|This sheep could be an archmage. You don't know. Stop judging.|
You’re All Just Sheeple (level 2, illusionist)
This perception-affecting curse has led to numerous embarrassments and the occasional marriage-wrecking revelation. Upon failing their save vs spells, the target perceives every creature of its own species within sight to be a sheep; the effect lasts for one turn, plus one round per level of the caster. Spoken language from the illusory sheep will sound like bleating to the victim. Note that different creatures may react quite differently to the curse; a human might be confused and disbelieve, or think themselves gone mad, whereas the dumbest wolf in the pack might just do something quite useful for a fleeing party of adventurers… This is both an illusion and a mind-affecting spell, and although there is an auditory effect, the enchantment is primarily optical and will not function against creatures without eyes.
Leg of Lamb (level 2)
The sorceror’s legs transform into those of a sheep, becoming faun-like for seven hours. While thus ensorcelled, the wizard receives +2 on saves against magic of fairy origin; however, they also suffer a -2 on any attempts at jumping, climbing, balance, dancing, etc. Creatures which naturally hunt sheep may take a strong interest in pursuit of the wizard.
Mutton Chops (level 3)
An odd form of divination, this spell allows the caster a brief look at the future, to a particular, fashionable end. To enact the spell, the wizard affixes two pieces of sheep-flesh to the sides of their face and dons a wide-brimmed hat (a traditional sign of wisdom), then drinks of either a very cheap alcohol or a very expensive sort. On repeating the words of the spell, which are always an ode to ignorance (“O! How unlikely that thou hast known of this!”), the wizard receives a flash of information from the future which will inform him or her of some passing trend, currently unknown, which will be in great favor in the next six to twelve months. The vision could speak of a fashion in clothing, music, food, pet ownership, etc; on occasion the future-trend may be of greater adventuring use (“Simply everyone will be delving the Murderdeeps this winter.” “Hmm, we’d better get down there before all the gold’s cleared out, then…”). Clever wizards can use this spell to increase their fame by being seen as trend-setters.
Woolgathering (level 1, illusionist)
The sorceror dunks a small piece of wool in alcohol, casts the spell, then places the wool briefly on their tongue, then in their pocket. For the next turn per level, the wizard’s mind is partially occupied by lucid daydreams. While this altered state can be distracting (-1 to everything, including to hit and AC), the wizard’s mind is well-prepared for dream-things and strange shifts of reality. During the spell’s effect, the wizard gains a +2 bonus to detect illusions, manifestations of dream or nightmare, hard-to-perceive hauntings, out-of-phase transdimensional portals, and the like.
Hello, Dolly (level 1)
The caster lays both hands on a sheep, then utters the incantation; the following round, the sheep bleats loudly and splits into two identical sheep. Depending on the campaign, this may be accompanied by either a comical “pop” sound and flash of light, or the agonizing sound of mutton ripping. The two sheep cannot easily be told apart, but they are both living, functional creatures. When dawn next rises, one of the sheep - determined randomly - and any products taken from it will dissolve out of existence. This is primarily an issue for wool or hide; presumably any flesh or milk would have been digested come dawn.