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

GET /v1/spells/?format=api&ordering=-school
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=-school&page=2",
    "previous": null,
    "results": [
        {
            "slug": "absolute-command",
            "name": "Absolute Command",
            "desc": "Deep Magic: clockwork You can control a construct you have built with a challenge rating of 6 or less. You can manipulate objects with your construct as precisely as its construction allows, and you perceive its surroundings through its sensory inputs as if you inhabited its body. The construct uses the caster's Proficiency bonus (modified by the construct's Strength and Dexterity scores). You can use the manipulators of the construct to perform any number of skill-based tasks, using the construct's Strength and Dexterity modifiers when using skills based on those particular abilities. Your body remains immobile, as if paralyzed, for the duration of the spell. The construct must remain within 100 feet of you. If it moves beyond this distance, the spell immediately ends and the caster's mind returns to his or her body.",
            "higher_level": "When you cast this spell using higher-level spell slots, you may control a construct with a challenge rating 2 higher for each slot level you use above 4th. The construct's range also increases by 10 feet for each slot 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": "10 Minutes",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 action",
            "level": "4th-level",
            "level_int": 4,
            "spell_level": 4,
            "school": "transmutation",
            "dnd_class": "Wizard",
            "spell_lists": [
                "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": "animate-construct",
            "name": "Animate Construct",
            "desc": "Deep Magic: clockwork This spell animates a carefully prepared construct of Tiny size. The object acts immediately, on your turn, and can attack your opponents to the best of its ability. You can direct it not to attack, to attack particular enemies, or to perform other actions. You choose the object to animate, and you can change that choice each time you cast the spell. The cost of the body to be animated is 10 gp x its hit points. The body can be reused any number of times, provided it isn't severely damaged or destroyed. If no prepared construct body is available, you can animate a mass of loose metal or stone instead. Before casting, the loose objects must be arranged in a suitable shape (taking up to a minute), and the construct's hit points are halved. An animated construct has a Constitution of 10, Intelligence and Wisdom 3, and Charisma 1. Other characteristics are determined by the construct's size as follows. Size HP AC Attack STR DEX Spell Slot Tiny 15 12 +3, 1d4+4 4 16 1st Small 25 13 +4, 1d8+2 6 14 2nd Medium 40 14 +5, 2d6+1 10 12 3rd Large 50 15 +6, 2d10+2 14 10 4th Huge 80 16 +8, 2d12+4 18 8 5th Gargantuan 100 17 +10, 4d8+6 20 6 6th",
            "higher_level": "Casting this spell using higher level spell slots allows you to increase the size of the construct animated, as shown on the table.",
            "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": "10 Minutes",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 action",
            "level": "1st-level",
            "level_int": 1,
            "spell_level": 1,
            "school": "transmutation",
            "dnd_class": "Wizard",
            "spell_lists": [
                "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": "extract-foyson",
            "name": "Extract Foyson",
            "desc": "You extract the goodness in food, pulling all the nutrition out of three days' worth of meals and concentrating it into about a tablespoon of bland, flourlike powder. The flour can be mixed with liquid and drunk or baked into elven bread. Foyson used in this way still imparts all the nutritional value of the original food, for the amount consumed. The original food appears unchanged and though it's still filling, it has no nutritional value. Someone eating nothing but foyson-free food will eventually starve.",
            "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, an additional three meals' worth of food can be extracted for each slot level above 1st. Ritual Focus. If you expend your ritual focus, you can choose to have each day's worth of foyson take the form of a slice of delicious elven bread.",
            "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": true,
            "ritual": "yes",
            "duration": "Permanent",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 minute",
            "level": "1st-level",
            "level_int": 1,
            "spell_level": 1,
            "school": "transmutation",
            "dnd_class": "Druid, Warlock, Wizard, Bard",
            "spell_lists": [
                "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": "greater-ley-pulse",
            "name": "Greater Ley Pulse",
            "desc": "You set up ley energy vibrations in a 20-foot cube within range, and name one type of damage. Each creature in the area must succeed on a Wisdom saving throw or lose immunity to the chosen damage type for the duration.",
            "higher_level": "When you cast this spell using a 9th-level spell slot, choose two damage types instead of one.",
            "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": "1 Minute",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 action",
            "level": "7th-level",
            "level_int": 7,
            "spell_level": 7,
            "school": "transmutation",
            "dnd_class": "Wizard, Warlock, Sorceror, Druid",
            "spell_lists": [
                "druid",
