Here are three more spells I created... They were all researched by the elf
Quevven of Tuar Annwn. These spells made it out, before the opening of the
Shadow portals.

Cone of Heat

Level: 5th
School: Evocation
Range: 0
Duration: Instantaneous
Casting Time: 5
Components: V, S, M
Area of Effect: Special
Saving Throw: 1/2

Spell description:

When this spell is cast, it creates a cone-shaped area of extreme heat,
originating at the wizard's hand and extending outward in a cone 5 feet long
and 1 foot in diameter per level of the caster. It drains heat and causes
1d4+1 points of damage per level of experience of the wizard. For example, a
10th-level wizard would cast a cone of cold 10 feet in diameter and 50 feet
long, causing 10d4+10 points of damage.
Its material component is a crystal or glass cone of very small size.

Delayed Blast Snowball

Level: 7th
School: Evocation
Range: 100 yds + 10 yds/level
Duration: Special
Casting Time: 7
Components: V, S, M
Area of Effect: 20-ft radius
Saving Throw: 1/2

Spell description:

A snowball is an explosive burst of snow and ice, which detonates with a low
roar and delivers damage proportional to the level of the wizard who cast it -
1d6+1 points of damage for each level of experience of the spellcaster (up to
a maximum of 10d6+10). The snowball explodes anytime from instantly to five
rounds later, according to the command given by the wizard. The burst of a
snowball creates little pressure and generally conforms to the shape of the
area in which it occurs. The snowball fills an area equal to its cubic volume
(roughly 33000 cubic feet - thirty-three 10-foot × 10-foot × 10-foot cubes).
Besides causing damage to creatures, the snowball freezes all exposed
materials within its burst radius, and the chill of a snowball causes soft
metals to harden maybe even crack. Exposed items require saving throws vs.
magical cold to determine if they are affected, but items in the possession of
a creature that rolls a successful saving throw are unaffected by the
The wizard points his finger and speaks the range (distance and height) at
which the snowball is to burst. A streak flashes from the pointing digit and
unless it impacts upon a material body or solid barrier prior to attaining the
prescribed range, blossoms into the snowball (an early impact results in an
early detonation). Creatures failing their saving throws each suffer full
damage from the blast. Those who roll successful saving throws manage to
dodge, fall flat, or roll aside, each receiving half damage (the DM rolls the
damage and each affected creature suffers either full damage or half damage
[round fractions down], depending on whether the creature saved or not). The
material components of this spell are a tiny ball of dust and a thimble of

Snowball Swarm

Level: 9th
School: Evocation
Range: 40 yds + 10 yds/level
Duration: Instantaneous
Casting Time: 9
Components: V, S
Area of Effect: Special
Saving Throw: ½

Spell description:

A snowball swarm is a very powerful and spectacular spell, which is similar to
the snowball spell in many aspects. When it is cast, either four spheres of
2-foot diameter or eight spheres of 1-foot diameter spring from the
outstretched hand of the wizard and streak in a straight line to the distance
demanded by the spellcaster, up to the maximum range. Any creature in the
straight-line path of these missiles receives the full effect, without benefit
of a saving throw. The meteor missiles leave an icy trail of frost, and each
bursts as a snowball.
The large spheres (2-foot diameter) inflict 10d4 points of damage, bursting in
a diamond or box pattern. Each has a 30-foot diameter area of effect, and each
sphere is 20 feet apart along the sides of the pattern, creating overlapping
areas of effect and exposing the center to all four blasts.
The smaller spheres (1-foot diameter) each have a 15-foot diameter area of
effect, and each inflicts 5d4 points of damage. They burst in a pattern of a
box within a diamond or vice versa, with each of the outer sides 20 feet long.
Note that the center has four areas of overlapping effect, and there are
numerous peripheral areas that have two overlapping areas of effect. A saving
throw for each area of effect will indicate whether creatures within each
area, except as already stated with regard to the missiles impacting sustain
full damage or half damage.