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Spell Lists | Mor's Spell Compendium

Spell Expansion

Magic, such as in the form of spells, provides some of the most diverse ways that any character can influence combat encounters, social situations, and other such scenarios. The following list of homebrewed spells provides even more options for those classes capable of harnessing magic. Generally, the spells provided in the following pages will allow spellcasters to conduct actions not previously possible. Others either tone down or bolster effects previously available, widening the breadth of their availability in regards to spell levels.

Therefore, The addition of these spells may provide an even greater boost to spellcasters than what is already available from the game's core content. Dungeon Masters may benefit from taking care in their implementation of the following content, especially in regards to clerics, druids, and paladins who have access to their entire class's spell list when preparing spells.

Spell Lists

The following spell lists show which spells can be cast by the characters of each class, organized by spell level.

Artificer Spells

Cantrips (0 Level)

Arozaphir's Magic Missile
Focused Blast

2nd Level

Earthfast

3rd Level

Charged Lightning
Copy Weapon
Electromagnetic Storm
Ice Spear

4th Level

Adiabatic Flame

5th Level

Absorb Magic

Bard Spells

Cantrips (0 Level)

Fugue
Unluck

1st Level

Carnivorous Fungi

2nd Level

Cacophony Armor
Empathic Wave
Golden Orb

3rd Level

Copy Weapon
Ice Spear

4th Level

Cacophony
Illusory Illusion

5th Level

Giant Boulders

7th Level

Chronal Healing
Ray of Shattering Thoughts

Cleric Spells

1st Level

Compulsion of Decay
Holy Shield
Knight's Lance
Resurgence

2nd Level

Bloodbath
Empathic Wave
Golden Orb

3rd Level

Bloodshed
Curse of Flesh

5th Level

Chill of Evil

6th Level

Divine Dragon Gauntlet

7th Level

Bound Souls
Chronal Healing

9th Level

Arcane Obstruction

Druid Spells

Cantrips (0 Level)

Bug Bites

1st Level

Carnivorous Fungi
Earthen Arise
Jungle's Might

2nd Level

Call of the Wild Companion
Dehydrate
Earthfast
Golden Orb
Nature's Eye

3rd Level

Ray of Molten Lava

4th Level

Magma Eruption
Mountain Core
Storming Tornado

5th Level

Giant Boulders

6th Level

Darken Forest

7th Level

Acid Swamp

8th Level

Breath of Nature's Wrath
Exile from Forests
Jeardra's Supercell

9th Level

Arcane Obstruction


Paladin Spells

1st Level

Holy Shield
Knight's Lance
Resurgence

2nd Level

Golden Orb
Justice Smite

4th Level

Hand of Judgment

5th Level

Divine Sovereignty

Ranger Spells

1st Level

Blood Bow
Jungle's Might

2nd Level

Call of the Wild Companion
Nature's Eye

4th Level

Hunter’s Prey

Rouge (Arcane Trickster) Spells

4th Level

Phantasmal Thief

Sorcerer Spells

Cantrips (0 Level)

Arozaphir's Magic Missile

1st Level

Anchor
Explosive Skin
Pain of Grief

2nd Level

Earthfast
Ethereal Axe

3rd Level

Bloodshed
Charged Lightning
Electromagnetic Storm
Ice Spear

Spell Lists | Mor's Spell Compendium



4th Level

Adiabatic Flame
Chaos Barrage
Illusory Illusion
Mountain Core
Rain of Magic Missile
Storming Tornado

5th Level

Absorb Magic
Daggers of Spellbreak
Infuse Blood Magic

6th Level

Cloudsurf
Lower Spell Resistance

7th Level

Azuradon's Image
Acid Swamp
Ray of Shattering Thoughts
Veil of Liches

8th Level

Curse of Infirmity
Raise Shipwreck

9th Level

Divine Disconnection
Summon Genie

Warlock Spells

Cantrips (0 Level)

Demonhide

1st Level

Compulsion of Decay
Pain of Grief

2nd Level

Bloodbath
Ethereal Axe

3rd Level

Demon Grimoire (Pact of the Chains)

4th Level

Chaos Barrage
Fortify Familiar (Pact of the Chains)
Rain of Magic Missile





5th Level

Chill of Evil
Infuse Blood Magic

6th Level

Familiar Pocket

7th Level

Veil of Liches

8th Level

Bloodburn
Curse of Infirmity

9th Level

Infernal Transformation

Wizard Spells

Cantrips (0 Level)

Arozaphir's Magic Missile
Focused Blast

1st Level

Anchor
Compulsion of Decay
Explosive Skin
Pain of Grief

2nd Level

Bloodbath
Earthfast
Ethereal Axe

3rd Level

Bloodshed
Charged Lightning
Copy Weapon
Electromagnetic Storm
Ice Spear

4th Level

Adiabatic Flame
Chaos Barrage
Fortify Familiar
Illusory Illusion
Mountain Core
Rain of Magic Missile

5th Level

Absorb Magic
Daggers of Spellbreak
Infuse Blood Magic

6th Level

Cloudsurf
Familiar Pocket
Lower Spell Resistance

7th Level

Acid Swamp
Azuradon's Image
Ray of Shattering Thoughts
Veil of Liches

8th Level

Curse of Infirmity
Raise Shipwreck

9th Level

Divine Disconnection
Imbue Familiar
Summon Genie

Spell Descriptions | Mor's Spell Compendium

Spell Descriptions

The spells are presented in alphabetical order.

Absorb Magic

5th-level transmutation


  • Casting Time: 1 hour
  • Range: Touch
  • Components: V, S, M (A magic item of your choice)
  • Duration: Permanent
  • Classes: Artificer, Sorcerer, Wizard

You feel an instant of searing pain from your back, as you complete the spell, which swiftly fades into a sensation of ultimate freedom.


When this spell is cast, the magic item that is the material component, disintegrates. Your body is marked by an arcane rune (DM's choice) representabel to the magic item that is absorbed. If the magic item requires attunement, it still applies within the arcane rune. You may end the attunement as you would do by normal circumstances for the magic item but your arcane rune will fade away over the next 24 hours. If you end the attunement, the magic that is stored within the arcane rune, vanishes. If the magic item dosn't require attunement, the effect is permanent, even when targeted by dispel magic. When your physical body dies, all magic vanishes directly.

Acid Swamp

7th-level transmutation


  • Casting Time: 1 action
  • Range: 240 ft.
  • Components: V, S, M (A small vial of acid)
  • Duration: Concentration, up to 1 minute
  • Classes: Druid, Sorcerer, Wizard

Black and opaque liquid starts to spread from a point on the water surface. Fishes, sea elves, aquatic mammals, yes all life are boiled beneath.


This spell transforms a 100-foot-radius, up to 240-foot deep cylinder contained of water, centered on a point within range, into a pool of thick bubbling acid. The acid is black and opaque that smells of sulfur. Anyone splashed by the acid takes 1d6 points of acid damage per round; if totally immersed, the damage is 10d6 per round. If the acid reaches only to the waist, the damage is 5d6 per round.

