Spells
2nd Level
Air Kiss   When this is cast a blast of air hits the target for 1d4 per level of caster damage.  There is no save.  Anything loose on the target (weapons and other items), no matter how much it weighs, is blown 3d10 past the target.

Laughter   This causes 1 person to have uncontrollable laughter for 1d3 rounds.  During this, the person has a -1 on their AC and a -3 to hit/damage.  Save versus spell.  If they save, nothing happens.

Stinker   A 20'x20' gas cloud appears over the spot the caster chooses.  Anyone caught in it takes 1d3 damage and save versus poison or spend 2d6 rounds vomiting.  While vomiting, their AC is at a -3 and they cannot fight.

3rd Level
Heat   This causes a blast of heat going out 1d10 ft. per level of the caster.  1d12 points of damage per person (save versus spell for half).  All items on the person must save or be destroyed including magical items.

Leave Me Alone   This summons an annoying creature (casters choice).  The creature can either annoy (distract) or fight depending on what is summoned.  The creature is under no ones control but will not hurt the caster.

Screams   Causes a noise so loud, everyone except the caster takes 2d4 damage and save versus paralyzation or drop whatever is in their hands and cover their ears.  This noise only lasts one round.

Shadow Run   This summons a shadow for 1d8 rounds.  While here the caster can telepathically communicate with it.  It cannot fight but can be used as a diversion or a scout.

Up In Smoke   This will affect one random magic item on the target.  Roll a save. versus spell or become normal.  If the item has pluses, minus one of it (+2 long sword becomes +1).

4th Level
All For None   Everyone in the area of effect (1d10 per level of caster) must save versus spell or attack the nearest person in their party.  Magic resistance does not work against this.  Once the effected is reduced to one third of their hit points they started the attack with the spell is broken.

Blind Spikes   No save.  The victim is struck for 1d6 per level of the caster by invisible spikes.  Each spike does 1d4 points of damage.  This spell is hard to control.  There is a 35% chance it will hit a random target and a 10% chance after that the caster will be the one struck.  The spikes hit the target despite the targets THACO.

Hornet Swarm   A swarm of 1d12 hornets attack for 2d12 rounds.  Each hornet does 1 hp of damage and there is a  30% chance of  disease.  The person loses one hp per round until cured.

Magic Darts   This will send 1d4+#lvls of the caster magic darts at the intended victim.  This can be equally divided up between more than one opponent.  Each dart does 4 hp of damage.  They do not miss.

Mezma-Belch   This causes the victim to start belching uncontrollably for ten rounds.  Save versus spell, if made nothing happens, if failed roll 1d10 and on that round the victim starts coughing up blood.  1d6 rounds later the person falls over dead.  A dispel magic will stop the effects of this.

5th Level
Demon   This summons a demon (DM's choice). It is under no ones control.  If it has no victims left, it will attack the caster.

Flame Kiss   A flame starts 5ft in front of the caster and goes out 3d20ft.  Anyone caught in the flames takes 5d10 of fire damage (no save).  Fire resistance does not work.

Propel   The target saves versus spell.  The caster then points in a direction and if the target fails their save then they are flung in that direction.  They travel 1d10 feet per level of the caster.  If they collide with something then they take damage for how many feet they had left to travel (1d6 per foot) plus if they hit something that causes damage such as spikes, rocks, ect.

Reverse   This affects 1 person per level of the caster in 25 foot radius.  Everyone in the area must save versus spell starting with the lowest intelligence.  If they save nothing happens but if they fail then they do everything backwards for 3d8 rounds.  This can be very effective against a spell caster because they cannot cast a spell properly while talking backwards.  The DM decides what the effects are of a spell cast while under this spell.
Sticky   When this is cast upon an inanimate object, the object becomes a 'magnet' for any objects within 20ft.  If a person is close enough, they must make a strength check to keep it.  When the duration ends (2d4), everything that is on it falls to the ground.  One strength check per item.  If the item is not loose (like a sword or shield), it pulls the person also.

Wave   This causes a 'wave' in the ground going out 2d20 ft from the caster.  Everyone loses one attack and must make a dex check or lose an additional attack getting up.

Winded   All the air is 'sucked' out 2 ft around the target.  They lose 3 hp a round till the duration ends.  If they move, the air pocket moves.  Duration is 1d4 rounds per level of the caster. No save. Person moves, bubble moves.