I have already quantified the legendary Mindsword, for use in my Crypts & Things campaign (which is set is set in a version of the world detailed in the Hawk movie and novelisation), so today I'm looking to 'stat up' some of the magic spells from the film.
FOG OF CONFUSION
Once cast a number of glowing spheres appear in the mages' hands, which he then crumbles releasing a cloud of thick fog that moves at his command. The cloud can be as large as a 100ft cube and rolls across the ground with the speed of a normal man walking (move rate: 12). All people and monsters, not allied with the mage, caught up in the fog suffer a -2 penalty to all die rolls (to hit, saves, damage etc). The mage's friends, however, can see normally within this magical cloud - which lasts for one combat round per level of the spellcaster.
WHIRLPOOL OF FLYING FIREBOLTS
All targeted by the spell suffer 2d6 damage from the firebolts, but then the next round (and for a number of rounds after equal to half the mage's level), the entire area is enveloped in a violent snowstorm that causes all within the area to make all die rolls (to hit, saves, damage etc) at -2 and if anyone rolls a "1" on a to hit roll, they must immediately make a DEX save or fall over.
Black Magic Ritual
This is a ritual for mages who wish to "teleport" another (willing) person to a location, but want to avoid the dangers inherent in piercing The Shroud (see Crypts & Things, page 62).
The mage and his subject must agreed a short-term purpose for the journey the subject is to be sent on and one or other of them must know the location where the subject is to be sent (guidelines as per Teleportation spell, on page 59 of Crypts & Things).
The mage sits beside an unlit fire, which the subject the spell is sitting in. The mage casts specially-prepared powder into the fireplace, which springs to life (without harming the subject of the spell) and creates a pair of glowing rings of light around the subject.
A moment later he is then transported to the agreed destination and has 10 combat rounds to complete the object of his 'mission'. Once completed - or when the when the time is up - the subject (and one other willing person within 10ft of him) will be instantly transported back to the location of the mage, who may not move from beside the fire for the duration of the ritual.
If the subject was successful in his objective (ie the time limit didn't expire) and returns unhurt, he (and he alone) may, if he wishes, be dispatched on a second journey - as long as the objective is similar to the first trip. This all counts as a single ritual no matter how many jaunts the subject ends up taking.
Staff Of Entanglement
When found it has 100+(1d10 x 10) left in it. Each time a charge is expended and the staff pointed at a subject a mass of sticky, green ichor will project from the end of the staff and encase its target in a paralysing mess of stringy paste.
If the target fails his saving throw then he is totally covered and unable to move for 1d6 turns (ie 10 to 60 minutes), at which time the goop evaporates.
If he makes his saving throw then he was just hit with a glancing blow and suffers a -2 penalty on all die rolls (to hit, damage, saves etc) do to the inconvenience caused by partial entanglement.
When the magical substance has hardened around its target it is impossible to remove by hand - anyone touching it will become stuck and must make a standard STR check to remove their hand. Attempts to cut it with sharp objects require a normal roll to hit against AC4  with 'misses' inflicting half damage on the person encased. To cut a person free requires 20 points of damage to be done to the hardened goo.