At Higher Levels: When you cast this spell using a spell slot of 8th level or higher, the radius increases by 100 foot and the depth increases by 200 for each spell slot above 7th.

Adiabatic Flame

4th-level transmutation


  • Casting Time: 1 action
  • Range: 60 ft.
  • Components: V, S, M (Non-magical flame within range)
  • Duration: Instantaneous
  • Classes: Artificer, Sorcerer, Wizard

As you complete this spell, you feel flames warming your skin from within your body


A bright streak flashes from your pointing finger to a point you choose within range, absorbing non-magical flames in a 20-foot-area. Until the end of your next turn, you deal 1d10 extra fire damage on top of your normal damage with spells that deal fire damage.

Anchor

1st-level abjuration


  • Casting Time: 1 action
  • Range: 240 ft.
  • Components: V, S, M (A ship)
  • Duration: Concentration, up to 1 minute
  • Classes: Sorcerer, Wizard

An small anchor of pink energy forms on your forehead.


This spell maintains a ship’s position against currents, holding ships weighing up to 10 tons.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, increase the weight, for which you can hold, by 5 tons for each spell slot above 1st.

Arcane Obstruction

9th-level abjuration


  • Casting Time: 1 action
  • Range: 120 ft.
  • Components: S
  • Duration: Concentration, up to 1 minute
  • Classes: Cleric, Druid

You invoke this spell and celestial rays lance down from above. Out of these sparkling rays manifest great glowing balls of power. The shadows of greater warriors coalesce within this light.


You imbue a 60-foot-radius area, centered on a point you choose within range, with such a strong divine presence that arcane magic have difficult functioning properly. A creature needs to make a Wisdom saving throw when attempting to cast an arcane spell. On a failed save, the creature looses the action and the spell negates.

Arozaphir's Magic Missile

Cantrip evocation


  • Casting Time: 1 action
  • Range: 120 ft.
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Artificer, Sorcerer, Wizard

When you heard a thunder back in the dust of ages, people ran away. He had arrived, and where he were, danger was imminent.


Spell Descriptions | Mor's Spell Compendium

You create three blue darts of magical thunder. Make a ranged spell attack with each dart on each creature of your choice that you can see within range. A dart deals 1d4 thunder damage to its target. The spell emits a thunderous boom audible out to 300 feet.

At Higher Levels: You create an additional dart when you reach 5th level, 11th level, and 17th level.

Azuradon's Image

7th-level illusion


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (Chrysolite powder)
  • Duration: Concentration, up to 1 minute
  • Classes: Sorcerer, Wizard

Balding old sage with a huge, flared beard. His eyes are blazing orbs of fire. His red robe burns with a white flame. Azuradon, master of flames, is here.


Three illusory duplicates of Azuradon's image appear in your space. Until the spell ends, the duplicates move with you. You can use your action to dismiss the illusory duplicates. Each time you cast the cantrip fire bolt, the duplicates of Azuradon's image cast the fire bolt cantrip at the same location as you. Make a spell attack for each image. On a hit, the target takes 1d10 fire damage. The duplicates does not benefit from any of your class features, except for your spellcasting modifier, nor any magic item that would increase your cantrip damage otherwise. If you do not have the fire bolt cantrip learned, you learn it during the duration of this spell.

Bloodbath

2nd-level necromancy


  • Casting Time: 1 action
  • Range: 60
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Cleric, Warlock, Wizard

Your eyes turn wine red. You point your finger towards the creature and a ray of blood spurts out from the top of your finger.


This gruesome spell causes blood to spurt from a target’s eyes, ears, nose, and mouth. Make a ranged spell attack against a target within range. On a hit, the target takes 2d6 necrotic damage and must make a Constitution saving throw. On a failed save, the target is blinded and deafened until the start of your next turn.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Blood Bow

1st-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (Longbow, crossbow or shortbow and a drop of blood)
  • Duration: Concentration, up to 1 minute
  • Classes: Ranger

Your eyes turn wine red. Streaks of blood starts to pour down your arm towards the ranged weapon. A thin layer of wine red blood engulfs the ranged weapon.


By touching a ranged weapon of your choice with a drop of blood, you imbue it with blood magic for the duration of the spell. When you reduce a creature to 0 hit points, you gain temporary hit points equal to your spellcasting ability modifier. The temporary hit points vanishes after a long rest.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the temporary hit points increases by 1d4 for each slot level above 2nd.

Bloodburn

8th-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (A wounded creature)
  • Duration: Instantaneous
  • Classes: Warlock

Your eyes turn into hellish fire. The eyes burn your skin around them. The creature's blood from the wound starts to glow. Then in an instant, it transforms into hellish flames and every touch fills the creature with agony.


This spell allows you to ignite the exposed blood of one creature, turning its flowing blood into hellish flames. The target must succeed on a Constitution saving throw, on a failed save, the target takes 1 fire damage for each hit point it takes until the start of your next turn.

Bloodshed

3rd-level necromancy


  • Casting Time: 1 action
  • Range: 120
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Cleric, Sorcerer, Wizard

Blood spurt from your now wine red eyes. The blood flows down to your hands where it coagulate. Three rays of boiling blood are ejected from your palms.


You sacrifice some of your health to deal damage up to 3 creatures around you within range. Each creature must make a Constitution saving throw. You take 2d8 necrotic damage, and a target takes twice the necrotic damage you take on failed save, or half as much damage on a successful one.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

Spell Descriptions | Mor's Spell Compendium

Bound Souls

7th-level enchantment


  • Casting Time: 10 minutes
  • Range: Touch
  • Components: V, S, M (A tiny reliquary worth at least 1,000 gp containing a sacred relic, such as a scrap of cloth from a saint’s robe or a piece of parchment from a religious text. A statuette of yourself and the target, carved from ivory and decorated with gems worth at least 5000 gp)
  • Duration: 24 hours
  • Classes: Cleric

Your ivory statuettes merge as one. You and your target feel as if your souls become intertwined.


This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +2 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage. You can make any spell you cast on the target to also be casted on yourself.

Breath of Nature's Wrath

8th-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (Twig from a tree that has been struck by lightning, a red dragon's scale, a firefly, a pinch of dust and a few drops of water)
  • Duration: Concentration, up to 1 minute
  • Classes: Druid

Your skin warms, and your chest fills with a rush of cool air. The sensation fades as you touch your subject, transferring a spark of all the energies of nature.


You touch one willing creature and imbue it with the power of nature. The creature can use an bonus action to exhale energy from its mouth, provided it has one, in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 2d6 fire, 2d6 cold, 2d6 lightning and 2d6 thunder damage on a failed save, or half as much damage on a successful one.

Bug Bites

Cantrip conjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (Holly berry)
  • Duration: Concentration, up to 1 minute
  • Classes: Druid

One by one, the bugs pour out of your equipment. The great number makes you almost undistinguishable in the buzzing heap of bugs that is now you.


