When a creature enters the spell’s area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. Until you finish a long rest, you can’t cast spells again, and you have disadvantage on all attack rolls, ability checks, and saving throws. At Higher Levels. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for the duration. You cause the water level of all standing water in the area to rise by as much as 20 feet. Once given an order, the creature continues to follow it until its task is complete. Components: V, S, M (a drop of bitumen and a spider). At the end of each of its turns, an affected target can make a Wisdom saving throw. 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. On a successful save, the spell ends for that creature. In addition, you can cover up to ten doors with an illusion (equivalent to the illusory object function of the minor illusion spell) to make them appear as plain sections of wall. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. They flit around you to a distance of 15 feet for the duration. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell fails and the casting is wasted if you are already on that plane). If the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect, as described below. The material body you leave behind is unconscious and in a state of suspended animation; it doesn’t need food or air and doesn’t age. What is important is that they show us pictures of how the home started. Components: V, S, M (a bit of tallow, a pinch of brimstone, and a dusting of powdered iron). When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. If the object is in motion, you know the direction of its movement. When the spell ends, the conjured plants wilt away. When the wall appears, each creature within its area must make a Dexterity saving throw. This spell closes all mortal wounds, but it doesn’t restore missing body parts. You transform a willing creature you touch, along with everything it’s wearing and carrying, into a misty cloud for the duration. The chapter begins with the spell lists of the spellcasting classes. If you cast this spell using a spell slot of 6th level or higher, you can animate two additional objects for each slot level above 5th. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated. When you cast this spell using a spell slot of 7th level or higher, the challenge rating increases by 1 for each slot level above 6th. At Higher Levels. That creature takes 5d6 cold damage on a failed save, or half as much damage on a successful one. You can use your action to dismiss the illusory duplicates. Until then, the hand clings to the target. You can blind or deafen a foe. This spell has no effect on undead or constructs. Join us on Saturday, March 27th from 9:00 AM - 10:00 AM for a free Homebuying 101 Webinar, hosted by M/I Homes! Choose a creature that you can see within range. You create three rays of fire and hurl them at targets within range. Each creature under the cloud takes 2d6 bludgeoning damage. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space you can see on the ground. You can only affect and be affected by other creatures on the Ethereal Plane. Affected creatures can’t move or travel using teleportation or by extradimensional or interplanar means. Red. The target is frightened of you. Choose a willing creature that you can see within range. The spell has no effect on a shapechanger or a creature with 0 hit points. Taking into account various assets, Juliska's net worth is greater than $100,000 - $249,999; and makes between $60 - 69,999 a year. Make a ranged spell attack against the target. You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The creature begins to bleed uncontrollably. The spell must target a single creature or an area. This spell has no effect on undead or constructs. You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. Using any material created by this spell as another spell’s material component causes that spell to fail. At Higher Levels. A raging fever sweeps through the creature’s body. If the creature you choose has 100 hit points or fewer, it dies. You can use your action to control the hand. When the spell ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space. Terri kept us up to date and Jose the construction manager met everything and there were no set backs. A creature you touch becomes invisible until the spell ends. A solid barrier blocks the eye’s movement, but the eye can pass through an opening as small as 1 inch in diameter. On a failed save, it falls prone. Spells. When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. On a failed save, the creature spends its action that turn retching and reeling. Also, each time it takes damage, you take the same amount of damage. The changes wrought by this spell fail to hold up to physical inspection. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn’t ended. Easy financing, all in-house. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. You must be able to communicate with the creature to bargain for its services. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or use its movement on each of its turns to enter the area or move within reach of the target. You shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell. You can also dismiss your steed at any time as an action, causing it to disappear. It must be no larger than a 30-foot cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. Violet. You point your finger toward a creature within range and whisper a message. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The target also gains the ability to speak one language you know. You create up to 10 gallons of clean water within range in an open container. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you’re in. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. Time ceases to flow for it, and it doesn’t grow older. The spell might also end early for you or one of your companions. For example, a fire elemental emerges from a bonfire, and an earth elemental rises up from the ground. The creature must succeed on a Constitution saving throw or take 1d12 poison damage. Conjuration Spells for Dungeons and Dragons (D&D) Fifth Edition (5e). The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity. You touch a length of rope that is up to 60 feet long. Object. The corpse knows only what it knew in life, including the languages it knew. Otherwise, that creature dies. The effect must fit in a 5-foot cube. The target also can’t be charmed, frightened, or possessed by them. This spell shapes a creature’s dreams. At the start of your next turn, and when the spell ends if you are on the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. When changing the wind, you can change its direction. 1,732, Bed Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the DM’s discretion. If it successfully saves against this spell three times, the spell ends. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. The wall consists of seven layers, each with a different color. Home is hard to describe, but easy to feel. The DM has the statistics for these creatures and resolves their actions and movement. If the condition isn’t met before the spell ends, the activity isn’t performed. Information such as interest rates and pricing are subject to change at any time and without notice. The darkness spreads around corners. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick. Components: V, S, M (diamond dust worth 100 gp, which the spell consumes). You create a sound or an image of an object within range that lasts for the duration. At Higher Levels. While merged with the stone, you can’t see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. The creature you touch is no longer charmed, frightened, or possessed by such creatures. Since 1959, Triad has been the builders' source for automated machine tools for the housing industry, including: wood wall panel equipment, steed stud framing tables, stair building machines, window framing machines, material handling carts, and more. Once given an order, the creature continues to follow it until its task is complete. This effect persists for 1 round. This spell attracts or repels creatures of your choice. You instantaneously light or snuff out a candle, a torch, or a small campfire. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. When the glyph is triggered, the stored spell is cast. You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The target has advantage on Dexterity checks. You can use your action to move this illusion up to twice your speed, and make it gesture, speak, and behave in whatever way you choose. From foundation to rooftop and even into the landscaping, we build them to last. The changes wrought by this spell fail to hold up to physical inspection. Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see. If the area includes a shore, the flooding water spills over onto dry land. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. Components: V, S, M (a bit of fur from a bloodhound). Should you issue a suicidal command, the spell ends. The condition can be blinded, deafened, paralyzed, or poisoned. It takes about 1 minute to read one page of text. A wave of healing energy washes out from a point of your choice within range. You can’t detect a creature with an Intelligence of 3 or lower or one that doesn’t speak any language. This growth increases its size by one category—from Medium to Large, for example. A churning storm cloud forms, centered on a point you can see and spreading to a radius of 360 feet. The target beast travels for the duration of the spell toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals. You can use your action to take total and precise control of the target. Creatures that aren’t there can’t perceive you or interact with you, unless they have the ability to do so. Make a ranged spell attack against the target. During this time, it can’t attack or target any creature with harmful abilities, spells, or other magical effects. Choose one or more of the following types of creatures: celestials, elementals, fey, fiends, or undead. An elemental of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it. If you or one of your companions harms the target, the spell ends. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes. You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. Components: V, S, M (a grasshopper’s hind leg). You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. At Higher Levels. They help you from start to finish. You beseech an otherworldly entity for aid. On a hit, the target takes 1d8 necrotic damage, and it can’t regain hit points until the start of your next turn. Components: V, S, M (herbs, oils, and incense worth at least 1,000 gp, which the spell consumes). Choose an area of air, earth, fire, or water that fills a 10-foot cube within range. The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried. She convinced us as to why we should choose M/I Homes in comparison to other home builders. Components: V, S, M (a drop of water and a pinch of dust). You create a bolt of lightning that arcs toward a target of your choice that you can see within range. This layer can be destroyed by dealing at least 60 force damage to it. The successes and failures don’t need to be consecutive; keep track of both until the creature collects three of a kind. You can question plants about events in the spell’s area within the past day, gaining information about creatures that have passed, weather, and other circumstances. Components: V, S, M (a pinch of powder made by crushing a clear gemstone). The enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. 4. You can see through its eyes and hear through its ears as if you were in its space. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment. On a failed save, it is restrained as its flesh begins to harden. You arrive at exactly the spot desired. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. The door is large enough to allow Medium creatures to pass through unhindered. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. When you cast this spell, you inscribe a glyph that later unleashes a magical effect. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot. The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Otherwise, the extent of the illusion is up to you. You choose the opening’s dimensions: up to 5 feet wide, 8 feet tall, and 20 feet deep. The target is subjected to the chosen disease for the spell's duration. If the spell ends and the silver cord is intact, the cord pulls the creature’s astral form back to its body, ending its state of suspended animation. Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall. A target isn’t compelled to move into an obviously deadly hazard, such as a fire or pit, but it will provoke opportunity attacks to move in the designated direction. This spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. If you enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane. On a failed save, the target is overwhelmed with despair for 1 minute. Each target must make a Wisdom saving throw and becomes stunned for 1 minute on a failed save. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. Drawing on the deepest fears of a group of creatures, you create illusory creatures in their minds, visible only to them. Everyone I worked with was kind, efficient, and organized. The target can be a willing creature or a place or an object no larger than 10 feet in any dimension. You can crudely shape the wall to create crenellations, battlements, and so on. Components: V, S, M (a hummingbird feather). It makes a slam attack with an attack bonus and bludgeoning damage determined by its size. If you concentrate on this spell for the full duration, the spell lasts until it is dispelled. The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. At the upper end of the rope, an invisible entrance opens to an extradimensional space that lasts until the spell ends. 6. Bull’s Strength. If it fails that save, the creature is transported to another plane of existence of the DM’s choosing and is no longer blinded. You convert raw materials into products of the same material. You alter time around up to six creatures of your choice in a 40-foot cube within range. The wall can have any shape you desire, though it can’t occupy the same space as a creature or object. When you cast this spell using a spell slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th. Thus, the spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole. Take 35 to 1462 and turn left. 2,835, Garage Asleep. Take 1462 to Mustang Crossing Blvd and turn right into the community. Sickened. Each target must make a Wisdom saving throw. Each creature in the area who sees the pattern must make a Wisdom saving throw. You touch a dead humanoid or a piece of a dead humanoid. You can create a permanently guarded and warded structure by casting this spell there every day for one year. On a success, you return to the container if it is within 100 feet of you. Attacks and spells can’t cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5-foot window centered on the rope. When you cast this spell using a spell slot of 8th level or higher, you can target up to three willing creatures (including you) for each slot level above 7th. Each target must make a Wisdom saving throw and becomes frightened for 1 minute on a failed save. A sphere of negative energy ripples out in a 60-foot-radius sphere from a point within range. Bright light fills the area. You can use a particular special component to create only one prison at a time. You ignore all objects and effects that aren’t on the Ethereal Plane, allowing you to move through objects you perceive on the plane you originated from. A target must succeed on a Dexterity saving throw or take 1d6 acid damage. Casting knock on the object suppresses arcane lock for 10 minutes. The DM might deem a modified memory too nonsensical to affect a creature in a significant manner. The DM rolls d100 and consults the table. If it succeeds, this effect ends for that target. The wind and rain count as a severe distraction for the purposes of maintaining concentration on spells. When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th. Flesh Rot. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. On a failed save, a creature suffers an effect based on its current hit points: Regardless of its current hit points, a celestial, an elemental, a fey, or a fiend that fails its save is forced back to its plane of origin (if it isn’t there already) and can’t return to your current plane for 24 hours by any means short of a wish spell. On a hit, the target takes 3d10 force damage. If the creature’s soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point. If a creature fails its saving throw, choose one of the following two effects. He made over 300 feature films, produced 88, wrote 71 and had time to direct 117. One creature that you can see must make a Wisdom saving throw. Until the spell ends, you can use a bonus action on each of your turns to move the sword up to 20 feet to a spot you can see and repeat this attack against the same target or a different one. You can exclude one or more areas of any size within the spell’s area from being affected. Components: V, S, M (an agate worth at least 1,000 gp, which the spell consumes). If it fails that save, the creature is transported to another plane of the DM’s choosing and is no longer blinded. All you need is a password. The stone’s complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If you or any of your companions damage a creature affected by this spell, the spell ends for that creature. Terri Cadoree - She is the person who persistently reached out to us. You decide what triggers the glyph when you cast the spell. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. On a successful save, the creature takes half as much damage and doesn’t fall prone or become buried. While affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message. If it can’t, the spell is wasted. The spell simply takes effect. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire. Alternatively, you destroy fog in a 30-foot cube within range. The servant springs into existence in an unoccupied space on the ground within range. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. This spell closes all mortal wounds and restores any missing body parts. The target can’t fall and remains hovering in the air even when stunned or otherwise incapacitated. Blazing orbs of fire plummet to the ground at four different points you can see within range. You can orient the portal in any direction you choose. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. A continual flame can be covered or hidden but not smothered or quenched. Components: V, S, M (a pearl worth at least 100 gp and an owl feather). You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Examples include “after 1,000 years” or “when the tarrasque awakens.” This spell also ends if the target takes any damage. You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You imbue a creature you touch with positive energy to undo a debilitating effect. Choose one creature, object, or magical effect within range. If expelled, you fall prone in an unoccupied space closest to where you first entered. The experience from pre-construction to the final construction was good. The water then slowly fills in the trench over the course of the next round until the normal water level is restored. A creature restrained by the webs can use its action to make a Strength check against your spell save DC. You take control of the weather within 5 miles of you for the duration. This layer can be destroyed by dealing at least 25 fire damage to it. The creature is friendly to you and your companions. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). The magic fashions a new body for the creature to inhabit, which likely causes the creature’s race to change. At Higher Levels. The illusion calls on the creature’s deepest fears, manifesting its worst nightmares as an implacable threat. When you cast this spell using a spell slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd. You can dismiss this spell as an action. Each such circle includes a unique sigil sequence—a string of magical runes arranged in a particular pattern. The target must make a Constitution saving throw. The target regains 4d8 + 15 hit points. It remains inert and endures indefinitely, as long as its vessel remains undisturbed. On a failed save, a creature can’t speak a deliberate lie while in the radius. One curse, including the target’s attunement to a cursed magic item, Any reduction to one of the target’s ability scores, One effect reducing the target’s hit point maximum. $238,240, Bed Blue. At Higher Levels. Any creature that can’t see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it. Choose a creature that you can see within range. While possessing a body, you can use your action to return from the host body to the container if it is within 100 feet of you, returning the host creature’s soul to its body. You can also specify creatures that don’t trigger the glyph, such as those who say a certain password. You can bring along objects as long as their weight doesn’t exceed what you can carry. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. When opened, the door leads to a demiplane that appears to be an empty room 30 feet in each dimension, made of wood or stone. Each target must make a Charisma saving throw. The reincarnated creature recalls its former life and experiences. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures.