Scrambled spell names 2

Wow, I have been meaning to do this for a while, but I really got distracted by examining old D&D mechanics.

So, this is the long-delayed followup to the scrambled spell names post I made a while back. That post took me forever because I attempted to write my spell up not just with 5e mechanics, but in the WotC house style. This time, I'm going to try doing them B/X style (or a loose approximation, anyway), since I'm currently thinking about that edition a lot.

Conjure from Fog

Level: 3
Range: 0
Duration: 1 turn per level of the caster

This spell allows the caster to shape a volume of fog, mist, cloud, or steam into a functioning (if crude and obviously unnatural) approximation of a mundane object. The object to be produced must be something small enough to fit through a doorway and light enough to be carried in one hand. No complicated moving parts, special chemical properties, or details unknown to the caster are possible. The caster could make, for example, a bow, a rope, or a copy of a simple key in their possession, but not a crossbow, an edible loaf of bread, or a key they've never seen.

A Mockery (Charles Robinson, 1911)

Death Lore

Level: 2
Range: 0
Duration: instantaneous

By performing this spell while touching a dead person or animal—or part of such a creature—the caster immediately knows the being's direct cause of death. This only includes the literal physical cause—such as a specific ailment or injury—and no information about the circumstances, person responsible, etc. If the creature is still alive or if its death occurred longer ago than the caster's level in days, the caster recieves no information.

Discern Faith

Level: 3
Range: 10'
Duration: instantaneous

Cast on a single mortal creature, this spell reveals to the caster what powe—if any—holds a valid claim over the subject's soul. This could include the deity or pantheon of their religion, a demon or fey with whom they've made a pact, or even a mortal to whom they've pledged eternal service.

Dispel Form

Level: 3
Range: 60'
Duration: level of the caster + 6 turns

A creature with natural shapeshifting abilities (such as a doppelganger, mimic, or lycanthrope) hit by this spell must succeed on a saving throw vs. Turn to Stone or unravel into formlessness. In this hideous, agonized, and debilitated state, the victim can only crawl at a quarter of its normal speed or attempt a single opportunistic attack per round against a creature who grabs, carries, or handles it incautiously. No other actions or even speech are possible until the spell ends.

Entropic Sword

Level: 4
Range: 30'
Duration: 1d6 rounds

This spell is cast upon a mundane melee weapon, which begins to rust, rot, and burn. Targets struck by the weapon take +1 damage from the flames and suffer a -4 penalty on their attack rolls from a curse of bad luck until the spell ends. At the end of the spell, the enchanted weapon is destroyed.

Beehive house in Ireland (Dirk Huth, 2006)

Giant Hut

Level: 3
Range: 0
Duration: level of the caster + 6 hours

This spell conjures into existence a crude building of unmortared stone, about 30' in diameter and 15' high, with a single room and a 10' × 10' opening. It can only be summoned into a space large enough to contain it, but doesn't require a surface strong enough to support it, and it is extremely heavy. The details of the hut are exactly the same each time the spell is cast. It is sturdy, but can be destroyed or disassembled by mundane means.

Incendiary Metal Fireball

Level: 2
Range: 50'
Duration: special

This spell launches a fist-sized metal sphere that begins to spark and sizzle alarmingly after hitting a target or solid surface. The ball can be thrown like a flask or attacked as an unarmored target. Each following round, and every time the sphere is handled or hit, roll 1d6. On a roll of 4+, it explodes, causing 1d6 points of damage per level of the caster to everything in a 30' radius. Creatures in that area may attempt a saving throw vs. Spells, suffering only half damage on a success.

Iron Poison

Level: 2
Range: 40'
Duration: 1 round per level of the caster

This spell causes non-magical iron and steel in a 10' sphere area to become bloated, tarnished, and brittle. Creatures wearing metal armor affected by this spell move at only half normal speed, and a successful melee attack against such a creature will destroy its armor. On a successful attack with a metal weapon affected by this spell, the weapon is destroyed. When the spell ends, surviving items return to normal.

Shield of Darkness

Level: 2
Range: 0
Duration: 1 turn per level of the caster

Performing this spell wraps the caster in a cloak of cold shadows, obscuring their appearance when in bright light and hiding them from sight when in dim light or darkness. The caster both attacks and is attacked at -1 in bright light and -4 in dim light or darkness. Infravision is affected the same as normal sight. The shield of darkness also protects the caster against being blinded by bright light.

Doctor Who: The Hand of Fear (Lennie Mayne, 1976)

Stone Hands

Level: 1
Range: 0
Duration: 1 turn per level of the caster

This spell transmutes both of the caster's hands into living stone, making them nearly invulnerable. The hands can still move and manipulate objects, but have no sense of touch or pain. The caster can attack and defend with their hands as if wielding a mace and shield, but cannot cast spells.

Results

Well, that was definitely less annoying than writing in the WotC house style! I can't say I really followed the B/X style strictly, though: I couldn't stand to use the old "'to hit' roll" terminology in those descriptions. It was all I could do not to use advantage/disadvantage mechanics.

Anyway, I'm happy with these results, even if I'm even less sure about my balance and spell level decisions than last time.