You are surrounded by a swarm of insects. When a creature you can see moves into a space within 5 feet of you or starts its turn there, you can use your reaction to deal ld4 poison damage to that creature unless it succeeds on a Constitution saving throw.

At Higher Levels: This spell’s damage increases by 1d4 when you reach 5th level, 11th level, and 17th level.

Cacophony

4th-level evocation


  • Casting Time: 1 action
  • Range: 60 ft.
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Bard

Your magic causes the surrounding region to vibrate briefly with a deep rumble.


Cacophony causes several small alarm bells to show up around a target of your choice, within range. The target must succeed on a Intelligence saving throw, on a failed save, the target takes 4d8 psychic damage and its intelligence is reduced by 1. This reduction lasts until the target finishes a long rest. The target becomes braindead if this spell reduces its intelligence score to 0. Creatures that have an Intelligence score of 2 or lower are unaffected.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

Cacophony Armor

2nd-level abjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 8 hours
  • Classes: Bard

An invisible force swirls around you. When targeted by a spell attack, a waterdrop in an medium sized pool of translucent force eminates infront of you.


Cacophony armor causes unpleasant mixture of loud bell sounds to any spellcaster that targets you with an ranged spell attack. The target must make a Wisdom saving throw or impose disadvantage on the attack roll.

Spell Descriptions | Mor's Spell Compendium

Call of the Wild Companion

2nd-level enchantment


  • Casting Time: 1 hour
  • Range: 30 ft.
  • Components: V, S
  • Duration: Permanent
  • Classes: Druid, Ranger

"Until one has loved an animal, a part of one's soul remains unawakened." — Scalanis the druid


By charming a 1/8 Challange Rating (CR) beast with the animal handling ability (DM decide if the beast is charmed), you can cast this spell to make it your animal companion. The beast obeys your commands as best as it can. It takes its turn on your initiative, though it doesn't take an action unless you command it to. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action. You can only have 1 active companion at a time with this spell.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the CR increases up to 1/2.

Carnivorous Fungi

1st-level conjuration


  • Casting Time: 1 action
  • Range: 60 ft.
  • Components: V, S, M (A mushroom)
  • Duration: Concentration, up to 1 minute
  • Classes: Bard, Druid

Poisonous thorns pierce through the targets throat.


Choose a creature that you can see within range. The creature must succeed on a Constitution saving throw, on a failed save, purplish-black fungus start to grow from its mouth, provided it has one, making it mute, taking 1d4 poison damage and 1d4 piercing damage. The creature is unable to speak and cast spells with the verbal component. The creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.

Chaos Armor

1st-level abjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 8 hours
  • Classes: Sorcerer, Warlock, Wizard

Chaotic energy swirls around your body. Leaving you vurnable, or, do you want them to swing at you?


Your base AC becomes 7 + your Dexterity modifier. Whenever a creature within 5 feet of you hits you with a melee attack, the armor erupts with chaotic energy. The attacker takes 1d8 damage. The number rolled on that die determines the damage type, as shown below.

d8 Damage Type
1 Acid
2 Cold
3 Fire
4 Force
5 Lightning
6 Poison
7 Psychic
8 Thunder

The spell ends if you don armor or if you dismiss the spell as an action.

Chaos Barrage

4th-level evocation


  • Casting Time: 1 action
  • Range: 120
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Sorcerer, Warlock, Wizard

“I care little for where my power comes from. I control it. It is mine to do with what I will. Test me and I will leave you a broken shell of your former self so that you may yet live to regret your foolishness." — Ninthalor the warlock


You conjure forth an incorporeal field of malign, chaotic energy that appears next to you and moves inexorably toward the target of the spell. Make a ranged spell attack, on a hit, the target takes 1d4, 1d6, 1d8, 1d10 and 1d12 damage. Roll 1d8 for each damage die. The number rolled on that die determines the attack's damage type, as shown below.

d8 Damage Type
1 Acid
2 Cold
3 Fire
4 Force
5 Lightning
6 Poison
7 Psychic
8 Thunder

On a critical hit, you add each d8 die to the damage instead of doubling each die. The damage type of each d8 corresponds to the table shown above.

Spell Descriptions | Mor's Spell Compendium

Charged Lightning

3rd-level evocation


  • Casting Time: 1 action
  • Range: 120 ft.
  • Components: V, S, M (Three silver pins)
  • Duration: Concentration, up to 1 minute
  • Classes: Artificer, Sorcerer, Wizard

Your muscled fists crackle with the unbridled power of lightning.


One tiny orb of lightning forms from your pointing finger, then condenses to linger at a chosen point within range for the duration. When the spell ends, either because your concentration is broken or because you decide to end it, the orb explodes into a burst of lightning. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes lightning damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one. The spell’s base damage is 4d6. If at the end of your turn the orb has not yet detonated, the damage increases by 1d6. If the lightning orb is touched before the interval has expired, the creature touching it must make a Dexterity saving throw. On a failed save, the spell ends immediately, causing the orb to explode in a burst of lightning. On a successful save, the creature can throw the orb up to 80 feet. When it strikes a creature or a solid object, the spell ends, and the orb explodes.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the base damage increases by 1d6 for each slot level above 3rd.

Chill of Evil

5th-level enchantment


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (an undead eyeball encased in a gem worth at least 300 gp)
  • Duration: Concentration, up to 1 minute
  • Classes: Cleric, Warlock

Bones blanket the ground, with heaps of skulls staring into the emptiness of the void. Breaking through the debris is a pair of old pillars and the scattered blocks of a ruined structure. An altar of basalt, black with pale yellow veins, stands intact. Suddenly the bones tremble, pulling together until they assemble into the form of a horror being. A clot of rotten flesh, hairless, misshapen head with dark glassy eyes. Its too-thin arms end in tiny clawed hands twitching with unlife, while atrophied legs hang useless below its rotten form.


This spell manifests as a chill of evil down to the core of a target’s being. The target must succeed on a Wisdom saving throw, on a failed save, it becomes frightened of you for 1 minute. While frightened, the target is vulnerable to all necrotic and cold damage you deal. The frightened target can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.

Chronal Healing

7th-level dunamancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Bard, Cleric

A scream, full of fear and agony. That is last thing you hear from the former creature before it vanish in an instant.


You reach back through time, creates a duplicate of the target, and pulls it forward, displacing the current target. You can go back 8 hours in time to a place where your target had up to full hit points or less than it currently has (DM's choice if the target is unwilling). The target must succeed on a Constitution saving throw, on a failed save, the target takes 8d8 force damage after you have duplicated the target. The target must then succeed on a Wisdom saving throw, on a failed save, any memories the target had recieved between now and then are gone.

Cloudsurf

6th-level abjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (A golden wire and a wing feather from any bird)
  • Duration: Concentration, up to 10 minutes
  • Classes: Sorcerer, Wizard

Small white cloud forms around your feet as you walk across a cloud surface.


You can treat any cloud surface as solid ground. This include the spells Cloud of Daggers, Cloudkill, Fog Cloud, Incendiary Cloud and Stinking Cloud. If you cast this spell inside a cloud, you take 4d10 force damage and are pushed out to an open area closest to you.

Compulsion of Decay

1st-level necromancy


  • Casting Time: 1 action
  • Range: Self (15-foot cube)
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Cleric, Warlock, Wizard

Your eyes turn to solid black as the ground beneth you decay. Death is closer than you think


This spell creates a patch of blighted, desecrated ground. Each creature in a 15-foot cube originating from you must make a Constitution saving throw when you cast the spell. On a failed save, a creature takes 2d8 necrotic damage. An undead creature on the descrated ground make the saving throw with advantage. Plant creatures or magical plants make the saving throw with disadvantage. Until the spell ends, you use an action to make a ranged spell attack against a creature within the 15-foot cube of decay. On a hit, the target takes 1d8 necrotic damage. The cube moves with you.

Spell Descriptions | Mor's Spell Compendium

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 on both of the spell effects, for each slot level above 1st.

Copy Weapon

3rd-level illusion


  • Casting Time: 1 action
  • Range: 60
  • Components: V, S, M (Copper wire)
  • Duration: Instantaneous
  • Classes: Artificer, Bard, Wizard

You reach for your back and fetch... nothing. The enemies are laughing as you point your right arm towards the leader. You seem to draw something from your right hand with your left hand, towards your body. Almost like you are drawing a string from a bow.


With this spell, you create an imaginary copy of a weapon that a creature within range are holding until the end of your next turn. You gain proficiency and attunement with it until the end of your next turn. Only you can see the copy and it deals psychic damage instead of its normal damage. It can copy magical weapons of all rarities. If you do not know the magical properties of the weapon, the spell negates.

Curse of Flesh

3rd-level transmutation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: S
  • Duration: Instantaneous
  • Classes: Cleric

The air around you begins to thrash and churn with invisible forces.


When you cast this spell, you and all gear you are wearing, becomes incorporeal until the start of your next turn. You gain resistance to bludgeoning, piercing, and slashing damage. You can move through other creatures and objects as if they were difficult terrain. You take 4d10 force damage if you end your turn inside an object or creature. You are pushed out to an open area closest to you. The curse can be cured with the spell Remove Curse.

Curse of Infirmity

8th-level necromancy


  • Casting Time: 1 action
  • Range: 120
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Sorcerer, Warlock, Wizard

"We are not victims of aging, sickness and death. These are part of scenery, not the seer, who is immune to any form of change. This seer is the spirit, the expression of eternal being." As you make the final spell gesture, the look in your rival's eyes gives evidence enough of the chaos rampaging through his mind.


You reach out and magically drain the life force from one humanoid creature. The target must succeed on a Intelligence saving throw, on a failed save, the target rapidly ages by 4d6 years. The curse can be cured with the spell Remove Curse. Unfortunately, the casting of this spell taps into the negative energy plane, making you vulnerable to all damage until the start of your next turn.

At Higher Levels: When you cast this spell using a spell slot of 9th level, the years taken are added to your life force and the effect is permanent. Only the spell wish can reverse the effects.

Daggers of Spellbreak

5th-level enchantment


  • Casting Time: 1 action
  • Range: Self
  • Components: V, M (Two non-magical daggers)
  • Duration: Concentration, up to 1 minute
  • Classes: Sorcerer, Wizard

The weapons you indicate during the spell’s casting briefly shimmers brightly with a silver aura that disappears in an eyeblink.


While holding a non-magical dagger in each hand and taking the Dodge action, immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to reflect 2nd-level spells and lower, back at the caster. The reflected spell counts as your own and uses your spellcasting ability. The daggers in your hands glow silver as you are concentrating on the spell.

At Higher Levels: When you cast this spell using a 6th- or 7th-level spell slot, you can reflect 3rd-level spells and lower. When you cast it using a spell slot of 8th level or higher, you can reflect 4th-level spells and lower.

Darken Forest

6th-level evocation


  • Casting Time: 1 minute
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Druid

You complete this spell and a hissing, hurtling ribbon of pure darkness flies from your body.


While in a forest, magical darkness spreads around you in a 320-foot-radius sphere. The area is considered heavily obscured. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. Only creatures with the curse of lycanthropy and the beast form of a druid's wild shape can see through the darkness. Creatures standing outside the forest and looking in, will not see the darkness nor any creatures, structures or objects within. The magical darkness will not move with you, as you are concentrating on the spell. If you move outside the sphere, the spell will end.

Spell Descriptions | Mor's Spell Compendium

Dehydrate

2nd-level necromancy


  • Casting Time: 1 action
  • Range: 30 ft.
  • Components: V, S, M (A small crystal)
  • Duration: Instantaneous
  • Classes: Druid

With a squeezing gesture, you indicate your target and see sweat pour off it.


You afflict a creature with dehydration. A creature needs to make a Constitution saving throw, on a failed save, its Constitution is reduced by 1. Oozes, plants, and creatures with the aquatic subtype are more susceptible to this spell and its Constitution is reduced by 2. If a creature is concentrating on a spell, it needs to make a concentration check. This reduction lasts until the creature finishes a long rest. The creature becomes dead if this spell reduces its Constitution score to 0.

Demonhide

Cantrip abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (A quasit horn, which the spell consumes)
  • Duration: 1 minute
  • Classes: Warlock

You touch your target with eldritch energy and invoke the horrid words of the Outer planes. A fiery glow spreads across your targets skin, leaving it with a deep red luster.


When the creature takes cold damage, it can use its reaction to roll a d4. Add its Constitution modifier to the number rolled, and reduce the damage by that total.

Demon Grimoire

3rd-level conjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (chalks infused with precious gems with 25 gp, which the spell consumes)
  • Duration: Concentration, up to 1 minute
  • Classes: Warlock (Pact of the Chain)

Eldritch runes forms around you in a circle. A chill breeze touches your skin, making you shiver in doubt. An ancient incoherent voice echoes through your mind.


You summon a grimoire from the Outer planes in your hand. The cover, made by darkwood, has a symbol of a forked tail wrapped around a skull on it. The pages are made of demon skin. You can use an action to give a demon familiar (made by the spell find familiar) an attack action until the start of your next turn. The familiar make two additional attacks when it takes the attack action. If you drop the grimoire or throw it, it dissipates at the end of the turn.




Divine Disconnection

9th-level abjuration


  • Casting Time: 1 action
  • Range: 120 ft.
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Sorcerer, Wizard

You feel within you, as the spell nears completion, various energies locked in a battle within your body. As nausea threatens to overcome you, you croak out the final syllables of arcane power and point your hand. A single beam of white light then shoots from your outstretched hand.