                "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": "hearth-charm",
            "name": "Hearth Charm",
            "desc": "This spell makes flammable material burn twice as long as normal.",
            "higher_level": "",
            "page": "",
            "range": "25 Feet",
            "target_range_sort": 25,
            "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": "24 Hours",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 action",
            "level": "1st-level",
            "level_int": 1,
            "spell_level": 1,
            "school": "transmutation",
            "dnd_class": "Warlock, Ranger, Druid",
            "spell_lists": [
                "druid",
                "ranger",
                "warlock"
            ],
            "archetype": "",
            "circles": "",
            "document__slug": "dmag-e",
            "document__title": "Deep Magic Extended",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com"
        },
        {
            "slug": "hods-gift",
            "name": "Hod's Gift",
            "desc": "The target gains blindsight to a range of 60 feet.",
            "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the duration is increased by 1 hour for every slot above 5th 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": "1 Hour",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 action",
            "level": "5th-level",
            "level_int": 5,
            "spell_level": 5,
            "school": "transmutation",
            "dnd_class": "Wizard, Sorceror, Cleric",
            "spell_lists": [
                "cleric",
                "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": "imbue-spell",
            "name": "Imbue Spell",
            "desc": "Deep Magic: clockwork You imbue a spell of 1st thru 3rd level that has a casting time of instantaneous onto a gear worth 100 gp per level of spell you are imbuing. At the end of the ritual, the gear is placed into a piece of clockwork that includes a timer or trigger mechanism. When the timer or trigger goes off, the spell is cast. If the range of the spell was Touch, it effects only a target touching the device. If the spell had a range in feet, the spell is cast on the closest viable target within range, based on the nature of the spell. Spells with a range of Self or Sight can't be imbued. If the gear is placed with a timer, it activates when the time elapses regardless of whether a legitimate target is available.",
            "higher_level": "You can perform this ritual as a 7th-level spell to imbue a spell of 4th or 5th 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": "1 hour",
            "level": "5th-level",
            "level_int": 5,
            "spell_level": 5,
            "school": "transmutation",
            "dnd_class": "Wizard, Cleric",
            "spell_lists": [
                "cleric",
                "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": "jotuns-jest",
            "name": "Jotun's Jest",
            "desc": "Giants never tire of having fun with this spell. It causes a weapon or other item to vastly increase in size, temporarily becoming sized for a Gargantuan creature. The item weighs 12 times its original weight and in most circumstances cannot be used effectively by creatures smaller than Gargantuan size. The item retains its usual qualities (including magical powers and effects) and returns to normal size when the spell ends.",
            "higher_level": "",
            "page": "",
            "range": "25 Feet",
            "target_range_sort": 25,
            "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": "1 Minute",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 action",
            "level": "4th-level",
            "level_int": 4,
            "spell_level": 4,
            "school": "transmutation",
            "dnd_class": "Wizard, Warlock, Sorceror, Bard",
            "spell_lists": [
                "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": "land-bond",
            "name": "Land Bond",
            "desc": "You touch a willing creature and infuse it with ley energy, creating a bond between the creature and the land. For the duration of the spell, if the target is in contact with the ground, the target has advantage on saving throws and ability checks made to avoid being moved or knocked prone against its will. Additionally, the creature ignores nonmagical difficult terrain and is immune to effects from extreme environments such as heat, cold (but not cold or fire damage), and altitude.",
            "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": "1 Hour",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 action",
            "level": "1st-level",
            "level_int": 1,
            "spell_level": 1,
            "school": "transmutation",
            "dnd_class": "Wizard, Warlock, Sorceror, Druid",
            "spell_lists": [
                "druid",
                "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": "lesser-ley-pulse",
            "name": "Lesser Ley Pulse",
            "desc": "You set up ley energy vibrations in a 10-foot cube within range, and name one type of damage. Each creature in the area must make a successful Wisdom saving throw or lose resistance to the chosen damage type for the duration of the spell.",
            "higher_level": "When you cast this spell using a 7th-level spell slot, choose two damage types instead of one.",
            "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": "1 Minute",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 action",
            "level": "5th-level",
            "level_int": 5,
            "spell_level": 5,
            "school": "transmutation",
            "dnd_class": "Wizard, Warlock, Sorceror, Druid",
