner put at the top.
It is worth noting that many people still use AD&D (particularly as all the Birthright books were written for AD&D), where possible please list a conversion for a D20 spell so that it can be used in either system.