list: API endpoint for returning a list of spells. retrieve: API endpoint for returning a particular spell.

GET /v1/spells/?format=api&ordering=-casting_time
HTTP 200 OK
Allow: GET, HEAD, OPTIONS
Content-Type: application/json
Vary: Accept

{
    "count": 1435,
    "next": "https://api.open5e.com/v1/spells/?format=api&ordering=-casting_time&page=2",
    "previous": null,
    "results": [
        {
            "slug": "incantation-of-lies-made-truth",
            "name": "Incantation of Lies Made Truth",
            "desc": "This ritual must be cast during a solar eclipse. It can target a person, an organization (including a city), or a kingdom. If targeting an organization or a kingdom, the incantation requires an object epitomizing the entity as part of the material component, such as a crown, mayoral seal, standard, or primary relic. If targeting a person, the primary performer must hold a vial of the person's blood. Over the course of the incantation, the components are mixed and the primary caster inscribes a false history and a sum of knowledge concerning the target into the book using the mockingbird quills. When the incantation is completed, whatever the caster wrote in the book becomes known and accepted as truth by the target. The target can attempt a Wisdom saving throw to negate this effect. If the target was a city or a kingdom, the saving throw is made with advantage by its current leader or ruler. If the saving throw fails, all citizens or members of the target organization or kingdom believe the account written in the book to be fact. Any information contrary to what was written in the book is forgotten within an hour, but individuals who make a sustained study of such information can attempt a Wisdom saving throw to retain the contradictory knowledge. Books containing contradictory information are considered obsolete or purposely misleading. Permanent structures such as statues of heroes who've been written out of existence are believed to be purely artistic endeavors or so old that no one remembers their identities anymore. The effects of this ritual can be reversed by washing the written words from the book using universal solvent and then burning the book to ashes in a magical fire. Incantation of lies made truth is intended to be a villainous motivator in a campaign, with the player characters fighting to uncover the truth and reverse the spell's effect. The GM should take care not to remove too much player agency with this ritual. The creatures affected should be predominantly NPCs, with PCs and even select NPCs able to resist it. Reversing the effect of the ritual can be the entire basis of a campaign.",
            "higher_level": "",
            "page": "",
            "range": "1000 Feet",
            "target_range_sort": 1000,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "",
            "can_be_cast_as_ritual": true,
            "ritual": "yes",
            "duration": "Permanent",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "9 hours",
            "level": "9th-level",
            "level_int": 9,
            "spell_level": 9,
            "school": "enchantment",
            "dnd_class": "",
            "spell_lists": [],
            "archetype": "",
            "circles": "",
            "document__slug": "kp",
            "document__title": "Kobold Press Compilation",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com"
        },
        {
            "slug": "awaken",
            "name": "Awaken",
            "desc": "After spending the casting time tracing magical pathways within a precious gemstone, you touch a Huge or smaller beast or plant. The target must have either no Intelligence score or an Intelligence of 3 or less. The target gains an Intelligence of 10. The target also gains the ability to speak one language you know. If the target is a plant, it gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human's. Your DM chooses statistics appropriate for the awakened plant, such as the statistics for the awakened shrub or the awakened tree. The awakened beast or plant is charmed by you for 30 days or until you or your companions do anything harmful to it. When the charmed condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was charmed.",
            "higher_level": "",
            "page": "phb 216",
            "range": "Touch",
            "target_range_sort": 1,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "An agate worth at least 1,000 gp, which the spell consumes.",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "Instantaneous",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "8 hours",
            "level": "5th-level",
            "level_int": 5,
            "spell_level": 5,
            "school": "Transmutation",
            "dnd_class": "Bard, Druid",
            "spell_lists": [
                "druid",
                "bard"
            ],
            "archetype": "",
            "circles": "",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "awaken-a5e",
            "name": "Awaken",
            "desc": "You impart sentience in the target, granting it an Intelligence of 10 and proficiency in a language you know. A plant targeted by this spell gains the ability to move, as well as senses identical to those of a human. The Narrator assigns awakened plant statistics (such as an awakened shrub or awakened tree).\n\nThe target is charmed by you for 30 days or until you or your companions harm it. Depending on how you treated the target while it was charmed, when the condition ends the awakened creature may choose to remain friendly to you.",
            "higher_level": "Target an additional creature for each slot level above 5th. Each target requires its own material component.",
            "page": "",
            "range": "touch",
            "target_range_sort": 1,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "Instantaneous",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "8 hours",
            "level": "5th-level",
            "level_int": 5,
            "spell_level": 5,
            "school": "Transmutation",
            "dnd_class": "Bard, Druid",
            "spell_lists": [],
            "archetype": "",
            "circles": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "awaken-object",
            "name": "Awaken Object",
            "desc": "After spending the casting time enchanting a ruby along with a Large or smaller nonmagical object in humanoid form, you touch the ruby to the object. The ruby dissolves into the object, which becomes a living construct imbued with sentience. If the object has no face, a humanoid face appears on it in an appropriate location. The awakened object's statistics are determined by its size, as shown on the table below. An awakened object can use an action to make a melee weapon attack against a target within 5 feet of it. It has free will, acts independently, and speaks one language you know. It is initially friendly to anyone who assisted in its creation.\n\nAn awakened object's speed is 30 feet. If it has no apparent legs or other means of moving, it gains a flying speed of 30 feet and it can hover. Its sight and hearing are equivalent to a typical human's senses. Intelligence, Wisdom, and Charisma can be adjusted up or down by the GM to fit unusual circumstances. A beautiful statue might awaken with increased Charisma, for example, or the bust of a great philosopher could have surprisingly high Wisdom.\n\nAn awakened object needs no air, food, water, or sleep. Damage to an awakened object can be healed or mechanically repaired.\n\n| Size | HP | AC | Attack | Str | Dex | Con | Int | Wis | Cha |\n|-|-|-|-|-|-|-|-|-|-|\n| T | 20 | 18 | +8 to hit, 1d4 + 4 damage | 4 | 18 | 10 | 2d6 | 2d6 | 2d6 |\n| S | 25 | 16 | +6 to hit, 1d8 + 2 damage | 6 | 14 | 10  | 3d6 | 2d6 | 2d6 |\n| M | 40 | 13 | +5 to hit, 2d6 + 1 damage | 10 | 12  | 10 | 3d6 | 3d6 | 2d6 |\n| L | 50 | 10 | +6 to hit, 2d10 + 2 damage | 14 | 10 | 10 | 3d6 | 3d6 | 2d6 + 2 |\n\n",
            "higher_level": "",
            "page": "",
            "range": "Touch",
            "target_range_sort": 1,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "a ruby worth at least 1,000 gp, which the spell consumes",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "Permanent",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "8 hours",
            "level": "8th-level",
            "level_int": 8,
            "spell_level": 8,
            "school": "transmutation",
            "dnd_class": "",
            "spell_lists": [],
            "archetype": "",
            "circles": "",
            "document__slug": "dmag",
            "document__title": "Deep Magic 5e",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/deep-magic-for-5th-edition-hardcover/"
        },
        {
            "slug": "the-black-gods-blessing",
            "name": "The Black God's Blessing",
            "desc": "Chernobog doesn't care that the Night Cauldron only focuses on one aspect of his dominion. After all, eternal night leads perfectly well to destruction and murder, especially by the desperate fools seeking to survive in the new, lightless world. Having devotees at the forefront of the mayhem suits him, so he allows a small measure of his power to infuse worthy souls. After contacting the Black God, the ritual caster makes a respectful yet forceful demand for him to deposit some of his power into the creature that is the target of the ritual. For Chernobog to comply with this demand, the caster must make a successful DC 20 spellcasting check. If the check fails, the spell fails and the caster and the spell's target become permanently vulnerable to fire; this vulnerability can be ended with remove curse or comparable magic. If the spell succeeds, the target creature gains darkvision (60 feet) and immunity to cold. Chernobog retains the privilege of revoking these gifts if the recipient ever wavers in devotion to him.",
            "higher_level": "",
            "page": "",
            "range": "Touch",
            "target_range_sort": 1,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "",
            "can_be_cast_as_ritual": true,
            "ritual": "yes",
            "duration": "Instantaneous",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "7 hours",
            "level": "9th-level",
            "level_int": 9,
            "spell_level": 9,
            "school": "transmutation",
            "dnd_class": "Wizard, Sorceror",
            "spell_lists": [
                "wizard"
            ],
            "archetype": "",
            "circles": "",
            "document__slug": "kp",
            "document__title": "Kobold Press Compilation",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com"
        },
        {
            "slug": "altheas-travel-tent",
            "name": "Althea’s Travel Tent",
            "desc": "You touch an ordinary, properly pitched canvas tent to create a space where you and a companion can sleep in comfort. From the outside, the tent appears normal, but inside it has a small foyer and a larger bedchamber. The foyer contains a writing desk with a chair; the bedchamber holds a soft bed large enough to sleep two, a small nightstand with a candle, and a small clothes rack. The floor of both rooms is a clean, dry, hard-packed version of the local ground. When the spell ends, the tent and the ground return to normal, and any creatures inside the tent are expelled to the nearest unoccupied spaces.\n",