            "spell_lists": [
                "druid",
                "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": "machine-speech",
            "name": "Machine Speech",
            "desc": "Deep Magic: clockwork Your voice, and to a lesser extent your mind, changes to communicate only in the whirring clicks of machine speech. Until the end of your next turn, all clockwork spells you cast have advantage on their attack rolls or the targets have disadvantage on their saving throws.",
            "higher_level": "",
            "page": "",
            "range": "Self",
            "target_range_sort": 0,
            "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": "1 Round",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 bonus action",
            "level": "1st-level",
            "level_int": 1,
            "spell_level": 1,
            "school": "transmutation",
            "dnd_class": "Wizard, Sorceror, 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": "machines-load",
            "name": "Machine's Load",
            "desc": "Deep Magic: clockwork You touch a creature and give it the capacity to carry, lift, push, or drag weight as if it were one size category larger. If you're using the encumbrance rules, the target is not subject to penalties for weight. Furthermore, the subject can carry loads that would normally be unwieldy.",
            "higher_level": "When you cast this spell using a spell slot higher than 1st, you can touch one additional creature for each spell 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": "1 Minute",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 action",
            "level": "1st-level",
            "level_int": 1,
            "spell_level": 1,
            "school": "transmutation",
            "dnd_class": "Wizard, Warlock, Sorceror, Paladin, Cleric",
            "spell_lists": [
                "cleric",
                "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": "mass-repair-metal",
            "name": "Mass Repair Metal",
            "desc": "Deep Magic: clockwork As repair metal, but you can affect all metal within range. You repair 1d8 + 5 damage to a metal object or construct by sealing up rents and bending metal back into place.",
            "higher_level": "Casting mass repair metal as a 6th-level spell repairs 2d8 + 10 damage.",
            "page": "",
            "range": "Self",
            "target_range_sort": 0,
            "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": "1 action",
            "level": "5th-level",
            "level_int": 5,
            "spell_level": 5,
            "school": "transmutation",
            "dnd_class": "Wizard, Cleric",
            "spell_lists": [
                "cleric",
                "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": "mechanical-union",
            "name": "Mechanical Union",
            "desc": "Deep Magic: clockwork You can take control of a construct by voice or mental commands. The construct makes a Wisdom saving throw to resist the spell, and it gets advantage on the saving throw if its CR equals or exceeds your level in the class used to cast this spell. Once a command is given, the construct does everything it can to complete the command. Giving a new command takes an action. Constructs will risk harm, even go into combat, on your orders but will not self-destruct; giving such an order ends the spell.",
            "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": false,
            "ritual": "no",
            "duration": "1 Hour",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 action",
            "level": "5th-level",
            "level_int": 5,
            "spell_level": 5,
            "school": "transmutation",
            "dnd_class": "Wizard, Sorceror",
            "spell_lists": [
                "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": "molechs-blessing",
            "name": "Molech's Blessing",
            "desc": "Deep Magic: clockwork ritual You call upon the dark blessings of the furnace god Molech. In an hour-long ritual begun at midnight, you dedicate a living being to Molech by branding the deity's symbol onto the victim's forehead. If the ritual is completed and the victim fails to make a successful Wisdom saving throw (or the victim chooses not to make one), the being is transformed into an avatar of Molech under your control. The avatar is 8 feet tall and appears to be made of black iron wreathed in flames. Its eyes, mouth, and a portion of its torso are cut away to show the churning fire inside that crackles with wailing voices. The avatar has all the statistics and abilities of an earth elemental, with the following differences: Alignment is Neutral Evil; Speed is 50 feet and it cannot burrow or use earth glide; it gains the fire form ability of a fire elemental, but it cannot squeeze through small spaces; its Slam does an additional 1d10 fire damage. This transformation lasts for 24 hours. At the end of that time, the subject returns to its normal state and takes 77 (14d10) fire damage, or half damage with a successful DC 15 Constitution saving throw.",
            "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": "1 hour",
            "level": "7th-level",
            "level_int": 7,
            "spell_level": 7,
            "school": "transmutation",
            "dnd_class": "Cleric",
            "spell_lists": [
                "cleric"
            ],
            "archetype": "",
            "circles": "",
            "document__slug": "dmag-e",
            "document__title": "Deep Magic Extended",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com"
        },
        {
            "slug": "overclock",
            "name": "Overclock",