You imbue a 60-foot-radius area, centered on a point you choose within range, with such a strong arcane presence that divine magic have difficult functioning properly. A creature needs to make a Wisdom saving throw when attempting to cast an divine spell. On a failed save, the creature looses the action and the spell negates.


\

Spell Descriptions | Mor's Spell Compendium














Divine Dragon Gauntlet

6th-level conjuration


  • Casting Time: 1 minute
  • Range: 30 ft.
  • Components: V, S, M (A forked, metal rod worth at least 250 gp, attuned to the plane named Dragon Eyrie)
  • Duration: Concentration, up to 10 minutes
  • Classes: Cleric

You cast this spell and your eyes enlarge and turn yellow and catlike, like those of a dragon.


You pull wisps of chromatic dragon scale from Dragon Eyrie to create a gauntlet of medium or small size and bless it with divine magic. You need to be within 60 feet and see the gauntlet, as you are concentrating on the spell. The gauntlet disintegrates when you stop concentrating on it. This gauntlet gives its user a d6 extra damage with unarmed strikes. Roll 1d4 to determine which origin the scales has. The number rolled on that die determines the extra damage type, as shown below.

d4 Damage Type Dragon
1 Acid Black
2 Cold White
3 Fire Red
4 Lightning Blue

At Higher Levels: When you cast it using a spell slot of 8th level or higher, the extra damage die changes to a d8.

Divine Sovereignty

5th-level enchantment


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (A golden crown)
  • Duration: 8 hours
  • Classes: Paladin

You speak the words of the spell and your mind feels clearer and more organized, as if it were mere drawers where everything was put in its proper place. Your face grows calmer and unexpressive, but your thoughts are more rational and ordered.
















Forcing each creature with 50 hit points or fewer, within 120 feet of you, to make an Wisdom saving throw. On a failed save, a creature view you as their legitimate ruler and obey you as they would their sovereign king or equivalent ruler for the duration of the spell. Because this spell affects only how you are viewed by onlookers, and does not directly control their behavior, lawful creatures tend to be much more obedient than chaotic creatures. Each creature leaves behind a faint aura of magic, only detectable by the spell detect magic. Each creature affected by this spell will belive that seeing you as their legitimate ruler was their own belief after the duration, and may still see you as their ruler. Somehow, this spell cannot be aquired through the bard's Magical Secrets class feature.

Earthen Arise

1st-level evocation


  • Casting Time: 1 action
  • Range: 30 ft.
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Druid

With a stern, commanding word, you point at a spot on the ground. An instant later, the earth around you erupts in a shower of rock and dirt.


Rock and dirt erupts from the earth around you in a 15-foot cube, making it difficult terrain. You hurl the rocks against a creature within range. Make a ranged spell attack, on a hit, the creature takes 2d8 bludgeoning damage. If you cast this spell again, using any spell slot level, before the end of your next turn, the difficult terrain area around you increases to a 30-foot cube.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Spell Descriptions | Mor's Spell Compendium

Earthfast

2nd-level transmutation


  • Casting Time: 1 minute
  • Range: 120 ft.
  • Components: V, S
  • Duration: 1 hour
  • Classes: Artificer, Druid, Sorcerer, Wizard

Gray bands extend from your fingertips, wrapping themselves around the wall like a brace, strengthening it for the coming assault.


You reinforce a rock formation or stone structure up to 25 cubic feet. The spell doubles the structure’s hit points for the duration of the spell. This spell does not function on constructs.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the area increases by 25 cubic feet for each slot level above 2nd.

Electromagnetic Storm

3rd-level evocation


  • Casting Time: 1 action
  • Range: 120 ft.
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Artificer, Sorcerer, Wizard

With a thunderous boom, a black storm cloud appears. Charged particles with lightning arcs swirls around in it.


You create a whirling storm of strongly magnetized and electrified iron filings in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. Each creature in the cylinder must make a Dexterity saving throw. All constructs make the saving throw with disadvantage. A creature takes 2d6 bludgeoning damage and 2d10 lightning damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the lightning damage increases by 1d10 for each slot level above 3rd.

Empathic Wave

2nd-level enchantment


  • Casting Time: 1 action
  • Range: 30 ft.
  • Components: V
  • Duration: 1 minute
  • Classes: Bard, Cleric

You release an empathic wave of energy around you. You get a feeling, you're not alone anymore.


You broadcast your emotions to humanoid creatures around you within range. Each creature must make a Charisma saving throw. On a failed save, each creature get the same emotion you have when you cast the spell. If you feel angry, those creatures feel angry as well. This spell does not share thoughts or reasons, just the emotions themselves.



Ethereal Axe

2nd-level illusion


  • Casting Time: 1 action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute
  • Classes: Sorcerer, Warlock, Wizard

A thin layer of frost forms around your hands as threads of green energy descend from the sky and coalesce into the form of a greataxe.


You weave together threads of ethereal to create a axe of solidified green gloom in both of your hands. This magic axe lasts until the spell ends. It counts as a martial melee weapon with which you are proficient. It deals 2d10 cold damage on a hit. incorporeal creatures take a d10 extra cold damage on a hit. If you drop the weapon, it dissipates at the end of the turn.

At Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d10. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d10. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d10.

Spell Descriptions | Mor's Spell Compendium

Exile from Forests

8th-level abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Druid

You utter the elder words of nature. Those who stray too far from the path of evenhandedness pay the price for their sins as the words judge them.


You curse the creature touched and invoke one of the oldest law of nature. The creature must make a Wisdom saving throw, on a failed save, it cannot willingly enter a forest until the curse is removed. If the creature is inside a forest while being cursed, it will take the Dash action and move away from the forest by the safest available route on each of its turns, unless there is nowhere to move. This also applies when the creature are being draged into a forest against its will.

Explosive Skin

1st-level abjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (A firefly)
  • Duration: Concentration, up to 1 minute
  • Classes: Sorcerer, Wizard

As you cast the spell, your hands become sheathed in barely perceptible yellow flames. With a roar, the flames burst from your hands, leaving the hands trailing wisps of black smoke.


Black smoke wraps around you and sinks into your skin. If a creature touches you while you are under the duration of the spell, flaming runes emerge from your skin and explodes. The creature must make a Dexterity saving throw. On a failed save, it takes 3d6 fire damage, or half as much damage on a successful one, and the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

















Familiar Pocket

6th-level conjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (A bag of holding)
  • Duration: Concentration, up to 1 minute
  • Classes: Warlock, Wizard

From your outstretched hand bursts a small sphere similar in appearance to a soap bubble. In a blink of an eye, it transforms into a small bag.