            "higher_level": "When the spell is cast using a 3rd-level slot, the foyer becomes a dining area with seats for six and enough floor space for six people to sleep, if they bring their own bedding. The sleeping room is unchanged. With a 4th-level slot, the temperature inside the tent is comfortable regardless of the outside temperature, and the dining area includes a small kitchen. With a 5th-level slot, an unseen servant is conjured to prepare and serve food (from your supplies). With a 6th-level slot, a third room is added that has three two-person beds. With a slot of 7th level or higher, the dining area and second sleeping area can each accommodate eight persons.",
            "page": "",
            "range": "Touch",
            "target_range_sort": 1,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "a canvas tent",
            "can_be_cast_as_ritual": true,
            "ritual": "yes",
            "duration": "8 hours",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "5 minutes",
            "level": "2nd-level",
            "level_int": 2,
            "spell_level": 2,
            "school": "conjuration",
            "dnd_class": "Sorcerer, Wizard",
            "spell_lists": [
                "sorcerer",
                "wizard"
            ],
            "archetype": "",
            "circles": "",
            "document__slug": "dmag",
            "document__title": "Deep Magic 5e",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/deep-magic-for-5th-edition-hardcover/"
        },
        {
            "slug": "shadow-spawn",
            "name": "Shadow Spawn",
            "desc": "Casting this spell consumes the corpse of a creature and creates a shadowy duplicate of it. The creature returns as a shadow beast. The shadow beast has dim memories of its former life and retains free will; casters are advised to be ready to make an attractive offer to the newly-risen shadow beast, to gain its cooperation.",
            "higher_level": "",
            "page": "",
            "range": "Touch",
            "target_range_sort": 1,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "Instantaneous",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "4 hours",
            "level": "6th-level",
            "level_int": 6,
            "spell_level": 6,
            "school": "illusion",
            "dnd_class": "Wizard, Sorceror, Cleric",
            "spell_lists": [
                "cleric",
                "wizard"
            ],
            "archetype": "",
            "circles": "",
            "document__slug": "kp",
            "document__title": "Kobold Press Compilation",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com"
        },
        {
            "slug": "hallow",
            "name": "Hallow",
            "desc": "You touch a point and infuse an area around it with holy (or unholy) power. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the effect a hallow spell. The affected area is subject to the following effects. First, celestials, elementals, fey, fiends, and undead can't enter the area, nor can such creatures charm, frighten, or possess creatures within it. Any creature charmed, frightened, or possessed by such a creature is no longer charmed, frightened, or possessed upon entering the area. You can exclude one or more of those types of creatures from this effect. Second, you can bind an extra effect to the area. Choose the effect from the following list, or choose an effect offered by the DM. Some of these effects apply to creatures in the area; you can designate whether the effect applies to all creatures, creatures that follow a specific deity or leader, or creatures of a specific sort, such as ores or trolls. When a creature that would be affected enters the spell's area for the first time on a turn or starts its turn there, it can make a charisma saving throw. On a success, the creature ignores the extra effect until it leaves the area.\n\n**Courage.** Affected creatures can't be frightened while in the area.\n\n**Darkness.** Darkness fills the area. Normal light, as well as magical light created by spells of a lower level than the slot you used to cast this spell, can't illuminate the area\n\n **Daylight.** Bright light fills the area. Magical darkness created by spells of a lower level than the slot you used to cast this spell can't extinguish the light.\n\n**Energy Protection.** Affected creatures in the area have resistance to one damage type of your choice, except for bludgeoning, piercing, or slashing\n\n **Energy Vulnerability.** Affected creatures in the area have vulnerability to one damage type of your choice, except for bludgeoning, piercing, or slashing.\n\n**Everlasting Rest.** Dead bodies interred in the area can't be turned into undead.\n\n**Extradimensional Interference.** Affected creatures can't move or travel using teleportation or by extradimensional or interplanar means.\n\n**Fear.** Affected creatures are frightened while in the area.\n\n**Silence.** No sound can emanate from within the area, and no sound can reach into it.\n\n**Tongues.** Affected creatures can communicate with any other creature in the area, even if they don't share a common language.",
            "higher_level": "",
            "page": "phb 249",
            "range": "Touch",
            "target_range_sort": 1,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "Herbs, oils, and incense worth at least 1,000 gp, which the spell consumes.",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "Until dispelled",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "24 hours",
            "level": "5th-level",
            "level_int": 5,
            "spell_level": 5,
            "school": "Evocation",
            "dnd_class": "Cleric, Warlock",
            "spell_lists": [
                "cleric",
                "warlock"
            ],
            "archetype": "Warlock: Fiend",
            "circles": "",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "hallow-a5e",
            "name": "Hallow",
            "desc": "You imbue the area with divine power, bolstering some creatures and hindering others. Celestials, elementals, fey, fiends, and undead cannot enter the area. They are also incapable of charming, frightening, or possessing another creature within the area. Any such effects end on a creature that enters the area. When casting, you may exclude one or more creature types from this effect.\n\nAdditionally, you may anchor additional magical effects to the area. Choose one effect from the list below (the Narrator may also offer specific effects).\n\nSome effects apply to creatures. You may choose to affect all creatures, creatures of a specific type, or those that follow a specific leader or deity. Creatures make a Charisma saving throw when the spell is cast, when they enter the area for the first time on a turn, or if they end their turn within the area. On a successful save, a creature is immune to the effect until it leaves the area.\n\n* **Courage:** Creatures in the area cannot be frightened.\n* **Darkness:** The area is filled by darkness, and normal light sources or sources from a lower level spell slot are smothered within it.\n* **Daylight:** The area is filled with bright light, dispelling magical darkness created by spells of a lower level spell slot.\n* **Energy Protection:** Creatures in the area gain resistance against a damage type of your choice (excepting bludgeoning, piercing, or slashing).\n* **Energy Vulnerability:** Creatures in the area gain vulnerability against a damage type of your choice (excepting bludgeoning, piercing, or slashing).\n* **Everlasting Rest:** Dead bodies laid to rest in the area cannot be turned into undead by any means.\n* **Extradimensional Interference:** Extradimensional movement or travel is blocked to and from the area, including all teleportation effects.\n* **Fear**: Creatures are frightened while within the area.\n* **Silence:** No sound can enter or emanate from the area.\n* **Tongues:** Creatures within the area can freely communicate with one another whether they share a language or not.",
            "higher_level": "",
            "page": "",
            "range": "touch",
            "target_range_sort": 1,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "Permanent",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "24 hours",
            "level": "5th-level",
            "level_int": 5,
            "spell_level": 5,
            "school": "Evocation",
            "dnd_class": "Cleric",
            "spell_lists": [],
            "archetype": "",
            "circles": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "simulacrum",
            "name": "Simulacrum",
            "desc": "You shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell. The duplicate is a creature, partially real and formed from ice or snow, and it can take actions and otherwise be affected as a normal creature. It appears to be the same as the original, but it has half the creature's hit point maximum and is formed without any equipment. Otherwise, the illusion uses all the statistics of the creature it duplicates. The simulacrum is friendly to you and creatures you designate. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat. The simulacrum lacks the ability to learn or become more powerful, so it never increases its level or other abilities, nor can it regain expended spell slots. If the simulacrum is damaged, you can repair it in an alchemical laboratory, using rare herbs and minerals worth 100 gp per hit point it regains. The simulacrum lasts until it drops to 0 hit points, at which point it reverts to snow and melts instantly. If you cast this spell again, any currently active duplicates you created with this spell are instantly destroyed.",
            "higher_level": "",
            "page": "phb 276",
            "range": "Touch",
            "target_range_sort": 1,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "Snow or ice in quantities sufficient to made a life-size copy of the duplicated creature; some hair, fingernail clippings, or other piece of that creature's body placed inside the snow or ice; and powdered ruby worth 1,500 gp, sprinkled over the duplicate and consumed by the spell.",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "Until dispelled",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "12 hours",
            "level": "7th-level",
            "level_int": 7,
            "spell_level": 7,
            "school": "Illusion",
            "dnd_class": "Wizard",
            "spell_lists": [
                "wizard"
            ],
            "archetype": "",
            "circles": "",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "simulacrum-a5e",
            "name": "Simulacrum",
            "desc": "You sculpt an illusory duplicate of the target from ice and snow. The duplicate looks exactly like the target and uses all the statistics of the original, though it is formed without any gear, and has only half of the target's hit point maximum. The duplicate is a creature, can take actions, and be affected like any other creature. If the target is able to cast spells, the duplicate cannot cast spells of 7th-level or higher.\n\nThe duplicate is friendly to you and creatures you designate. It follows your spoken commands, and moves and acts on your turn in combat. It is a static creature and it does not learn, age, or grow, so it never increases in levels and cannot regain any spent spell slots.\n\nWhen the simulacrum is damaged you can repair it in an alchemy lab using components worth 100 gold per hit point it regains. The simulacrum remains until it is reduced to 0 hit points, at which point it crumbles into snow and melts away immediately.\n\nIf you cast this spell again, any existing simulacrum you have created with this spell is instantly destroyed.",
