- "Weed-killer", this spell withers weeds -- handy for clearing out an overgrown area;
- "Andrea's Rambling Clew" -- the material component is a ball of yarn, which unrolls as it provides a trail towards your intended destination;
- "Gordian Knot" -- a spell for ensuring theives cannot untie a knot to raid your backpack or sack;
- "Snap, Crackle, Pop" -- a spell which creates tiny globules across a flat surface, which make loud popping sounds if walked upon;
- "Foghorn" -- allows a player to amplify her voice, so she can address large crowds;
- "Percival's Phosphorescence" -- enchanted items collect sunlight, and can thus be used as no-fire torches underground; and
- "Brother Bertram's Body Bag" -- a corpse placed within the body bag will cease to decay, useful when you want to resurrect someone but it will be several days before you can do so.
There are some interesting and useful spells in The Spell Book. But the real value to be derived from The Spell Book is within the first 27 pages.
Those first 27 pages provide a summary of Newton's Principia Arcana, an ancient tome that reveals the four types of magical mana, from which are derived five magic systems. The derived magic systems are:
- Memorization System -- similar to the Vancian system of spell-casting employed in Dungeons and Dragons;
- Local Mana System -- similar to the system used in D&D's Dark Sun setting, or Niven's "The Magic Goes Away", there is a certain amount of magic power within a given area, and spell-casters who use up the magic power in that area, must then move to another area in order to continue casting;
- Personal Mana System -- each spell caster has a certain amount of magical mana within himself, and can cast any spell until his personal mana is exhausted. Then he must eat and rest for a certain amount of time to restore his personal mana;
- Percentage and Fumble System -- magical essense is abundant, but hard to control. Spell casters can cast spells, but there is always a chance that a spell will backfire or result in some catastrophe; and
- Impromptu Magic System -- spell casters can make up any spell, but their chances are dependent on certain laws of spell casting. Those laws are identified in the Impromptu Magic System, and adherance to those laws affects the chance of spell success. This system is similar to DeCamp and Pratt's magic system, as described in The Compleat Enchanter.