            "desc": "Deep Magic: clockwork You cause a targeted piece of clockwork to speed up past the point of control for the duration of the spell. The targeted clockwork can't cast spells with verbal components or even communicate effectively (all its utterances sound like grinding gears). At the start of each of its turns, the target must make a Wisdom saving throw. If the saving throw fails, the clockwork moves at three times its normal speed in a random direction and its turn ends; it can't perform any other actions. If the saving throw succeeds, then until the end of its turn, the clockwork's speed is doubled and it gains an additional action, which must be Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object. When the spell ends, the clockwork takes 2d8 force damage. It also must be rewound or refueled and it needs to have its daily maintenance performed immediately, if it relies on any of those things.",
            "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": "1 Minute",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 action",
            "level": "3rd-level",
            "level_int": 3,
            "spell_level": 3,
            "school": "transmutation",
            "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": "repair-metal",
            "name": "Repair Metal",
            "desc": "Deep Magic: clockwork A damaged construct or metal object regains 1d8 + 5 hit points when this spell is cast on it.",
            "higher_level": "The spell restores 2d8 + 10 hit points at 4th level, 3d8 + 15 at 6th level, and 4d8 + 20 at 8th level.",
            "page": "",
            "range": "Touch",
            "target_range_sort": 1,
            "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": "1 action",
            "level": "2nd-level",
            "level_int": 2,
            "spell_level": 2,
            "school": "transmutation",
            "dnd_class": "Wizard, Paladin, Cleric",
            "spell_lists": [
                "cleric",
                "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": "risen-road",
            "name": "Risen Road",
            "desc": "When you cast this spell, you open a glowing portal into the plane of shadow. The portal remains open for 1 minute, until 10 creatures step through it, or until you collapse it (no action required). Stepping through the portal places you on a shadow road leading to a destination within 50 miles, or in a direction specified by you. The road is in ideal condition. You and your companions can travel it safely at a normal pace, but you can't rest on the road; if you stop for more than 10 minutes, the spell expires and dumps you back into the real world at a random spot within 10 miles of your starting point. The spell expires 2d6 hours after being cast. When that happens, travelers on the road are safely deposited near their specified destination or 50 miles from their starting point in the direction that was specified when the spell was cast. Travelers never incur exhaustion no matter how many hours they spent walking or riding on the shadow road. The temporary shadow road ceases to exist; anything left behind is lost in the shadow realm. Each casting of risen road creates a new shadow road. A small chance exists that a temporary shadow road might intersect with an existing shadow road, opening the possibility for meeting other travelers or monsters, or for choosing a different destination mid-journey. The likelihood is entirely up to the GM.",
            "higher_level": "",
            "page": "",
            "range": "50 Miles",
            "target_range_sort": 264000,
            "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": "2-12 hours",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 minute",
            "level": "4th-level",
            "level_int": 4,
            "spell_level": 4,
            "school": "transmutation",
            "dnd_class": "Anti-Paladin",
            "spell_lists": [],
            "archetype": "",
            "circles": "",
            "document__slug": "dmag-e",
            "document__title": "Deep Magic Extended",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com"
        },
        {
            "slug": "tick-stop",
            "name": "Tick Stop",
            "desc": "Deep Magic: clockwork You speak a word and the target construct can take one action or bonus action on its next turn, but not both. The construct is immune to further tick stops from the same caster for 24 hours.",
            "higher_level": "",
            "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": "1 Round",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 action",
            "level": "Cantrip",
            "level_int": 0,
            "spell_level": 0,
            "school": "transmutation",
            "dnd_class": "Wizard, Sorceror",
            "spell_lists": [
                "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": "timeless-engine",
            "name": "Timeless Engine",
            "desc": "Deep Magic: clockwork You halt the normal processes of degradation and wear in a nonmagical clockwork device, making normal maintenance unnecessary and slowing fuel consumption to 1/10th of normal. For magical devices and constructs, the spell greatly reduces wear. A magical clockwork device, machine, or creature that normally needs daily maintenance only needs care once a year; if it previously needed monthly maintenance, it now requires attention only once a decade.",
            "higher_level": "",
            "page": "",
            "range": "Touch",
            "target_range_sort": 1,
            "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": "1 action",
            "level": "7th-level",
            "level_int": 7,
            "spell_level": 7,
            "school": "transmutation",
            "dnd_class": "Wizard, Sorceror, 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": "winding-key",