            "higher_level": "",
            "page": "",
            "range": "touch",
            "target_range_sort": 1,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "Permanent",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "12 hours",
            "level": "7th-level",
            "level_int": 7,
            "spell_level": 7,
            "school": "Illusion",
            "dnd_class": "Wizard",
            "spell_lists": [],
            "archetype": "",
            "circles": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "door-of-the-far-traveler",
            "name": "Door of the Far Traveler",
            "desc": "You conjure a door to the destination of your choice that lasts for the duration or until dispelled. You sketch the outline of the door with chalk on any hard surface (a wall, a cliffside, the deck of a ship, etc.) and scribe sigils of power around its outline. The doorway must be at least 1 foot wide by 2 feet tall and can be no larger than 5 feet wide by 10 feet tall. Once the door is drawn, place the knob appropriately; it attaches magically to the surface and your drawing becomes a real door to the spell's destination. The doorway remains functional for the spell's duration. During that time, anyone can open or close the door and pass through it in either direction.\n  The destination can be on any plane of existence. It must be familiar to you, and your level of familiarity with it determines the accuracy of the spell (determined by the GM). If it's a place you've visited, you can expect 100 percent accuracy. If it's been described to you by someone who was there, you might arrive in the wrong room or even the wrong structure, depending on how detailed their description was. If you've only heard about the destination third-hand, you may end up in a similar structure that's in a very different locale.\n  *Door of the far traveler* doesn't create a doorway at the destination. It connects to an existing, working door. It can't, for example, take you to an open field or a forest with no structures (unless someone built a doorframe with a door in that spot for this specific purpose!). While the spell is in effect, the pre-existing doorway connects only to the area you occupied while casting the spell. If you connected to an existing doorway between a home's parlor and library, for example, and your door leads into the library, then people can still walk through that doorway from the parlor into the library normally. Anyone trying to go the other direction, however, arrives wherever you came from instead of in the parlor.\n  Before casting the spell, you must spend one hour etching magical symbols onto the doorknob that will serve as the spell's material component to attune it to your desired destination. Once prepared, the knob remains attuned to that destination until it's used or you spend another hour attuning it to a different location.\n  *The door of the far traveler* is dispelled if you remove the knob from the door. You can do this as a bonus action from either side of the door, provided it's shut. If the spell's duration expires naturally, the knob falls to the ground on whichever side of the door you're on. Once the spell ends, the knob loses its attunement to any location and another hour must be spent attuning it before it can be used again.",
            "higher_level": "If you cast this spell using a 9thlevel slot, the duration increases to 12 hours.",
            "page": "",
            "range": "10 Feet",
            "target_range_sort": 10,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "6 hours",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "10 minutes plus 1 hour of attunement",
            "level": "8th-level",
            "level_int": 8,
            "spell_level": 8,
            "school": "conjuration",
            "dnd_class": "Bard, Cleric, Druid, Wizard",
            "spell_lists": [
                "cleric",
                "druid",
                "bard",
                "wizard"
            ],
            "archetype": "",
            "circles": "",
            "document__slug": "warlock",
            "document__title": "Warlock Archives",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product-category/all-products/warlock-5th-edition-dnd/"
        },
        {
            "slug": "clairvoyance",
            "name": "Clairvoyance",
            "desc": "You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can't be attacked or otherwise interacted with. When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing. A creature that can see the sensor (such as a creature benefiting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.",
            "higher_level": "",
            "page": "phb 222",
            "range": "1 mile",
            "target_range_sort": 5280,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "A focus worth at least 100gp, either a jeweled horn for hearing or a glass eye for seeing.",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "Up to 10 minutes",
            "concentration": "yes",
            "requires_concentration": true,
            "casting_time": "10 minutes",
            "level": "3rd-level",
            "level_int": 3,
            "spell_level": 3,
            "school": "Divination",
            "dnd_class": "Bard, Cleric, Sorcerer, Warlock, Wizard",
            "spell_lists": [
                "cleric",
                "bard",
                "sorcerer",
                "warlock",
                "wizard"
            ],
            "archetype": "Warlock: Great Old One",
            "circles": "",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "contingency",
            "name": "Contingency",
            "desc": "Choose a spell of 5th level or lower that you can cast, that has a casting time of 1 action, and that can target you. You cast that spell-called the contingent spell-as part of casting contingency, expending spell slots for both, but the contingent spell doesn't come into effect. Instead, it takes effect when a certain circumstance occurs. You describe that circumstance when you cast the two spells. For example, a contingency cast with water breathing might stipulate that water breathing comes into effect when you are engulfed in water or a similar liquid. The contingent spell takes effect immediately after the circumstance is met for the first time, whether or not you want it to. and then contingency ends. The contingent spell takes effect only on you, even if it can normally target others. You can use only one contingency spell at a time. If you cast this spell again, the effect of another contingency spell on you ends. Also, contingency ends on you if its material component is ever not on your person.",
            "higher_level": "",
            "page": "phb 227",
            "range": "Self",
            "target_range_sort": 0,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "A statuette of yourself carved from ivory and decorated with gems worth at least 1,500 gp.",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "10 days",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "10 minutes",
            "level": "6th-level",
            "level_int": 6,
            "spell_level": 6,
            "school": "Evocation",
            "dnd_class": "Wizard",
            "spell_lists": [
                "wizard"
            ],
            "archetype": "",
            "circles": "",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "control-weather",
            "name": "Control Weather",
            "desc": "You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don't have a clear path to the sky ends the spell early. When you cast the spell, you change the current weather conditions, which are determined by the DM based on the climate and season. You can change precipitation, temperature, and wind. It takes 1d4 x 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal. When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.",
            "higher_level": "",
            "page": "phb 228",
            "range": "Self",
            "target_range_sort": 0,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "Burning incense and bits of earth and wood mixed in water.",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "Up to 8 hours",
            "concentration": "yes",
            "requires_concentration": true,
            "casting_time": "10 minutes",
            "level": "8th-level",
            "level_int": 8,
            "spell_level": 8,
            "school": "Transmutation",
            "dnd_class": "Cleric, Druid, Wizard",
            "spell_lists": [
                "cleric",
                "druid",
                "wizard"
            ],
            "archetype": "",
            "circles": "Coast",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "fabricate",
            "name": "Fabricate",
            "desc": "You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool. Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a single 5-foot cube). The quality of objects made by the spell is commensurate with the quality of the raw materials. Creatures or magic items can't be created or transmuted by this spell. You also can't use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan's tools used to craft such objects.",
            "higher_level": "",
            "page": "phb 239",
            "range": "120 feet",
            "target_range_sort": 120,
            "components": "V, S",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": false,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "Instantaneous",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "10 minutes",
            "level": "4th-level",
            "level_int": 4,
            "spell_level": 4,
            "school": "Transmutation",
            "dnd_class": "Wizard",
            "spell_lists": [
                "wizard"
            ],
            "archetype": "",
            "circles": "",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "find-steed",
            "name": "Find Steed",
            "desc": "You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose, such as a warhorse, a pony, a camel, an elk, or a mastiff. (Your DM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak. Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed. When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum. While your steed is within 1 mile of you, you can communicate with it telepathically. You can't have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.",
            "higher_level": "",
            "page": "phb 240",
            "range": "30 feet",
            "target_range_sort": 30,
            "components": "V, S",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": false,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "Instantaneous",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "10 minutes",
            "level": "2nd-level",
