All content on this site, Flay, is Copyright 2005 Moritheil. 
DnD 3.5, which most of the material is based on, is Copyright Wizards of the Coast.

The following is an incomplete list of spells that originated on the world of Mori.

Moonbeam
Evocation [Light]
Level: Drd 5, Lun 4
Components: V, S
Casting Time: 1 standard action
Range: 60 ft.
Effect: One line
Duration: Instantaneous
Saving Throw: Reflex none, Reflex half
Spell Resistance: Yes

This spell calls a pale beam of bluish moonlight.  Each creature in the beam is dazzled and takes 1d10 points of Charisma damage. A successful Reflex save negates the dazzling and reduces the damage by half.

 

Summon Humanoid I
Conjuration (Summoning)
Level: Brd 1, Clr 1
Components
: V, S, F/DF

Casting Time
:
1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned creature
Duration: 1 round/level (D)
Saving Throw: Yes
Spell Resistance: Yes

Humanoid Hated Races Alignment
Dwarf, Hill Derro, Drow, Duergar, Giant, Goblin, Kobold LG
Gnome, Rock Drow, Gnoll, Goblin, Kobold NG
Elf, Wild Drow, all non-Elf, non-Fey races CG
Kobold Dwarf, Elf, Erkor, Goblin, Fey, Orc LE
Goblin Dwarf, Elf, Giant, Human NE
Gnoll Elf, Gnome, Lissavaran CE

This spell summons a 1st-level humanoid warrior from the 1st-level list on the accompanying Summon Humanoid table. It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability, using summoned equipment appropriate to its level. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions. You choose which kind of creature to summon, and you can change that choice each time you cast the spell.

Unlike Summon Monster, a humanoid may attempt to resist summons, particularly if it bears a racial or alignment-based dislike of the summoner. It will always know the alignment and race of a would-be summoner, and may attempt to refuse to serve when the spell is cast. A humanoid will only resist summons if the summoner is more than one alignment step different, or of a hated race.  A partial list of the races each humanoid type antagonizes is included above.  Roll a saving throw for a resisting humanoid, with a +5 insight bonus for each step of alignment the summoner differs from the humanoid, and a +10 insight bonus if the summoner is of a race classically antagonistic to the humanoid's race (named bonuses do not stack; use the larger one.)  If a humanoid successfully resists, the spell is wasted and nothing is summoned.  If it fails to resist, it is compelled to serve normally.

A summoned humanoid cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Its summoned gear disappears when it does, and any acquired items remain behind. Creatures cannot be summoned into an environment that cannot support them.

When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.

Arcane Focus

A tiny bag and a small (not necessarily lit) candle.

 

Summon Humanoid II
Conjuration (Summoning)
Level: Brd 2, Clr 2
Components
: V, S, F/DF

Casting Time
:
1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart
Duration: 1 round/level (D)
Saving Throw: Yes
Spell Resistance: Yes

This spell functions like summon humanoid I, except that you can summon one 2nd-level humanoid warrior, 1d3 1st-level humanoid warriors, or one 1st-level humanoid adept.

 

Summon Humanoid III
Conjuration (Summoning)
Level: Brd 3, Clr 3
Components
: V, S, F/DF

Casting Time
:
1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart
Duration: 1 round/level (D)
Saving Throw: Yes
Spell Resistance: Yes

This spell functions like summon humanoid I, except that you can summon one 3rd-level humanoid warrior, 1d3 2nd-level humanoid warriors, or 1d4+1 1st-level humanoid warriors.

 

Summon Humanoid IV
Conjuration (Summoning)
Level: Brd 4, Clr 4
Components
: V, S, F/DF

Casting Time
:
1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart
Duration: 1 round/level (D)
Saving Throw: Yes
Spell Resistance: Yes

This spell functions like summon humanoid I, except that you can summon one 4th-level humanoid warrior, 1d3 3rd-level humanoid warriors, 1d4+1 2nd-level humanoid warriors, or one 2nd-level adept.

 

Greater Wood Wose
Conjuration (Summoning)
Level: Druid 3
Components
: V, S, DF

Casting Time
: 1 standard action

Range: Medium
Effect: One Greater Wood Wose, OR 1d4+1 Wood Woses
Duration: 1 hr/lvl

As the Wood Wose spell, but the Greater Wood Wose has a Strength score of 10, +1 per caster level.  Its speed is 30' in any direction, and it has 6 hit points per caster level.  The Greater Wood Wose uses its master's saves.  Upon command, it can shed light as per a light spell.

 

Bright Ray
Evocation [Light]
Level: Clr 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Effect: One ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

A needle-thin ray of white light springs from your outstretched hand.  The ray deals 1d3 damage, increasing by 1 die size for every two caster levels (d4, d6, d8, d10, d12, d20) to a maximum of 1d20 at 13th level.  You must succeed on a ranged touch attack with the ray to deal damage to a target.

A light spell (one with the light descriptor) counters and dispels a darkness spell (one with the darkness descriptor) of an equal or lower level.

Bramble Web
Transmutation
Level: Drd 5, Rgr 4
Components
: V, S, DF

Casting Time
: 1 standard action

Range
: Long (400 ft. + 40 ft./level)

Area
: Plants in a 100-ft.-radius spread, +10 ft./level

Duration
: 1 hr./level (D)

Saving Throw
: Reflex partial; see text
Spell Resistance: No

As the Briar Web spell, but the area affected is greater and the duration is much longer.  Entangled creatures automatically take 2d6 piercing damage, even if they do not move.

 

Thorns of Vengeance
Conjuration (Summoning)
Level
: Druid 9
Components: V, S, X
Casting Time: 1 round

Range
: Long (400 ft. + 40 ft./level)

Effect
: 360-ft.-radius; extends 10' above ground + 1' per level
Duration: 1 round/level (D)
Saving Throw: See text Spell Resistance: Yes

Full-grown vines, weeds, hedges, and even trees instantly sprout from every available surface and wrap, twist, and entwine about creatures in the area or those that enter the area, holding them fast and causing them to become entangled. Every inch of the vegetation bears sharp, poisonous thorns.  The initial effect of the spell deals 2d6 bludgeoning, 2d6 piercing, and 2d6 slashing damage. A creature that succeeds on a Will save takes no damage but is still entangled. A creature can break free and move half its normal speed by using a full-round action to make a DC 40 Strength check or a DC 30 Escape Artist check.

Each round on your turn, the plants once again attempt to entangle all creatures that have avoided or escaped entanglement.  Creatures that are currently entangled take 2d6 piercing and 2d6 bludgeoning damage, and are pushed by the vegetation towards the center of effect (treat as a bull rush, strength 40.)  Additionally, they suffer 1d10 points of constitution damage, as per the Poison spell, each round (no secondary effect).  Each instance of constitution damage can be negated by a Fortitude save (DC 10 + 1/2 caster level + Wis modifier).

XP Component: 100 XP per creature affected.  The caster can designate creatures he is aware of within the area as unaffected and thereby avoid paying XP for them.

All content on this site, Flay, is Copyright 2005 Moritheil. 
DnD 3.5, which most of the material is based on, is Copyright Wizards of the Coast.