You conjure forth a magical bag in your hand, for the duration. This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. Any familiar from the spell find familar fits in the bag. The familiar can use its movement and a bonus action to hide inside it. You can use a bonus action on your turn to summon the familiar from the bag to a spot within 120 feet from you that you can see. If a creature tries to store anything else inside the bag it transforms into a bag of devouring (p. 153 in Dungeon Master's Guide), and the creature will be sucked in. The spell lasts until the end of your next turn, even if you stop concentrating on the spell. The object that the creature tried to store will disintegrate immediately if its a non-living object. If you end the spell while your familiar is hiding inside the bag, it will die. The bag weighs 15 pounds.

Spell Descriptions | Mor's Spell Compendium

Focused Blast

Cantrip evocation


  • Casting Time: 1 action
  • Range: 60 ft.
  • Components: V, S, M (A wand made of glass)
  • Duration: Instantaneous
  • Classes: Artificer, Wizard

You call up a hemisphere of force around you, clear as glass.


Make a ranged spell attack against a creature within range. On a hit, the creature takes 1d4 force damage. If you cast this spell again on the same target, until the end of your next turn, the creature takes 3d6 force damage on a hit. If you miss, the spell resets. After dealing the increased damage the spell resets. This spell’s increased damage increases by 2d6 when you reach 5th level, 11th level , and 17th level.

Fortify Familiar

4th-level abjuration


  • Casting Time: 1 action
  • Range: 60 ft.
  • Components: V, S
  • Duration: 8 hours
  • Classes: Warlock (Pact of the Chains), Wizard

You point your finger on your familiar. A beam of yellow energy bursts into it.


This spell makes your familiar, granted by the spell find familiar, tougher. The familiar's hit point maximum and current hit points increase by 15 for the duration.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the familiar's hit points increase by an additional 15 for each slot level above 4th.

Fugue

Cantrip abjuration


  • Casting Time: 1 action
  • Range: 60 ft.
  • Components: V, S, M (A musical instrument)
  • Duration: Instantaneous
  • Classes: Bard

The spell wrapped within your music makes even the most hard-hearted quail.


As an action, you can start a Performance using musical notes, that lasts until the start of your next turn. During that time, if you get an Performance ability check of 15 or higher, all allied creatures within 30 feet of you gain a damage increase to melee and ranged weapon attacks by your spellcasting ability modifier. If you get anything below 15 in Performance, the spell negates. This spell’s damage bonus increases by 1d4 when you reach 5th level, 11th level , and 17th level.





































Giant Boulders

5th-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 1 minute
  • Classes: Bard, Druid

With a deafening roar, you rattle some pebbles in your closed hand, completing the spell that will allow them to become boulders.


You touch one or two pebbles and turn them into giant boulders. You can make a ranged spell attack with each pebble by hurling them on a creature you can see within 30 feet. On a hit, the creature takes 5d6 bludgeoning damage + your spellcasting ability modifier for each pebble. Hit or miss, the spell then ends on the stones.

At Higher Levels. When you cast this spell using a spell slot 6th level of or higher, the damage increases by 1d6 for every two slot levels above the 5th.

Spell Descriptions | Mor's Spell Compendium

Golden Orb

2nd-level evocation


  • Casting Time: 1 action
  • Range: 30 ft.
  • Components: V, S, M (A orblen gem worth 1000 gp)
  • Duration: Instantaneous
  • Classes: Bard, Cleric, Druid, Paladin

Calling on the limitless light of the Positive Energy Plane, you coax a tiny portion of its power into a fragile glass orb.


Make a ranged spell attack against a creature within range. On a hit, the creature takes 2d6 radiant damage and regains hit points equal to twice the damage taken + your spellcasting ability modifier. If a creature drops to 0 hit points with this spell it doesn't regain hit points.

At Higher Levels. When you cast this spell using a spell slot 3rd level of or higher, the damage increases by 1d6 for every two slot levels above the 2nd.

Hand of Judgment

4th-level evocation


  • Casting Time: 1 action
  • Range: 5 ft.
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Paladin

Your hand glows with a brilliant yellow radiance or they shimmer with a black aura. You feel invigorated with divine power.


Forces of divine radiance or necrotic energy forms in your hand, then condenses to linger for the duration. When the spell ends, either because your concentration is broken or because you decide to end it, you can make a melee spell attack against a creature within 5 feet of you. On a hit, the creature takes radiant or necrotic damage, depending on your alignment, equal to the total accumulated damage. The spell’s base damage is 2d8. If you have not made a melee spell attack at the end of your turn while concentrating on the spell, the damage increases by 2d8. When the hand strikes a creature or a solid object, the spell ends.

Holy Shield

1st-level abjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (A shield)
  • Duration: Instantaneous
  • Classes: Cleric, Paladin

A burning representation of the symbol of your deity appears on your shield.


Until the start of your next turn, if a creature infront of you miss with a melee attack, you block it with your shield instead. Each creature in a 15-foot cone are blasted with radiant energy coming from the symbol on your shield. Each creature in that area must make a Dexterity saving throw, taking 1d10 radiant damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

Hunter’s Prey

4th-level divination


  • Casting Time: 1 action
  • Range: 90 ft.
  • Components: V
  • Duration: Concentration, up to 1 minute
  • Classes: Ranger

With the words "I will hunt you down", you cause a tiny mark to appear upon the target’s forehead.


You choose a creature you can see within range and mark it for death. The creature must make a Wisdom saving throw. On a failed save, you take one additional action on top of your regular action and a possible bonus action to make weapon attacks against your target on each of your turns, for the duration of the spell. The spell ends if you switch target, loose concentration or lose sight of your target. When the spell end, you get 1 level of exhaustion. This spell does not stack with similar effects.

Ice Spear

3rd-level evocation


  • Casting Time: 1 action
  • Range: 60 ft.
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Artificer, Bard, Sorcerer, Wizard

You clutch the quartz in your hand, focusing the energy of the spell into a sharp spear. With a thought, you send it whistling through the air.


Make a ranged spell attack against the target. On a hit, it takes 3d8 piercing damage and must make a Constitution saving throw. On a failed save, the target takes 5d8 cold damage and its speed is reduced by 10 feet until the start of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the cold damage increases by 1d8 for each slot level above 3rd.

Spell Descriptions | Mor's Spell Compendium

Illusory Illusion

4th-level illusion


  • Casting Time: 1 action (ritual)
  • Range: Touch
  • Components: V, S, M (A bit of fleece)
  • Duration: 1 hour
  • Classes: Bard, Sorcerer, Wizard

You draw material from the Plane of Shadow to cause your hands and forearms to elongate and change shape into featureless claws of inky blackness.


You weave shadow magic into real objects, making them appear to be illusions. Physical interaction with the object does not reveal it to be real. A creature that uses its action to examine the object can determine that it is real with a successful Intelligence (Investigation) check against your spell save DC. The object can be no larger than 10 feet on a side and weigh no more than 60 pounds.

Imbue Familiar

9th-level divination


  • Casting Time: 1 hour (ritual)
  • Range: 120 ft.
  • Components: V, S, M (The powder of a crushed red pearl worth at least 100 gp, which the spell consumes)
  • Duration: Instantaneous
  • Classes: Wizard

Upon completion of this spell, you feel as if you had just cast a number of spells in quick succession. Your familiar gives you a knowing nod.