            "level_int": 2,
            "spell_level": 2,
            "school": "Conjuration",
            "dnd_class": "Paladin",
            "spell_lists": [],
            "archetype": "",
            "circles": "",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "forbiddance",
            "name": "Forbiddance",
            "desc": "You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. For the duration, creatures can't teleport into the area or use portals, such as those created by the gate spell, to enter the area. The spell proofs the area against planar travel, and therefore prevents creatures from accessing the area by way of the Astral Plane, Ethereal Plane, Feywild, Shadowfell, or the plane shift spell. In addition, the spell damages types of creatures that you choose when you cast it. Choose one or more of the following: celestials, elementals, fey, fiends, and undead. When a chosen creature enters the spell's area for the first time on a turn or starts its turn there, the creature takes 5d10 radiant or necrotic damage (your choice when you cast this spell). When you cast this spell, you can designate a password. A creature that speaks the password as it enters the area takes no damage from the spell. The spell's area can't overlap with the area of another forbiddance spell. If you cast forbiddance every day for 30 days in the same location, the spell lasts until it is dispelled, and the material components are consumed on the last casting.",
            "higher_level": "",
            "page": "phb 243",
            "range": "Touch",
            "target_range_sort": 1,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "A sprinkling of holy water, rare incense, and powdered ruby worth at least 1,000 gp.",
            "can_be_cast_as_ritual": true,
            "ritual": "yes",
            "duration": "24 hours",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "10 minutes",
            "level": "6th-level",
            "level_int": 6,
            "spell_level": 6,
            "school": "Abjuration",
            "dnd_class": "Cleric, Ritual Caster",
            "spell_lists": [
                "cleric"
            ],
            "archetype": "",
            "circles": "",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "guards-and-wards",
            "name": "Guards and Wards",
            "desc": "You create a ward that protects up to 2,500 square feet of floor space (an area 50 feet square, or one hundred 5-foot squares or twenty-five 10-foot squares). The warded area can be up to 20 feet tall, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them, as long as you can walk into each contiguous area while you are casting the spell. When you cast this spell, you can specify individuals that are unaffected by any or all of the effects that you choose. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects. Guards and wards creates the following effects within the warded area.\n\n**Corridors.** Fog fills all the warded corridors, making them heavily obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you will believe it is going in the opposite direction from the one it chooses.\n\n**Doors.** All doors in the warded area are magically locked, as if sealed by an arcane lock spell. 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\n\n **Stairs.** Webs fill all stairs in the warded area from top to bottom, as the web spell. These strands regrow in 10 minutes if they are burned or torn away while guards and wards lasts.\n\n**Other Spell Effect.** You can place your choice of one of the following magical effects within the warded area of the stronghold. \n- Place dancing lights in four corridors. You can designate a simple program that the lights repeat as long as guards and wards lasts. \n- Place magic mouth in two locations. \n- Place stinking cloud in two locations. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while guards and wards lasts. \n- Place a constant gust of wind in one corridor or room. \n- Place a suggestion in one location. You select an area of up to 5 feet square, and any creature that enters or passes through the area receives the suggestion mentally. The whole warded area radiates magic. A dispel magic cast on a specific effect, if successful, removes only that effect. You can create a permanently guarded and warded structure by casting this spell there every day for one year.",
            "higher_level": "",
            "page": "phb 248",
            "range": "Touch",
            "target_range_sort": 1,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "Burning incense, a small measure of brimstone and oil, a knotted string, a small amount of umber hulk blood, and a small silver rod worth at least 10 gp.",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "24 hours",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "10 minutes",
            "level": "6th-level",
            "level_int": 6,
            "spell_level": 6,
            "school": "Abjuration",
            "dnd_class": "Bard, Wizard",
            "spell_lists": [
                "bard",
                "wizard"
            ],
            "archetype": "",
            "circles": "",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "hallucinatory-terrain",
            "name": "Hallucinatory Terrain",
            "desc": "You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren't changed in appearance.\n\nThe tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn't obvious by touch, a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain.",
            "higher_level": "",
            "page": "phb 249",
            "range": "300 feet",
            "target_range_sort": 300,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "A stone, a twig, and a bit of green plant.",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "24 hours",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "10 minutes",
            "level": "4th-level",
            "level_int": 4,
            "spell_level": 4,
            "school": "Illusion",
            "dnd_class": "Bard, Druid, Warlock, Wizard",
            "spell_lists": [
                "druid",
                "bard",
                "warlock",
                "wizard"
            ],
            "archetype": "",
            "circles": "Desert",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "heroes-feast",
            "name": "Heroes' Feast",
            "desc": "You bring forth a great feast, including magnificent food and drink. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don't set in until this hour is over. Up to twelve other creatures can partake of the feast. A creature that partakes of the feast gains several benefits. The creature is cured of all diseases and poison, becomes immune to poison and being frightened, and makes all wisdom saving throws with advantage. Its hit point maximum also increases by 2d10, and it gains the same number of hit points. These benefits last for 24 hours.",
            "higher_level": "",
            "page": "phb 250",
            "range": "30 feet",
            "target_range_sort": 30,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "A gem-encrusted bowl worth at least 1,000gp, which the spell consumes.",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "Instantaneous",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "10 minutes",
            "level": "6th-level",
            "level_int": 6,
            "spell_level": 6,
            "school": "Conjuration",
            "dnd_class": "Cleric, Druid",
            "spell_lists": [
                "cleric",
                "druid"
            ],
            "archetype": "",
            "circles": "",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "legend-lore",
            "name": "Legend Lore",
            "desc": "Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn't of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is. The information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic axe on hand, the spell might yield this information:  \"Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word Rudnogg on the lips.\"",
            "higher_level": "",
            "page": "phb 254",
            "range": "Self",
            "target_range_sort": 0,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "Incense worth 250 inches that fate consumes and four sticks of ivory worth 50 gp each.",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "Instantaneous",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "10 minutes",
            "level": "5th-level",
            "level_int": 5,
            "spell_level": 5,
            "school": "Divination",
            "dnd_class": "Bard, Cleric, Wizard",
            "spell_lists": [
                "cleric",
                "bard",
                "wizard"
            ],
            "archetype": "",
            "circles": "",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "mirage-arcane",
            "name": "Mirage Arcane",
            "desc": "You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. The terrain's general shape remains the same, however. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Similarly, you can alter the appearance of structures, or add them where none are present. The spell doesn't disguise, conceal, or add creatures. The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into difficult terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell's area disappears immediately. Creatures with truesight can see through the illusion to the terrain's true form; however, all other elements of the illusion remain, so while the creature is aware of the illusion's presence, the creature can still physically interact with the illusion.",
            "higher_level": "",
            "page": "phb 260",
            "range": "Sight",
            "target_range_sort": 9999,
            "components": "V, S",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": false,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "10 days",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "10 minutes",
            "level": "7th-level",
            "level_int": 7,
            "spell_level": 7,
            "school": "Illusion",
            "dnd_class": "Bard, Druid, Wizard",
            "spell_lists": [
                "druid",
                "bard",
                "wizard"
            ],
            "archetype": "",
            "circles": "",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "planar-ally",
            "name": "Planar Ally",
