Thanks to PRIMEUMATON for a spell idea and the phrase "damsel of distress."
When you first study the Grimoire of Fog, learn the Fog spell below. Studying the Grimoire should take a certain unit of time, but that unit's length depends on your campaign's structure and scope.
Fog — summon a cloud of thick magical fog that lasts for [sum] rounds and obscures about a 30’ diameter. At 2 [dice], the fog lasts [sum] minutes, reduces enemy movement by 10’ while inside it, and covers about a 40’ diameter. At 3 [dice], the fog lasts [sum] hours, reduces enemy movement as above, and covers about a 80’ radius. At 4 [dice], the fog lasts for [sum] days, blinds enemies and reduces their movement by 20’, and covers about a 160’ radius.
For every subsequent time you study this Grimoire, roll 1d10 on the list below and learn that spell.
1. Sticks and Stones — requires a stick and a stone, which the spell transforms into a light, long dagger of sylvan gold that lasts [sum] minutes before shriveling up into rose-colored dust. At 2 [dice] or more, the dagger is instead a medium sylvan gold longsword. (Note: sylvan gold has +2 to-hit and damage against ugly things and uncharismatic people, but has -2 to-hit and damage against beautiful things and charismatic people. Any tool of sylvan gold always breaks on a natural 1 or 2.)
2. Glamor — requires a mask. Invest a specified amount of MD in the mask, which then gives you +[dice] Charisma when worn. The mask is invisible when worn but can be dislodged with a solid sucker punch. You detect as a fairy while wearing the mask.
3. Spook — anyone that can see you turns pale with nameless terror. Enemies who can see you immediately make a morale check with a -[dice] penalty. Named enemies must make a save with a -[dice] penalty. At 3 [dice] or higher, everything must make a morale check, including plants, buildings, objects, etc.
4. Liar, Liar — you can see lies as blue mist for [sum] minutes/hours/days/years. This includes not only spoken lies, but also false forms and invisibility.
5. A Gardener’s Dream — requires a few drops of gardener’s blood, a gold crown, and a tree sapling. The crown and blood are absorbed by the tree. After the spell is cast the tree grows to maturity in 2d6 - [dice] days. If the result of this roll is 0 or a negative number, the tree grows to maturity in a few seconds. When mature, the Gardener’s Dream provides access to some sort of other plane. I don’t know, ask your GM. Some suggestions are the Gardens of Ynn, the Feywild, and the realm of dreams. This spell only supports one Gardener’s Dream at a time.
6. Grudge Spear — summons an ancient spear with an iron spearhead that does +[dice] damage to one specific person. The grudge spear lasts [sum] minutes and cannot fumble.
7. Traveler in the Mists — calls the Jack of Roads, a 9 HD fairy who appears to be a short man in rags, with a floating clump of luminescent blue fog instead of a head. He is wheedling, cunning, and open to haggling. He may instantly teleport the caster and whoever they are touching to any place covered in fog within [sum] miles. He takes one of your MD when you summon him. You may get it back through a hefty bribe of good alcohol or food.
8. Hungry, Hungry Moths — magical moths appear on a target of your choice and eat through [sum] random inventory slots in a few moments, destroying nonmagical items, currency, armor, etc.
9. Damsel of Distress — summon a beautiful memory-stained Damsel of Distress, who has stats as a vampire who drinks your dreams and fears instead of your blood. This feeding is apparently a terrible sensation, deals [dice]d4 damage and there’s a [dice]-in-6 chance of madness being put in your head. Notably, this spell does not guarantee the Damsel’s allegiance at all.
10. Teeth and Nails — requires a loose door, two teeth, and a book. All of these are taken by the cruel Jack of Wolves, who sends you [sum] - [dice] fairywolves (stats as intelligent wolves with the ability to teleport to somewhere within sight once per day). Roll reaction with a +[dice] bonus. The lower the result, the more likely the fairywolves are to run free and cause chaos. The higher the result, the more likely the fairywolves are to do the summoner’s bidding. They dissolve into piles of old leaves in [dice] hours, or when killed. Getting 0 or a negative result when rolling for the number of fairywolves means you instead receive a hyperactive fairywolf cub.