You can imbue a familiar (made by the spell find familiar) with any spell of 2nd-level or lower you have currently prepared. The spell lasts until you have finished a long rest. The familiar counts as one-third of your spellcaster level and its spellcasting ability is Intelligence. Multiple castings of imbue familiar has no effect. If any transferred spell requires a focus or material component, you must have it on your person when the spell is cast (components are consumed as normal).

Infernal Transformation

9th-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (A tomb jade gem worth 1000 gp)
  • Duration: Concentration, up to 1 minute
  • Classes: Warlock

Your blood runs cold as a feeling of utter evil imbues you with unholy power. A cackle of sadistic glee escapes your changing mouth, and you feel your body transforming.


You transform into a fiendish Cambion (Monster Manual p. 36). Your game statistics are replaced by the statistics of the Cambion fiend, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies. When you transform, you assume the Cambion's hit points and hit dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, or losing concentration, any excess damage carries over to your normal form. For example, if you take 10 damage in the form of a Cambion and have only 1 hit point left, you revert to your normal form and take 9 damage. Or if you have 40 hit points left and lose concentration from taking 10 damage, you revert back and take 10 damage in your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious. You can't cast spells listed on the Cambion statistics unless you have them in your normal form, except for Fire Ray. You retain the benefit of any features from your class, race, or other source and can use them in your new fiendish form. You choose whether your equipment falls to the ground in your space, merges into your new fiendish form, or is worn by it. Worn equipment functions as normal. Equipment that merges with the form has no effect until you leave the form.

Infuse Blood Magic

5th-level necromancy


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 1 minute
  • Classes: Sorcerer, Warlock, Wizard

Unleashing a cold rush of necromantic energy, You tap into the Plane of Negative Energy for power.


You channel part of your life force into your hands and thus sacrificing 2d10 hit points in order to cast the spell. Necromancy spells that deal damage, deal 1d6 extra necrotic damage for the duration of the spell.

Spell Descriptions | Mor's Spell Compendium

Jeardra's Supercell

8th-level conjuration


  • Casting Time: 1 action
  • Range: Sight
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Druid

Carnage ensued, trees writhing and flailing, their groans of pain carried away by the wind. It screames like a banshee, uprooting weeds and shrubs in a fit of ever-consuming rage.

A churning storm cloud forms. Centered on a point you can see and spreading to a radius of 360 feet. The wind and rain count as a severe distraction for the purposes of maintaining concentration on spells. Gusts of strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area whether mundane or magical.

Creatures and unattended objects in this storm, up to Huge size that does not weigh more than 600 pounds, are pulled towards the center. A creature that starts its turn in the storm area must succeed on a Strength saving throw. On a failed save, the creature is pulled in towards the center of the storm and becomes restrained while it remains in the center. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Ranged weapon attacks in the area are impossible.

Jungle's Might

1st-level abjuration


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Druid, Ranger

Your hand glows slightly. With a touch, you transfer the glow from your hand into your companion.


With a touch, you gift your companion with nature’s strength. Your animal or beast companion gain your spellcasting ability modifier as extra damage with its damage rolls.

Justice Smite

2nd-level evocation


  • Casting Time: 1 action
  • Range: 90 ft.
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Paladin

A barely perceptible rust-brown glow engulfs your weapon, then grows into a shining radiance of molten-metal red with each strike.


You call upon your deity to imbue a weapon with power to seek justice against a single opponent within range. The creature needs to make a Wisdom saving throw, on a failed save, each time you hit the creature with a weapon attack before this spell ends, the weapon deal your paladin level as extra radiant damage to that creature.

Knight's Lance

1st-level evocation


  • Casting Time: 1 action
  • Range: 30 ft.
  • Components: V, S, M (A golden crown)
  • Duration: Instantaneous
  • Classes: Cleric, Paladin

A glittering corona of sunlight surrounds your body at a few inches distance, until you release it as a focused beam of radiance shaped like a needle-sharp lance.


Make a ranged spell attack against a creature. On a hit, the creature takes 2d6 radiant damage, and it needs to make a Wisdom saving throw. On a failed save, it is blinded until the start of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Spell Descriptions | Mor's Spell Compendium

Lower Spell Resistance

6th-level transmutation


  • Casting Time: 1 bonus action
  • Range: 120 ft.
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Sorcerer, Wizard

With a few chanted words and a mystic wave with your hand, your magic reaches out to invisibly surround the creature.


This spell enables you to remove the creature's spell resistance of 1 damage type of your choice. The creature can make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. Multiple castings of this spell overrules the last spell cast.

Magma Eruption

4th-level conjuration


  • Casting Time: 1 action
  • Range: 150 ft.
  • Components: V, S, M (A brimstone which the spell consumes)
  • Duration: Instantaneous
  • Classes: Druid

The brimstone vanishes from your hand and the ground erupts beneath your foes, shooting multiple fountains of fiery liquid and rocks upward.


You cause the ground in a 30-foot-radius sphere, centered on a point within range, to explode and spew forth a geyser of molten rock. Each creature in the sphere must make a Dexterity saving throw. A creature takes 1d6 bludgeoning and 1d6 fire damage on a failed save, or half as much damage on a successful one. If you cast this spell again, using any spell slot level, before the end of your next turn, each creature that fails twice in a row with its Dexterity saving throw, takes double damage from this spell.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the bludgeoning and fire damage increases by 1d6 for each slot level above 4th.

Mountain Core

4th-level abjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (A pebble)
  • Duration: Concentration, up to 1 minute
  • Classes: Druid, Sorcerer, Wizard

By calling upon the primordial powers of elemental earth, you complete the spell. A feeling of stubborn determination fills your soul.


While this spell is in effect, you root yourself to the ground beneath. You are immune to the condition grappled and if any creature tries to force you to move against your will through either physical or magical means. Your speed becomes 0 for the duration of the spell.


Nature's Eye

2nd-level diviniation


  • Casting Time: 1 action
  • Range: 90 ft.
  • Components: S
  • Duration: Instantaneous
  • Classes: Ranger, Druid

You cast the spell and are bathed in a golden-green light from above and three circles form around you. As it fades, you feel in touch with your natural surroundings.


Using the foul sight granted by the powers of nature, you can determine the condition of animal and plant creatures within range. You instantly know whether each creature within the area is alive, dead or wounded. It allows you to determine a variety of other mundane information about the animals and plants (whether or not the plants are dehydrated, the animals are malnourished, and so forth).

Pain of Grief

1st-level necromancy


  • Casting Time: 1 action
  • Range: 60 ft.
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Sorcerer, Warlock, Wizard

"When the deep, dark clouds of grief come rolling through your mind, do not come and cry on my shoulder".