            "desc": "You beseech an otherworldly entity for aid. The being must be known to you: a god, a primordial, a demon prince, or some other being of cosmic power. That entity sends a celestial, an elemental, or a fiend loyal to it to aid you, making the creature appear in an unoccupied space within range. If you know a specific creature's name, you can speak that name when you cast this spell to request that creature, though you might get a different creature anyway (DM's choice). When the creature appears, it is under no compulsion to behave in any particular way. You can ask the creature to perform a service in exchange for payment, but it isn't obliged to do so. The requested task could range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or protect us during our foray into the dungeon). You must be able to communicate with the creature to bargain for its services. Payment can take a variety of forms. A celestial might require a sizable donation of gold or magic items to an allied temple, while a fiend might demand a living sacrifice or a gift of treasure. Some creatures might exchange their service for a quest undertaken by you. As a rule of thumb, a task that can be measured in minutes requires a payment worth 100 gp per minute. A task measured in hours requires 1,000 gp per hour. And a task measured in days (up to 10 days) requires 10,000 gp per day. The DM can adjust these payments based on the circumstances under which you cast the spell. If the task is aligned with the creature's ethos, the payment might be halved or even waived. Nonhazardous tasks typically require only half the suggested payment, while especially dangerous tasks might require a greater gift. Creatures rarely accept tasks that seem suicidal. After the creature completes the task, or when the agreed-upon duration of service expires, the creature returns to its home plane after reporting back to you, if appropriate to the task and if possible. If you are unable to agree on a price for the creature's service, the creature immediately returns to its home plane. A creature enlisted to join your group counts as a member of it, receiving a full share of experience points awarded.",
            "higher_level": "",
            "page": "phb 265",
            "range": "60 feet",
            "target_range_sort": 60,
            "components": "V, S",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": false,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "Instantaneous",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "10 minutes",
            "level": "6th-level",
            "level_int": 6,
            "spell_level": 6,
            "school": "Conjuration",
            "dnd_class": "Cleric",
            "spell_lists": [
                "cleric"
            ],
            "archetype": "",
            "circles": "",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "prayer-of-healing",
            "name": "Prayer of Healing",
            "desc": "Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.",
            "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.",
            "page": "phb 267",
            "range": "30 feet",
            "target_range_sort": 30,
            "components": "V",
            "requires_verbal_components": true,
            "requires_somatic_components": false,
            "requires_material_components": false,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "Instantaneous",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "10 minutes",
            "level": "2nd-level",
            "level_int": 2,
            "spell_level": 2,
            "school": "Evocation",
            "dnd_class": "Cleric",
            "spell_lists": [
                "cleric"
            ],
            "archetype": "",
            "circles": "",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "private-sanctum",
            "name": "Private Sanctum",
            "desc": "You make an area within range magically secure. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration or until you use an action to dismiss it. When you cast the spell, you decide what sort of security the spell provides, choosing any or all of the following properties: \n- Sound can't pass through the barrier at the edge of the warded area. \n- The barrier of the warded area appears dark and foggy, preventing vision (including darkvision) through it. \n- Sensors created by divination spells can't appear inside the protected area or pass through the barrier at its perimeter. \n- Creatures in the area can't be targeted by divination spells. \n- Nothing can teleport into or out of the warded area. \n- Planar travel is blocked within the warded area. \nCasting this spell on the same spot every day for a year makes this effect permanent.",
            "higher_level": "When you cast this spell using a spell slot of 5th level or higher, you can increase the size of the cube by 100 feet for each slot level beyond 4th. Thus you could protect a cube that can be up to 200 feet on one side by using a spell slot of 5th level.",
            "page": "phb 262",
            "range": "120 feet",
            "target_range_sort": 120,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "A thin sheet of lead, a piece of opaque glass, a wad of cotton or cloth, and powdered chrysolite.",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "24 hours",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "10 minutes",
            "level": "4th-level",
            "level_int": 4,
            "spell_level": 4,
            "school": "Abjuration",
            "dnd_class": "Wizard",
            "spell_lists": [
                "wizard"
            ],
            "archetype": "",
            "circles": "",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "scrying",
            "name": "Scrying",
            "desc": "You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed.\n\n**Knowledge & Save Modifier** Secondhand (you have heard of the target) +5 Firsthand (you have met the target) +0 Familiar (you know the target well) -5 **Connection & Save Modifier** Likeness or picture -2 Possession or garment -4 Body part, lock of hair, bit of nail, or the like -10 \nOn a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours. On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist. Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn't move.",
            "higher_level": "",
            "page": "phb 273",
            "range": "Self",
            "target_range_sort": 0,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "A focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water.",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "Up to 10 minutes",
            "concentration": "yes",
            "requires_concentration": true,
            "casting_time": "10 minutes",
            "level": "5th-level",
            "level_int": 5,
            "spell_level": 5,
            "school": "Divination",
            "dnd_class": "Bard, Cleric, Druid, Paladin, Warlock, Wizard",
            "spell_lists": [
                "cleric",
                "druid",
                "bard",
                "warlock",
                "wizard"
            ],
            "archetype": "Paladin: Vengeance",
            "circles": "Coast, Swamp",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "read-memory",
            "name": "Read Memory",
            "desc": "Deep Magic: clockwork You copy the memories of one memory gear into your own mind. You recall these memories as if you had experienced them but without any emotional attachment or context.",
            "higher_level": "",
            "page": "",
            "range": "Self",
            "target_range_sort": 0,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "Instantaneous",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "10 minutes",
            "level": "4th-level",
            "level_int": 4,
            "spell_level": 4,
            "school": "divination",
            "dnd_class": "Wizard, Cleric, Bard",
            "spell_lists": [
                "cleric",
                "bard",
                "wizard"
            ],
            "archetype": "",
            "circles": "",
            "document__slug": "dmag-e",
            "document__title": "Deep Magic Extended",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com"
        },
        {
            "slug": "summon-old-ones-avatar",
            "name": "Summon Old One's Avatar",
            "desc": "Deep Magic: void magic You summon a worldly incarnation of a Great Old One, which appears in an unoccupied space you can see within range. This avatar manifests as a Void speaker (Creature Codex NPC) augmented by boons from the Void. Choose one of the following options for the type of avatar that appears (other options might be available if the GM allows): Avatar of Cthulhu. The Void speaker is a goat-man with the ability to cast black goat's blessing and unseen strangler at will. Avatar of Yog-Sothoth. The Void speaker is a human with 1d4 + 1 flesh warps and the ability to cast gift of Azathoth and thunderwave at will. When the avatar appears, you must make a Charisma saving throw. If it succeeds, the avatar is friendly to you and your allies. If it fails, the avatar is friendly to no one and attacks the nearest creature to it, pursuing and fighting for as long as possible. Roll initiative for the avatar, which takes its own turn. If friendly to you, it obeys verbal commands you issue to it (no action required by you). If the avatar has no command, it attacks the nearest creature. Each round you maintain concentration on the spell, you must make a successful DC 15 Wisdom saving throw or take 1d6 psychic damage. If the cumulative total of this damage exceeds your Wisdom score, you gain one point of Void taint and you are afflicted with a short-term madness. The same penalty recurs when the damage exceeds twice your Wisdom, three times your Wisdom, etc. The avatar disappears when it drops to 0 hit points or when the spell ends. If you stop concentrating on the spell before an hour has elapsed, the avatar becomes uncontrolled and hostile and doesn't disappear until 1d6 rounds later or it's killed.",
            "higher_level": "",
            "page": "",
            "range": "60 Feet",
            "target_range_sort": 60,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "",
            "can_be_cast_as_ritual": true,
            "ritual": "yes",
            "duration": "1 Hour",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "10 minutes",
            "level": "9th-level",
            "level_int": 9,
            "spell_level": 9,
            "school": "conjuration",
            "dnd_class": "Wizard, Warlock, Sorceror, Druid, Cleric, Bard",
            "spell_lists": [
                "cleric",
                "druid",
                "bard",
                "warlock",
                "wizard"
            ],
            "archetype": "",
            "circles": "",
            "document__slug": "dmag-e",
            "document__title": "Deep Magic Extended",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com"
        },
        {
            "slug": "clairvoyance-a5e",
            "name": "Clairvoyance",
            "desc": "An invisible sensor is created within the spell's range. The sensor remains there for the duration, and it cannot be targeted or attacked.\n\nChoose seeing or hearing when you cast the spell.\n\nYou may use that sense through the sensor as if you were there. As an action, you may switch which sense you are using through the sensor.\n\nA creature able to see invisible things (from the see invisibility spell or truesight, for instance) sees a 4-inch diameter glowing, ethereal orb.",
            "higher_level": "",
            "page": "",
            "range": "1 mile",
            "target_range_sort": 5280,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "Up to 10 minutes",
            "concentration": "yes",
            "requires_concentration": true,
            "casting_time": "10 minutes",
            "level": "3rd-level",
            "level_int": 3,
            "spell_level": 3,
            "school": "Divination",
            "dnd_class": "Artificer, Bard, Cleric, Sorcerer, Wizard",
            "spell_lists": [],
            "archetype": "",
