It has been a long time coming, but here are the 1st-level and 2nd-level OGL compliant spells I have created. As before, these spells are meant to supplement the existing OGL spell list, and are not balanced to work with additional, proprietary, or other supplemental spell lists. While I believe the power-level is appropriate, all spells are worthy of evaluation on an individual basis.
Additionally, I have included images that are meant to be handed out as treasure or for further in-game information. Each spell contains a block of setting agnostic information meant to serve as optional lore and story hooks. This is meant to evoke a sense of scholarly research and information ownership. As a stretch-goal, being able to have a spellbook of physical spells and lore is neat, to me. You could even collate the images for each wizard, making each spellbook found require time to read through, and creating an artisanal approach to the craft. I will eventually do this for all OGL spells, but starting with these is a good step. Much of the other, OGL ready content found here is based on the lore found in these spells, and are equally meant to be plug-and-play.
Here is an example:
“We are the Nagarr Myethci. We are few, but our numbers are endless. Some seek succor in the troubled waters of our time. They wander the seas of uncertainty and brave the dark reefs that would pierce their crafts and drag them under. We are there for them, in their time of need. The scaled eye glows like a lantern bringing the ship to shore, guiding the lost to safety. There are those who decry our ways, proclaim us mad, or would see us driven from the cities we peacefully inhabit. We seek to do no harm to others, only to provide light to those that look for it, and to reveal the truth when it is asked of us. People fear us because they know we threaten their way of life. The powerful and elite tremble when they see us, for they know they cannot conceal everything for much longer. We are the Nagarr Myethci, and our eyes do not blink.”
-From The Words of the Nagarr Myethci, a political tract
Casting Time: 1 Action
Range: 60 feet
Components: V, S, M (a piece of cloth with a symbol)
Duration: Concentration, up to 1 minute
Classes: Bard, Sorcerer, Warlock, Wizard
You create a spectral banner at a point you can see within 60 feet. One creature you can see within 30 feet of the banner must succeed on a Charisma saving throw or become charmed until the start of your next turn. While charmed, the symbol emblazoned on the banner flickers over the head of the creature.
The charmed target can choose to take its reaction to make a weapon attack against a target other than itself of your choosing. If it refuses, it suffers 2d6 psychic damage, has its speed halved, and suffers disadvantage on the next weapon attack it makes before the end of its turn.
As long as you maintain concentration on this spell, at the start of each of your turns, you may attempt to charm the same creature or a different one.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or high, the damage dealt by choosing not to attack the target you choose is increased by 1d6 for each slot level above 2nd.