            "name": "Winding Key",
            "desc": "Deep Magic: clockwork You target a construct, giving it an extra action or move on each of its turns.",
            "higher_level": "",
            "page": "",
            "range": "60 Feet",
            "target_range_sort": 60,
            "components": "V, M",
            "requires_verbal_components": true,
            "requires_somatic_components": false,
            "requires_material_components": true,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "1 Minute",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 action",
            "level": "2nd-level",
            "level_int": 2,
            "spell_level": 2,
            "school": "transmutation",
            "dnd_class": "Wizard, Paladin, 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": "write-memory",
            "name": "Write Memory",
            "desc": "Deep Magic: clockwork You copy your memories, or those learned from the spell read memory, onto an empty memory gear.",
            "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": "1 hour",
            "level": "4th-level",
            "level_int": 4,
            "spell_level": 4,
            "school": "transmutation",
            "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": "accelerate",
            "name": "Accelerate",
            "desc": "Choose up to three willing creatures within range, which can include you. For the duration of the spell, each target’s walking speed is doubled. Each target can also use a bonus action on each of its turns to take the Dash action, and it has advantage on Dexterity saving throws.\n",
            "higher_level": "When you cast this spell using a spell slot of 4th level or higher, you can affect one additional creature for each slot level above 3rd.",
            "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 toy top",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "Up to 1 minute",
            "concentration": "yes",
            "requires_concentration": true,
            "casting_time": "1 action",
            "level": "3rd-level",
            "level_int": 3,
            "spell_level": 3,
            "school": "transmutation",
            "dnd_class": "Bard, Cleric, Druid, Sorcerer, Wizard",
            "spell_lists": [
                "cleric",
                "druid",
                "bard",
                "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": "adjust-position",
            "name": "Adjust Position",
            "desc": "You adjust the location of an ally to a better tactical position. You move one willing creature within range 5 feet. This movement does not provoke opportunity attacks. The creature moves bodily through the intervening space (as opposed to teleporting), so there can be no physical obstacle (such as a wall or a door) in the path.",
            "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, you can target an additional willing creature for each slot level above 1st.",
            "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": "1 action",
            "level": "1st-level",
            "level_int": 1,
            "spell_level": 1,
            "school": "transmutation",
            "dnd_class": "Bard, Cleric, Warlock, Wizard",
            "spell_lists": [
                "cleric",
                "bard",
                "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": "alchemical-form",
            "name": "Alchemical Form",
            "desc": "You transform into an amoebic form composed of highly acidic and poisonous alchemical jelly. While in this form:\n* you are immune to acid and poison damage and to the poisoned and stunned conditions;\n* you have resistance to nonmagical fire, piercing, and slashing damage;\n* you can’t speak, cast spells, use items or weapons, or manipulate objects;\n* your gear melds into your body and reappears when the spell ends;\n* you don't need to breathe;\n* your speed is 20 feet;\n* your size doesn’t change, but you can move through and between obstructions as if you were two size categories smaller; and\n* you gain the following action: **Melee Weapon Attack:** spellcasting ability modifier + proficiency bonus to hit, range 5 ft., one target; **Hit:** 4d6 acid or poison damage (your choice), and the target must make a successful Constitution saving throw or be poisoned until the start of your next turn.",
            "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": "a vial of acid, poison, or alchemist's fire",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "1 minute",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 action",
            "level": "6th-level",
            "level_int": 6,
            "spell_level": 6,
            "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": "amplify-gravity",
            "name": "Amplify Gravity",
            "desc": "This spell intensifies gravity in a 50-foot-radius area within range. Inside the area, damage from falling is quadrupled (2d6 per 5 feet fallen) and maximum damage from falling is 40d6. Any creature on the ground in the area when the spell is cast must make a successful Strength saving throw or be knocked prone; the same applies to a creature that enters the area or ends its turn in the area. A prone creature in the area must make a successful Strength saving throw to stand up. A creature on the ground in the area moves at half speed and has disadvantage on Dexterity checks and ranged attack rolls.",
            "higher_level": "",
            "page": "",
            "range": "100 feet",
            "target_range_sort": 100,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "a piece of lead",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "Up to 1 minute",