            "circles": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "contingency-a5e",
            "name": "Contingency",
            "desc": "As part of this spell, cast a spell of 5th-level or lower that has a casting time of 1 action, expending spell slots for both. The second spell must target you, and doesn't target others even if it normally would.\n\nDescribe the circumstances under which the second spell should be cast. It is automatically triggered the first time these circumstances are met. This spell ends when the second spell is triggered, when you cast _contingency_ again, or if the material component for it is not on your person. For example, when you cast _contingency_ with _blur_ as a second spell you might make the trigger be when you see a creature target you with a weapon attack, or you might make it be when you make a weapon attack against a creature, or you could choose for it to be when you see an ally make a weapon attack against a creature.",
            "higher_level": "",
            "page": "",
            "range": "self",
            "target_range_sort": 0,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "10 days",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "10 minutes",
            "level": "6th-level",
            "level_int": 6,
            "spell_level": 6,
            "school": "Evocation",
            "dnd_class": "Wizard",
            "spell_lists": [],
            "archetype": "",
            "circles": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "control-weather-a5e",
            "name": "Control Weather",
            "desc": "You must be outdoors to cast this spell, and it ends early if you don't have a clear path to the sky.\n\nUntil the spell ends, you change the weather conditions in the area from what is normal for the current climate and season. Choose to increase or decrease each weather condition (precipitation, temperature, and wind) up or down by one stage on the following tables. Whenever you change the wind, you can also change its direction. The new conditions take effect after 1d4 × 10 minutes, at which point you can change the conditions again. The weather gradually returns to normal when the spell ends.",
            "higher_level": "",
            "page": "",
            "range": "self",
            "target_range_sort": 0,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "Up to 8 hours",
            "concentration": "yes",
            "requires_concentration": true,
            "casting_time": "10 minutes",
            "level": "8th-level",
            "level_int": 8,
            "spell_level": 8,
            "school": "Transmutation",
            "dnd_class": "Cleric, Druid, Wizard",
            "spell_lists": [],
            "archetype": "",
            "circles": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "fabricate-a5e",
            "name": "Fabricate",
            "desc": "You convert raw materials into finished items of the same material. For example, you can fabricate a pitcher from a lump of clay, a bridge from a pile of lumber or group of trees, or rope from a patch of hemp.\n\nWhen you cast the spell, select raw materials you can see within range. From them, the spell fabricates a Large or smaller object (contained within a single 10-foot cube or up to eight connected 5-foot cubes) given a sufficient quantity of raw material. When fabricating with metal, stone, or another mineral substance, the fabricated object can be no larger than Medium (contained within a single 5-foot cube). The quality of any objects made with the spell is equivalent to the quality of the raw materials.\n\nCreatures or magic items can't be created or used as materials with this spell. It also may not be used to create items that require highly-specialized craftsmanship such as armor, weapons, clockworks, glass, or jewelry unless you have proficiency with the type of artisan's tools needed to craft such objects.",
            "higher_level": "",
            "page": "",
            "range": "120 feet",
            "target_range_sort": 120,
            "components": "V, S",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": false,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "Instantaneous",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "10 minutes",
            "level": "4th-level",
            "level_int": 4,
            "spell_level": 4,
            "school": "Transmutation",
            "dnd_class": "Artificer, Wizard",
            "spell_lists": [],
            "archetype": "",
            "circles": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "find-steed-a5e",
            "name": "Find Steed",
            "desc": "You summon a spirit that takes the form of a loyal mount, creating a lasting bond with it. You decide on the steed's appearance, and choose whether it uses the statistics of an elk, giant lizard, panther, warhorse, or wolf (the Narrator may offer additional options.) Its statistics change in the following ways:\n\n* Its type is your choice of celestial, fey, or fiend.\n* Its size is your choice of Medium or Large.\n* Its Intelligence is 6.\n* You can communicate with it telepathically while it's within 1 mile.\n* It understands one language that you speak.\n\nWhile mounted on your steed, when you cast a spell that targets only yourself, you may also target the steed.\n\nWhen you use an action to dismiss the steed, or when it drops to 0 hit points, it temporarily disappears. Casting this spell again resummons the steed, fully healed and with all conditions removed. You can't summon a different steed unless you spend an action to release your current steed from its bond, permanently dismissing it.",
            "higher_level": "The steed has an additional 20 hit points for each slot level above 2nd. When using a 4th-level spell slot or higher, you may grant the steed either a swim speed or fly speed equal to its base Speed.",
            "page": "",
            "range": "30 feet",
            "target_range_sort": 30,
            "components": "V, S",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": false,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "Instantaneous",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "10 minutes",
            "level": "2nd-level",
            "level_int": 2,
            "spell_level": 2,
            "school": "Conjuration",
            "dnd_class": "Herald",
            "spell_lists": [],
            "archetype": "",
            "circles": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "forbiddance-a5e",
            "name": "Forbiddance",
            "desc": "You protect the target area against magical travel. Creatures can't teleport into the area, use a magical portal to enter it, or travel into it from another plane of existence, such as the Astral or Ethereal Plane. The spell's area can't overlap with another _forbiddance_ spell.\n\nThe spell damages specific types of trespassing creatures. Choose one or more of celestials, elementals, fey, fiends, and undead. When a chosen creature first enters the area on a turn or starts its turn there, it takes 5d10 radiant or necrotic damage (your choice when you cast the spell). You may designate a password. A creature speaking this password as it enters takes no damage from the spell.\n\nAfter casting this spell on the same area for 30 consecutive days it becomes permanent until dispelled. This final casting to make the spell permanent consumes its material components.",
            "higher_level": "",
            "page": "",
            "range": "touch",
            "target_range_sort": 1,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "",
            "can_be_cast_as_ritual": true,
            "ritual": "yes",
            "duration": "1 day",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "10 minutes",
            "level": "6th-level",
            "level_int": 6,
            "spell_level": 6,
            "school": "Abjuration",
            "dnd_class": "Cleric",
            "spell_lists": [],
            "archetype": "",
            "circles": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "guards-and-wards-a5e",
            "name": "Guards and Wards",
            "desc": "You create wards that protect the target area. Each warded area has a maximum height of 20 feet and can be shaped. Several stories of a stronghold can be warded by dividing the area among them if you can walk from one to the next while the spell is being cast.\n\nWhen cast, you can create a password that can make a creature immune to these effects when it is spoken aloud. You may also specify individuals that are unaffected by any or all of the effects that you choose.\n\n_Guards and wards_ creates the following effects within the area of the spell.\n\n* **_Corridors:_** Corridors are heavily obscured with fog. Additionally, creatures that choose between multiple passages or branches have a 50% chance to unknowingly choose a path other than the one they meant to choose.\n* **_Doors:_** Doors are magically locked as if by an _arcane lock_ spell. Additionally, you may conceal up to 10 doors with an illusion as per the illusory object component of the _minor illusion_ spell to make the doors appear as unadorned wall sections.</ li>\n* **_Stairs:_** Stairs are filled from top to bottom with webs as per the _web_ spell. Until the spell ends, the webbing strands regrow 10 minutes after they are damaged or destroyed.\n\nIn addition, one of the following spell effects can be placed within the spell's area.\n\n* _Dancing lights_ can be placed in 4 corridors and you can choose for them to repeat a simple sequence.\n* _Magic mouth_ spells can be placed in 2 locations.\n_Stinking clouds_ can be placed in 2 locations.\n\nThe clouds return after 10 minutes if dispersed while the spell remains.\n* A _gust of wind_ can be placed in a corridor or room.\n* Pick a 5-foot square. Any creature that passes through it subjected to a _suggestion_ spell, hearing the suggestion mentally.\n\nThe entirety of the warded area radiates as magic. Each effect must be targeted by separate dispel magic spells to be removed.\n\nThe spell can be made permanent by recasting the spell every day for a year.",
            "higher_level": "",
            "page": "",
            "range": "touch",
            "target_range_sort": 1,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "24 hours",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "10 minutes",
            "level": "6th-level",
            "level_int": 6,
            "spell_level": 6,
            "school": "Abjuration",
            "dnd_class": "Bard, Wizard",
            "spell_lists": [],
            "archetype": "",
            "circles": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "hallucinatory-terrain-a5e",
            "name": "Hallucinatory Terrain",
            "desc": "You weave a veil over the natural terrain within the area, making it look, sound, or smell like another sort of terrain. A small lake could be made to look like a grassy glade. A path or trail could be made to look like an impassable swamp. A cliff face could even appear as a gentle slope or seem to extend further than it does. This spell does not affect any manufactured structures, equipment, or creatures.\n\nOnly the visual, auditory, and olfactory components of the terrain are changed. Any creature that enters or attempts to interact with the illusion feels the real terrain below. If given sufficient reason, a creature may make an Investigation check against your spell save DC to disbelieve it. On a successful save, the creature sees the illusion superimposed over the actual terrain.",