Spell Descriptions | Mor's Spell Compendium

One humanoid creature of your choice that you can see within range must succeed on a Wisdom saving throw. On a failed save, the target takes 1d8 necrotic damage when a humanoid creature dies within 30 feet of the target.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Phantasmal Thief

4th-level illusion


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Rogue (Arcane Trickster)

Shadows rise from the ground to envelop you. A ghostly image of you appears in a space adjacent to you. "What object do you wish for, master?".


An invisible duplicate of yourself appears within 5 feet of you. On your turn, you can use an action to make the phantasmal thief steal objects. If a phantasmal thief goes undetected, it can steal any object a creature possesses but is not holding or wearing. Even objects in a bag of holding can be stolen. The phantasmal thief uses your statistics for ability checks and movement. You lose concentration if the phantasmal thief leaves your sight. You can communicate with it but it doesn't move unless you use an action to command it.

Rain of Magic Missile

4th-level evocation


  • Casting Time: 1 action
  • Range: 120 ft.
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Sorcerer, Warlock, Wizard

With a sound like thousand knives being unsheathed, darts of pale blue energy decends from the sky.


Within range, glowing rain of magical force decends from the sky. Each creature in a 20-foot-radius sphere, centered on a point of your choice, takes 1d4+1 force damage.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d4 for each slot level above 4th.

Raise Shipwreck

8th-level evocation


  • Casting Time: 1 action
  • Range: 300 ft.
  • Components: V, S, M (A bottle with sand)
  • Duration: Concentration, up to 10 minutes
  • Classes: Sorcerer, Wizard






Water roils and foams as the shipwreck rises to the surface. Floating now effortlessly, it bobs up and down, never sinking more than an inch.


A powerful tool for those who make their homes on the high seas, this spell allows the caster to cause any sunken ship to rise from the seabed at a speed of 10 feet per round. You do not need to see the ship in order to cast the spell, but you need the location around 300 feet from where the ship sank. You can raise only a single ship, but that ship may be of any size.

Ray of Molten Lava

3rd-level evocation


  • Casting Time: 1 action
  • Range: 120 ft.
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Druid

Molten lava shoots out at the target from your upturned palm. The sound of a volcanic eruption follows the ray’s path.


You create two rays of molten lava and hurl them at targets within range. You can hurl them at one or two targets. Make a ranged spell attack for each ray. On a hit, the target takes 1d4 fire damage. Until the end of your next turn, each time a creature is hit by a ray of molten lava, using any spell slot level, it takes 1d4 extra fire damage. Each ray emits a thunderous boom audible out to 150 feet.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the base damage increases by 1d4 for each slot level above 3rd.

Ray of Shattering Thoughts

7th-level evocation


  • Casting Time: 1 action
  • Range: 120 ft.
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Bard, Sorcerer, Wizard

You release a drab violet ray from your palm. The ray shoots toward your target in a spiraling corkscrew.


You try to blast a creature with a violet ray that you can see within range, attempting to shatter its intellect. Make a ranged spell attack, on a hit, The target takes 8d6 psychic damage and must make an Intelligence saving throw. On a failed save, the creature lose concentration if trying to maintaining a spell and reduces its intelligence by 1d8. The creature's intelligence score can be maximum reduced to 1 by this spell. At the end of every 30 days, the creature can repeat its saving throw against this spell. If it succeeds on its saving throw, the spell ends. The spell can also be ended by greater restoration, heal or wish.

Spell Descriptions | Mor's Spell Compendium

Resurgence

1st-level necromancy


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Cleric, Paladin

It is the blackest night. It is the heart of darkness. It is the hunger that devours souls. Negative energy, mixed with light in the Elemental Chaos. I do not fear, I, prevail.


By tapping into the Plane of Negative Energy your body is scorched by a violent dark energy. A third degree burn covers all of your body. You go down to 0 hit points. At the start of your next turn you regain a number of hit points equal to 4d8 + your spellcasting ability modifier and your third degree burn fades away.

Storming Tornado

4th-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Druid, Sorcerer

A blast of whirling wind surrounds you. Arozaphir's thunder roars as you move forward.


You can fly at a speed of 60 feet, and you gain immunity to ranged weapon attacks until the start of your next turn. Your movement does not provoke opportunity attacks. A thunderous boom roars as you move, audible out to 300 feet.

Summon Genie

9th-level conjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Sorcerer, Wizard

You invoke the powers of chaos. Arcane runes appear on the ground around you. A portal to the Elemental Chaos appears. Out of that portal strides a genie with black chains wraped around it, chained against its will. Whatever you do, do not lose concentration.


You summon a random genie from the Elemental Chaos. Roll a d4 to determine which kind of genie you summon, as shown below.






d4 Genie
1 Dao
2 Djinni
3 Efreeti
4 Marid

Roll initiative for the genie, which has its own turns. When you summon it and on each of your turns thereafter, you can issue a verbal command to it (requiring no action on your part), telling it what it must do on its next turn. If you issue no command, it spends its turn attacking any creature within reach that has attacked it. At the end of each of the genie's turns, it makes a Wisdom saving throw. On a failed save, the genie continues to obey you. On a successful save, your control of the genie ends for the rest of the duration, and the genie spends its turns pursuing and attacking you. If you stop concentrating on the spell before it reaches its full duration, an uncontrolled genie doesn’t disappear for 1d8 rounds if it still has hit points.

Unluck

Cantrip divination

  • Casting Time: 1 action
  • Range: 120 ft.
  • Components: V, S, M (A piece of a broken mirror)
  • Duration: Instantaneous
  • Classes: Bard

You negatively influence the randomness of fortune for the target.


One creature of your choice that you can see within range must succeed on a Wisdom saving throw. On a failed save, before the start of your next turn, must make another attack roll and use it if the first one hits, provided that the creature made an attack roll.

Veil of Liches

7th-level necromancy


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (A undead eye)
  • Duration: Concentration, up to 1 minute
  • Classes: Sorcerer, Warlock, Wizard

You exhale your last breath and accept a brief embrace from death.


While the spell lasts, you have immunity to mind-affecting spells and abilities, poison, sleep, paralysis, stunning, disease, critical hits and nonlethal damage. You need not breathe, eat, or sleep. You are damaged by spells that recovers hit points such as the spell cure wounds.

Credits | Mor's Spell Compendium

Art by

https://freeclassicimages.com/images/Fantasy-Art-Images-0260.jpg (pg. 1)
https://freeclassicimages.com/images/Fantasy-Art-Images-0094.jpg (pg. 23)
Bethesda Softworks (pg. 15)
BioWare (pg. 8, 11, 12, 20)
GrafitArt (pg. 4)
Green Ronin (pg. 18)
Jemery Paillotin (pg. 2)
Marthe Jonkers (pg. 14)
Mathias Zamecki (pg. 21)
Sapphire Art (pg. 13)
Woong Seok Kim (pg. 19)


Other Credits

The Homebrewery, created by Scott Tolksdorf.
Author of this Compendium: Azuradon


Comments

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