            "concentration": "yes",
            "requires_concentration": true,
            "casting_time": "1 action",
            "level": "7th-level",
            "level_int": 7,
            "spell_level": 7,
            "school": "transmutation",
            "dnd_class": "Sorcerer, Warlock, Wizard",
            "spell_lists": [
                "sorcerer",
                "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": "ancestors-strength",
            "name": "Ancestor’s Strength",
            "desc": "Choose a willing creature you can see and touch. Its muscles bulge and become invigorated. For the duration, the target is considered one size category larger for determining its carrying capacity, the maximum weight it can lift, push, or pull, and its ability to break objects. It also has advantage on Strength checks.",
            "higher_level": "",
            "page": "",
            "range": "Touch",
            "target_range_sort": 1,
            "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": "Up to 8 hours",
            "concentration": "yes",
            "requires_concentration": true,
            "casting_time": "1 action",
            "level": "1st-level",
            "level_int": 1,
            "spell_level": 1,
            "school": "transmutation",
            "dnd_class": "Cleric, Druid, Paladin",
            "spell_lists": [
                "cleric",
                "druid"
            ],
            "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": "aspect-of-the-dragon",
            "name": "Aspect of the Dragon",
            "desc": "This spell draws out the ancient nature within your blood, allowing you to assume the form of any dragon-type creature of challenge 10 or less.\n\nYou assume the hit points and Hit Dice of the new form. When you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.\n\nYou retain the benefits of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing so. You can speak only if the dragon can normally speak.\n\nWhen you transform, you choose whether your equipment falls to the ground, merges into the new form, or is worn by it. Worn equipment functions normally, but equipment doesn’t change shape or size to match the new form. Any equipment that the new form can’t wear must either fall to the ground or merge into the new form. The GM has final say on whether the new form can wear or use a particular piece of equipment. Equipment that merges has no effect in that state.",
            "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": "a dragon scale",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "Up to 1 minute",
            "concentration": "yes",
            "requires_concentration": true,
            "casting_time": "1 action",
            "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": "aspect-of-the-serpent",
            "name": "Aspect of the Serpent",
            "desc": "A creature you touch takes on snakelike aspects for the duration of the spell. Its tongue becomes long and forked, its canine teeth become fangs with venom sacs, and its pupils become sharply vertical. The target gains darkvision with a range of 60 feet and blindsight with a range of 30 feet. As a bonus action when you cast the spell, the target can make a ranged weapon attack with a normal range of 60 feet that deals 2d6 poison damage on a hit.\n\nAs an action, the target can make a bite attack using either Strength or Dexterity (Melee Weapon Attack: range 5 ft., one creature; Hit: 2d6 piercing damage), and the creature must make a successful DC 14 Constitution saving throw or be paralyzed for 1 minute. A creature paralyzed in this way repeats the saving throw at the end of each of its turns, ending the effect on itself on a success).\n",
            "higher_level": "When you cast this spell using a spell slot of 4th level or higher, both the ranged attack and bite attack damage increase by 1d6 for each slot level above 3rd.",
            "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 dried snakeskin",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "Up to 1 minute",
            "concentration": "yes",
            "requires_concentration": true,
            "casting_time": "1 action",
            "level": "3rd-level",
            "level_int": 3,
            "spell_level": 3,
            "school": "transmutation",
            "dnd_class": "Druid, Sorcerer, Wizard",
            "spell_lists": [
                "druid",
                "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": "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": "batsense",
            "name": "Batsense",
            "desc": "For the duration of the spell, a creature you touch can produce and interpret squeaking sounds used for echolocation, giving it blindsight out to a range of 60 feet. The target cannot use its blindsight while deafened, and its blindsight doesn't penetrate areas of magical silence. While using blindsight, the target has disadvantage on Dexterity (Stealth) checks that rely on being silent. Additionally, the target has advantage on Wisdom (Perception) checks that rely on hearing.",
            "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 bit of fur from a bat’s ear",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "1 hour",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 action",
            "level": "2nd-level",
            "level_int": 2,
            "spell_level": 2,
            "school": "transmutation",
            "dnd_class": "Bard, Druid, Ranger, Sorcerer",
            "spell_lists": [
                "druid",
                "ranger",
                "bard",
                "sorcerer"
            ],
            "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": "bitter-chains",
            "name": "Bitter Chains",