            "higher_level": "The spell targets an additional 50-foot cube for each slot level above 4th.",
            "page": "",
            "range": "300 feet",
            "target_range_sort": 300,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "24 hours",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "10 minutes",
            "level": "4th-level",
            "level_int": 4,
            "spell_level": 4,
            "school": "Illusion",
            "dnd_class": "Bard, Druid, Warlock, Wizard",
            "spell_lists": [],
            "archetype": "",
            "circles": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "heart-of-dis-a5e",
            "name": "Heart of Dis",
            "desc": "You magically replace your heart with one forged on the second layer of Hell. While the spell lasts, you are immune to fear and can't be poisoned, and you are immune to fire and poison damage. You gain resistance to cold damage, as well as to bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered. You have advantage on saving throws against spells and other magical effects. Finally, while you are conscious, any creature hostile to you that starts its turn within 20 feet of you must make a Wisdom saving throw. On a failed save, the creature is frightened of you until the start of your next turn. On a success, the creature is immune to the effect for 24 hours.\n\nCasting this spell magically transports your mortal heart to the lair of one of the lords of Hell. The heart returns to your body when the spell ends. If you die while under the effects of this spell, you can't be brought back to life until your original heart is retrieved.",
            "higher_level": "",
            "page": "",
            "range": "self",
            "target_range_sort": 0,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "24 hours",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "10 minutes",
            "level": "8th-level",
            "level_int": 8,
            "spell_level": 8,
            "school": "Necromancy",
            "dnd_class": "Warlock, Wizard",
            "spell_lists": [],
            "archetype": "",
            "circles": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "heroes-feast-a5e",
            "name": "Heroes' Feast",
            "desc": "The spell summons forth a sumptuous feast with a cuisine of your choosing that provides 1 Supply for a number of creatures equal to twice your proficiency bonus. Consuming the food takes 1 hour and leaves a creature feeling nourished—it immediately makes a saving throw with advantage against any disease or poison it is suffering from, and it is cured of any effect that frightens it.\n\nFor up to 24 hours afterward the feast's participants have advantage on Wisdom saving throws, advantage on saving throws made against disease and poison, resistance against damage from poison and disease, and each increases its hit point maximum by 2d10.",
            "higher_level": "",
            "page": "",
            "range": "30 feet",
            "target_range_sort": 30,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "Instantaneous",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "10 minutes",
            "level": "6th-level",
            "level_int": 6,
            "spell_level": 6,
            "school": "Conjuration",
            "dnd_class": "",
            "spell_lists": [],
            "archetype": "",
            "circles": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "legend-lore-a5e",
            "name": "Legend Lore",
            "desc": "You learn significant information about the target. This could range from the most up-todate research, lore forgotten in old tales, or even previously unknown information. The spell gives you additional, more detailed information if you already have some knowledge of the target. The spell will not return any information for items not of legendary renown.\n\nThe knowledge you gain is always true, but may be obscured by metaphor, poetic language, or verse.\n\nIf you use the spell for a cursed tome, for instance, you may gain knowledge of the dire words spoken by its creator as they brought it into the world.",
            "higher_level": "Your intuition surrounding the target is enhanced and you gain advantage on one Investigation check regarding it for each slot level above 6th.",
            "page": "",
            "range": "self",
            "target_range_sort": 0,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "Instantaneous",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "10 minutes",
            "level": "5th-level",
            "level_int": 5,
            "spell_level": 5,
            "school": "Divination",
            "dnd_class": "Bard, Cleric, Wizard",
            "spell_lists": [],
            "archetype": "",
            "circles": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "mirage-arcane-a5e",
            "name": "Mirage Arcane",
            "desc": "You make terrain within the spell's area appear as another kind of terrain, tricking all senses (including touch).\n\nThe general shape of the terrain remains the same, however. A small town could resemble a woodland, a smooth road could appear rocky and overgrown, a deep pit could resemble a shallow pond, and so on.\n\nStructures may be altered in the similar way, or added where there are none. Creatures are not disguised, concealed, or added by the spell.\n\nThe illusion appears completely real in all aspects, including physical terrain, and can be physically interacted with. Clear terrain becomes difficult terrain, and vice versa. Any part of the illusory terrain such as a boulder, or water collected from an illusory stream, disappears immediately upon leaving the spell's area.\n\nCreatures with truesight see through the illusion, but are not immune to its effects. They may know that the overgrown path is in fact a well maintained road, but are still impeded by illusory rocks and branches.",
            "higher_level": "",
            "page": "",
            "range": "sight",
            "target_range_sort": 9999,
            "components": "V, S",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": false,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "10 days",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "10 minutes",
            "level": "7th-level",
            "level_int": 7,
            "spell_level": 7,
            "school": "Illusion",
            "dnd_class": "Druid, Wizard",
            "spell_lists": [],
            "archetype": "",
            "circles": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "planar-ally-a5e",
            "name": "Planar Ally",
            "desc": "An entity from beyond the realm material answers your call for assistance. You must know this entity whether it is holy, unholy, or beyond the bounds of mortal comprehension. The entity sends forth a servant loyal to it to aid you in your endeavors. If you have a specific servant in mind you may speak its name during the casting, but ultimately who is sent to answer your call is the entity's decision.\n\nThe creature that appears (a celestial, elemental, fey, or fiend), is under no compulsion to behave in any particular way other than how its nature and personality direct it. Any request made of the creature, simple or complex, requires an equal amount of payment which you must bargain with the creature to ascertain. The creature can request either items, sacrifices, or services in exchange for its assistance. A creature that you cannot communicate with cannot be bargained with.\n\nA task that can be completed in minutes is worth 100 gold per minute, a task that requires hours is worth 1, 000 gold per hour, and a task requiring days is worth 10, 000 gold per day (the creature can only accept tasks contained within a 10 day timeframe). A creature can often be persuaded to lower or raise prices depending on how a task aligns with its personality and the goals of its master —some require no payment at all if the task is deemed worthy. Additionally, a task that poses little or no risk only requires half the usual amount of payment, and an extremely dangerous task might call for double the usual payment. Still, only extreme circumstances will cause a creature summoned this way to accept tasks with a near certain result of death.\n\nA creature returns to its place of origin when a task is completed or if you fail to negotiate an agreeable task and payment. Should a creature join your party, it counts as a member of the group and receives a full portion of any experience gained.",
            "higher_level": "",
            "page": "",
            "range": "60 feet",
            "target_range_sort": 60,
            "components": "V, S",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": false,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "Instantaneous",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "10 minutes",
            "level": "6th-level",
            "level_int": 6,
            "spell_level": 6,
            "school": "Conjuration",
            "dnd_class": "Cleric, Warlock",
            "spell_lists": [],
            "archetype": "",
            "circles": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "prayer-of-healing-a5e",
            "name": "Prayer of Healing",
            "desc": "The targets regain hit points equal to 2d8 + your spellcasting ability modifier.",
            "higher_level": "The hit points regained increase by 1d8 for each slot level above 2nd.",
            "page": "",
            "range": "30 feet",
            "target_range_sort": 30,
            "components": "V",
            "requires_verbal_components": true,
            "requires_somatic_components": false,
            "requires_material_components": false,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "Instantaneous",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "10 minutes",
            "level": "2nd-level",
            "level_int": 2,
            "spell_level": 2,
            "school": "Evocation",
            "dnd_class": "Cleric",
            "spell_lists": [],
            "archetype": "",
            "circles": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "private-sanctum-a5e",
            "name": "Private Sanctum",
            "desc": "You increase the magical security in an area, choosing one or more of the following:\n\n* sound cannot pass the edge of the area.\n* light and vision cannot pass the edge of the area.\n* sensors created by divination spells can neither enter the area nor appear within it.\n* creatures within the area cannot be targeted by divination spells.\n* nothing can teleport into or out of the area.\n* planar travel is impossible within the area.\n\nCasting this spell on the same area every day for a year makes the duration permanent.",
            "higher_level": "Increase the size of the sanctum by up to 100 feet for each slot level above 4th.",
            "page": "",
            "range": "120 feet",
            "target_range_sort": 120,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "24 hours",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "10 minutes",
            "level": "4th-level",
