I wrote IQ 7 spells for Prootwaddle wizards:
IQ 7 Spells Distinctive to Prootwaddles
BIG HAIR (T, ST 3) For the next day the target's hair (wherever on body) grows at twice the normal rate. If the target does not have hair then effects are unpredictable.
CHANGE FROM FOOD (T, ST var) Places a glamor on an item of food, making it seem rotten and unwholesome. Unless the diner makes a 3/IQ roll they are likely to discard the food. The caster can then make a 2/IQ roll to remove the glamor so he can eat the food.
CHANGE TO FOOD (T, ST var) Permanently transforms an object into something a prootwaddle considers food: non-prootwaddles can take their chances. ST cost is 1 for a snack, 2 for a meal, more for larger amounts. Works especially well on precious metals. Works best if in the caster's possession and unlikely to work if the object is e.g. a sword in someone's hand being waved around.
DETECT FOOD (S, ST 2) As Detect Life (q.v.) but detects something a prootwaddle would eat. That includes things of no nutritional value which a prootwaddle can eat, food that is almost but not quite completely rotten, animals substantially smaller than a prootwaddle, etc. The caster can also search for one kind of food but the description must be given in terms a prootwaddle would understand – e.g. “The white food that is smelly.”
LITERACY (S, ST 2) Allows the caster to read and write any languages he knows, but disorders his common sense and reduces his IQ to 5. (This is very low human-style intelligence, not animal.) The spell lasts one minute: long enough to, for instance, write a slogan on his own or another prootwaddle's body. The negative effects of the spell, however, pretty much guarantee the slogan will be bizarre at best and gibberish at worst. Similarly, anything he reads will be filtered through the spell's mental derangement.
PROOT! (T, ST 1) Makes a loud “Proot! Proo-oot!” noise – louder than a prootwaddle can make. Prootwaddles find the sound reassuring. Non-prootwaddles find it irritating.
SMART (T, ST 2) Cast on a prootwaddle this spell makes it believe it is smart, and smarter than anyone else in the room. Cast on a non-prootwaddle, effects are unpredictable. Does not actually increase IQ, though some prootwaddle wizards seem to believe it does.
STINK (C, ST 3) Creates a smelly area: most intense in a megahex but detectable in a disc 7 megahexes across, centred on the principal megahex if there is no wind and displaced downwind if there is. Prootwaddles like it, everyone else finds it disgusting. Depending on circumstance may create a +1 or -1 modifier to reaction rolls. Does not affect most figures but a character with a particularly sensitive sense of smell might suffer IQ and/or DX penalty and a non-prootwaddle couldn't rest or sleep in an affected area.
SUMMON PROOTWADDLE (C, ST 1/1) Summons a prootwaddle [ST 10, DX 10, IQ 7, MA 10, carries club 1d, 1d-3 unarmed in HTH] to fight for the caster. Will misuse and/or lose any weapons or equipment the caster gives him. If the wizard fails a 2/IQ roll then he and the summoned prootwaddle will become confused about which of them is which.
IQ 7 Spells Used by Prootwaddles and Others
BLUNT WEAPON (T, ST 1) A blunt weapon does 1 point less damage. A weapon can be blunted up to 5 times, subsequent uses of the spell have no effect. Blunting is a permanent effect and can be corrected by Repair or 5 minutes with a whetstone. Ineffective against weapons that are already blunt.
FOG (C, ST 1) Fills one hex with a magical fog that somewhat obscures vision. -2 DX for missiles per hex of fog, and -2 DX if attacking into or out of it. Anyone in or entering the fog also becomes slightly damp. Lasts 12 turns, or less in wind, and immediately dispersed by a fire cast in or adjacent to its hex.
KILL RAT (T, ST 1) Causes 1 point of damage. Does get stopped by armour.
MAGIC ROCK (M, ST var) Creates and flings a magic rock to damage a single target. Does 1d-3 (minimum 0) for each ST point used to cast.
PUSH / PULL (T, ST 2/-) Victim must roll 3 vs DX, or 4 vs ST, victim's choice. If he fails he must step directly away from (for push) or toward (for pull) the caster, or fall down. (As though forced to retreat.) Can also be used to push around inanimate objects, or even friends.
SUMMON HOUSE CAT (C, ST 1/1) Summons a house cat [ST 4, DX 14, IQ 5, MA 14. 1d-2 in HTH only, -3 DX for enemies to hit it] to fight for the caster.
SUMMON VERMIN (T, ST 1/1) Summons vermin to fight for the caster: rats, vampire bats, piranhas, piranhakeets, scuttles or something similar at GM discretion. Roll one die for the number, -1 if the environment is not really suitable, -2 if highly unsuitable, -1 for vampire bats, -2 for piranhakeets, minimum 0. If the caster is not familiar with the kind of vermin he asks for then he is likely to get something a little different from the description in the rules.
THICKSKINNED (T, ST 2/1) Target's skin becomes thick and leathery, it stops 2 hits but the target suffers -1 DX.
UNREALISTIC IMAGE (C, ST 1/-) Creates a translucent 1 hex image that wouldn't normally fool anyone. Can be disbelieved on 2 vs IQ. Can be as effective, or almost as effective, as a normal Image spell in difficult seeing conditions (fog, etc.), if the creature being simulated happens to be translucent, or if the observer is a prootwaddle.