            "desc": "The spiked ring in your hand expands into a long, barbed chain to ensnare a creature you touch. Make a melee spell attack against the target. On a hit, the target is bound in metal chains for the duration. While bound, the target can move only at half speed and has disadvantage on attack rolls, saving throws, and Dexterity checks. If it moves more than 5 feet during a turn, it takes 3d6 piercing damage from the barbs.\n\nThe creature can escape from the chains by using an action and making a successful Strength or Dexterity check against your spell save DC, or if the chains are destroyed. The chains have AC 18 and 20 hit points.",
            "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 spiked metal ring",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "1 minute",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 action",
            "level": "2nd-level",
            "level_int": 2,
            "spell_level": 2,
            "school": "transmutation",
            "dnd_class": "Sorcerer, Warlock, Wizard",
            "spell_lists": [
                "sorcerer",
                "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": "blade-of-my-brother",
            "name": "Blade of my Brother",
            "desc": "You touch a melee weapon that was used by an ally who is now dead, and it leaps into the air and flies to another ally (chosen by you) within 15 feet of you. The weapon enters that ally’s space and moves when the ally moves. If the weapon or the ally is forced to move more than 5 feet from the other, the spell ends.\n\nThe weapon acts on your turn by making an attack if a target presents itself. Its attack modifier equals your spellcasting level + the weapon’s inherent magical bonus, if any; it receives only its own inherent magical bonus to damage. The weapon fights for up to 4 rounds or until your concentration is broken, after which the spell ends and it falls to the ground.",
            "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": "melee weapon owned by a dead ally of the target",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "Up to 4 rounds",
            "concentration": "yes",
            "requires_concentration": true,
            "casting_time": "1 action",
            "level": "4th-level",
            "level_int": 4,
            "spell_level": 4,
            "school": "transmutation",
            "dnd_class": "Cleric, Paladin",
            "spell_lists": [
                "cleric"
            ],
            "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": "blood-and-steel",
            "name": "Blood and Steel",
            "desc": "When you cast this spell, you cut your hand and take 1d4 slashing damage that can’t be healed until you take a long rest. You then touch a construct; it must make a successful Constitution saving throw or be charmed by you for the duration. If you or your allies are fighting the construct, it has advantage on the saving throw. Even constructs that are immune to charm effects can be affected by this spell.\n\nWhile the construct is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as, “Attack the ghouls,” “Block the bridge,” or, “Fetch that bucket.” If the construct completes the order and doesn’t receive further direction from you, it defends itself.\n\nYou can use your action to take total and precise control of the target. Until the end of your next turn, the construct takes only the actions you specify and does nothing you haven’t ordered it to do. During this time, you can also cause the construct to use a reaction, but doing this requires you to use your own reaction as well.\n\nEach time the construct takes damage, it makes a new Constitution saving throw against the spell. If the saving throw succeeds, the spell ends.\n\nIf the construct is already under your control when the spell is cast, it gains an Intelligence of 10 (unless its own Intelligence is higher, in which case it retains the higher score) for 4 hours. The construct is capable of acting independently, though it remains loyal to you for the spell’s duration. You can also grant the target a bonus equal to your Intelligence modifier on one skill in which you have proficiency.\n",
            "higher_level": "When you cast this spell using a 5th‑level spell slot, the duration is concentration, up to 10 minutes. When you use a 6th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 7th level or higher, the duration is concentration, up to 8 hours.",
            "page": "",
            "range": "Touch",
            "target_range_sort": 1,
            "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": "Up to 1 minute",
            "concentration": "yes",
            "requires_concentration": true,
            "casting_time": "1 action",
            "level": "4th-level",
            "level_int": 4,
            "spell_level": 4,
            "school": "transmutation",
            "dnd_class": "Cleric, Sorcerer, Wizard",
            "spell_lists": [
                "cleric",
                "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": "blood-puppet",
            "name": "Blood Puppet",
            "desc": "With a sample of its blood, you are able to magically control a creature’s actions, like a marionette on magical strings. Choose a creature you can see within range whose blood you hold. The target must succeed on a Constitution saving throw, or you gain control over its physical activity (as long as you interact with the blood material component each round). As a bonus action on your turn, you can direct the creature to perform various activities. You can specify a simple and general course of action, such as, “Attack that creature,” “Run over there,” or, “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability. The target is aware of being controlled. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the spell ends.",