            "level_int": 4,
            "spell_level": 4,
            "school": "Abjuration",
            "dnd_class": "Wizard",
            "spell_lists": [],
            "archetype": "",
            "circles": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "scrying-a5e",
            "name": "Scrying",
            "desc": "You can see and hear a specific creature that you choose. The difficulty of the saving throw for this spell is modified by your knowledge of the target and whether you possess a physical item with a connection to the target.\n\nOn a failed save, you can see and hear the target through an invisible sensor that appears within 10 feet of it and moves with the target. Any creature who can see invisibility or rolls a critical success on its saving throw perceives the sensor as a fist-sized glowing orb hovering in the air. Creatures cannot see or hear you through the sensor.\n\nIf you choose to target a location, the sensor appears at that location and is immobile.",
            "higher_level": "",
            "page": "",
            "range": "self",
            "target_range_sort": 0,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "Up to 10 minutes",
            "concentration": "yes",
            "requires_concentration": true,
            "casting_time": "10 minutes",
            "level": "5th-level",
            "level_int": 5,
            "spell_level": 5,
            "school": "Divination",
            "dnd_class": "Bard, Cleric, Druid, Warlock, Wizard",
            "spell_lists": [],
            "archetype": "",
            "circles": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "avronins-astral-assembly",
            "name": "Avronin’s Astral Assembly",
            "desc": "You alert a number of creatures that you are familiar with, up to your spellcasting ability modifier (minimum of 1), of your intent to communicate with them through spiritual projection. The invitation can extend any distance and even cross to other planes of existence. Once notified, the creatures can choose to accept this communication at any time during the duration of the spell.\n\nWhen a creature accepts, its spirit is projected into one of the gems used in casting the spell. The material body it leaves behind falls unconscious and doesn't need food or air. The creature's consciousness is present in the room with you, and its normal form appears as an astral projection within 5 feet of the gem its spirit occupies. You can see and hear all the creatures who have joined in the assembly, and they can see and hear you and each other as if they were present (which they are, astrally). They can't interact with anything physically.\n\nA creature can end the spell's effect on itself voluntarily at any time, as can you. When the effect ends or the duration expires, a creature's spirit returns to its body and it regains consciousness. A creature that withdraws voluntarily from the assembly can't rejoin it even if the spell is still active. If a gem is broken while occupied by a creature's astral self, the spirit in the gem returns to its body and the creature suffers two levels of exhaustion.",
            "higher_level": "",
            "page": "",
            "range": "Unlimited",
            "target_range_sort": 99999,
            "components": "V, M",
            "requires_verbal_components": true,
            "requires_somatic_components": false,
            "requires_material_components": true,
            "material": "a spool of fine copper wire and a gem worth at least 100 gp for each target",
            "can_be_cast_as_ritual": true,
            "ritual": "yes",
            "duration": "Up to 1 hour",
            "concentration": "yes",
            "requires_concentration": true,
            "casting_time": "10 minutes",
            "level": "6th-level",
            "level_int": 6,
            "spell_level": 6,
            "school": "necromancy",
            "dnd_class": "Warlock, Wizard",
            "spell_lists": [
                "warlock",
                "wizard"
            ],
            "archetype": "",
            "circles": "",
            "document__slug": "dmag",
            "document__title": "Deep Magic 5e",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/deep-magic-for-5th-edition-hardcover/"
        },
        {
            "slug": "binding-oath",
            "name": "Binding Oath",
            "desc": "You seal an agreement between two or more willing creatures with an oath in the name of the god of justice, using ceremonial blessings during which both the oath and the consequences of breaking it are set: if any of the sworn break this vow, they are struck by a curse. For each individual that does so, you choose one of the options given in the [bestow curse](https://api.open5e.com/spells/bestow-curse) spell. When the oath is broken, all participants are immediately aware that this has occurred, but they know no other details.\n\nThe curse effect of binding oath can’t be dismissed by [dispel magic](https://api.open5e.com/spells/dispel-magic), but it can be removed with [dispel evil and good](https://api.open5e.com/spells/dispel-evil-and-good)[remove curse](https://api.open5e.com/remove-curse), or [wish](https://api.open5e.com/spells/wish). Remove curse functions only if the spell slot used to cast it is equal to or higher than the spell slot used to cast **binding oath**. Depending on the nature of the oath, one creature’s breaking it may or may not invalidate the oath for the other targets. If the oath is completely broken, the spell ends for every affected creature, but curse effects already bestowed remain until dispelled.",
            "higher_level": "",
            "page": "",
            "range": "30 feet",
            "target_range_sort": 30,
            "components": "V, S",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": false,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "Until dispelled",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "10 minutes",
            "level": "4th-level",
            "level_int": 4,
            "spell_level": 4,
            "school": "necromancy",
            "dnd_class": "Bard, Cleric, Paladin",
            "spell_lists": [
                "cleric",
                "bard"
            ],
            "archetype": "",
            "circles": "",
            "document__slug": "dmag",
            "document__title": "Deep Magic 5e",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/deep-magic-for-5th-edition-hardcover/"
        },
        {
            "slug": "create-thunderstaff",
            "name": "Create Thunderstaff",
            "desc": "After you cast **create thunderstaff** on a normal quarterstaff, the staff must then be mounted in a noisy location, such as a busy marketplace, and left there for 60 days. During that time, the staff gradually absorbs ambient sound.\n\nAfter 60 days, the staff is fully charged and can’t absorb any more sound. At that point, it becomes a **thunderstaff**, a +1 quarterstaff that has 10 charges. When you hit on a melee attack with the staff and expend 1 charge, the target takes an extra 1d8 thunder damage. You can cast a [thunderwave](https://api.open5e.com/spells/thunderwave) spell from the staff as a bonus action by expending 2 charges. The staff cannot be recharged.\n\nIf the final charge is not expended within 60 days, the staff becomes nonmagical again.",
            "higher_level": "",
            "page": "",
            "range": "Touch",
            "target_range_sort": 1,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "a quarterstaff",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "Instantaneous",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "10 minutes",
            "level": "7th-level",
            "level_int": 7,
            "spell_level": 7,
            "school": "transmutation",
            "dnd_class": "",
            "spell_lists": [],
            "archetype": "",
            "circles": "",
            "document__slug": "dmag",
            "document__title": "Deep Magic 5e",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/deep-magic-for-5th-edition-hardcover/"
        },
        {
            "slug": "curse-of-dust",
            "name": "Curse of Dust",
            "desc": "You cast a curse on a creature within range that you’re familiar with, causing it to be unsatiated by food no matter how much it eats. This effect isn’t merely an issue of perception; the target physically can’t draw sustenance from food. Within minutes after the spell is cast, the target feels constant hunger no matter how much food it consumes. The target must make a Constitution saving throw 24 hours after the spell is cast and every 24 hours thereafter. On a failed save, the target gains one level of exhaustion. The effect ends when the duration expires or when the target makes two consecutive successful saves.",
            "higher_level": "",
            "page": "",
            "range": "500 feet",
            "target_range_sort": 500,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "a piece of spoiled food",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "5 days",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "10 minutes",
            "level": "7th-level",
            "level_int": 7,
            "spell_level": 7,
            "school": "necromancy",
            "dnd_class": "Cleric, Druid, Warlock",
            "spell_lists": [],
            "archetype": "",
            "circles": "",
            "document__slug": "dmag",
            "document__title": "Deep Magic 5e",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/deep-magic-for-5th-edition-hardcover/"
        },
        {
            "slug": "glyph-of-shifting",
            "name": "Glyph of Shifting",
            "desc": "You create a hidden glyph by tracing it on a surface or object that you touch. When you cast the spell, you can also choose a location that's known to you, within 5 miles, and on the same plane of existence, to serve as the destination for the glyph's shifting effect.\n  The glyph is triggered when it's touched by a creature that's not aware of its presence. The triggering creature must make a successful Wisdom saving throw or be teleported to the glyph's destination. If no destination was set, the creature takes 4d4 force damage and is knocked prone.\n  The glyph disappears after being triggered or when the spell's duration expires.",
            "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, its duration increases by 24 hours and the maximum distance to the destination increases by 5 miles for each slot level above 2nd.",
            "page": "",
            "range": "Touch",
            "target_range_sort": 1,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "powdered diamond worth at least 50 gp, which the spell consumes",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "Instantaneous",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "10 minutes",
            "level": "2nd-level",
            "level_int": 2,
            "spell_level": 2,
            "school": "conjuration",
            "dnd_class": "Bard, Wizard",
            "spell_lists": [],
            "archetype": "",
            "circles": "",
            "document__slug": "dmag",
            "document__title": "Deep Magic 5e",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/deep-magic-for-5th-edition-hardcover/"
        }
    ]
}