            "higher_level": "",
            "page": "",
            "range": "100 feet",
            "target_range_sort": 100,
            "components": "V, M",
            "requires_verbal_components": true,
            "requires_somatic_components": false,
            "requires_material_components": true,
            "material": "a drop of blood from the target",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "Up to 1 minute",
            "concentration": "yes",
            "requires_concentration": true,
            "casting_time": "1 action",
            "level": "4th-level",
            "level_int": 4,
            "spell_level": 4,
            "school": "transmutation",
            "dnd_class": "Cleric, Sorcerer, Wizard",
            "spell_lists": [
                "cleric",
                "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": "blood-to-acid",
            "name": "Blood to Acid",
            "desc": "When you cast this spell, you designate a creature within range and convert its blood into virulent acid. The target must make a Constitution saving throw. On a failed save, it takes 10d12 acid damage and is stunned by the pain for 1d4 rounds. On a successful save, it takes half the damage and isn’t stunned.\n\nCreatures without blood, such as constructs and plants, are not affected by this spell. If **blood to acid** is cast on a creature composed mainly of blood, such as a [blood elemental](https://api.open5e.com/monsters/blood-elemental) or a [blood zombie](https://api.open5e.com/monsters/blood-zombie), the creature is slain by the spell if its saving throw fails.",
            "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": "1 action",
            "level": "9th-level",
            "level_int": 9,
            "spell_level": 9,
            "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": "bloodhound",
            "name": "Bloodhound",
            "desc": "You touch a willing creature to grant it an enhanced sense of smell. For the duration, that creature has advantage on Wisdom (Perception) checks that rely on smell and Wisdom (Survival) checks to follow tracks.",
            "higher_level": "When you cast this spell using a 3rd-level spell slot, you also grant the target blindsight out to a range of 30 feet for the duration.",
            "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 drop of ammonia",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "8 hours",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 action",
            "level": "1st-level",
            "level_int": 1,
            "spell_level": 1,
            "school": "transmutation",
            "dnd_class": "Druid, Ranger, Sorceror, Wizard",
            "spell_lists": [
                "druid",
                "ranger",
                "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": "boreass-breath",
            "name": "Boreas’s Breath",
            "desc": "You freeze standing water in a 20-foot cube or running water in a 10-foot cube centered on you. The water turns to solid ice. The surface becomes difficult terrain, and any creature that ends its turn on the ice must make a successful DC 10 Dexterity saving throw or fall prone.\n\nCreatures that are partially submerged in the water when it freezes become restrained. While restrained in this way, a creature takes 1d6 cold damage at the end of its turn. It can break free by using an action to make a successful Strength check against your spell save DC.\n\nCreatures that are fully submerged in the water when it freezes become incapacitated and cannot breathe. While incapacitated in this way, a creature takes 2d6 cold damage at the end of its turn. A trapped creature makes a DC 20 Strength saving throw after taking this damage at the end of its turn, breaking free from the ice on a success.\n\nThe ice has AC 10 and 15 hit points. It is vulnerable to fire damage, has resistance to nonmagical slashing and piercing damage, and is immune to cold, necrotic, poison, psychic, and thunder damage.\n",
            "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the size of the cube increases by 10 feet for each slot level above 2nd.",
            "page": "",
            "range": "Self",
            "target_range_sort": 0,
            "components": "V, S",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": false,
            "material": "",
            "can_be_cast_as_ritual": true,
            "ritual": "yes",
            "duration": "Instantaneous",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 action",
            "level": "2nd-level",
            "level_int": 2,
            "spell_level": 2,
            "school": "transmutation",
            "dnd_class": "Cleric, Druid, Ranger, Wizard",
            "spell_lists": [
                "cleric",
                "druid",
                "ranger",
                "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": "bottled-arcana",
            "name": "Bottled Arcana",
            "desc": "By touching an empty, stoppered glass container such as a vial or flask, you magically enable it to hold a single spell. To be captured, the spell must be cast within 1 round of casting **bottled arcana** and it must be intentionally cast into the container. The container can hold one spell of 3rd level or lower. The spell can be held in the container for as much as 24 hours, after which the container reverts to a mundane vessel and any magic inside it dissipates harmlessly.\n\nAs an action, any creature can unstop the container, thereby releasing the spell. If the spell has a range of self, the creature opening the container is affected; otherwise, the creature opening the container designates the target according to the captured spell’s description. If a creature opens the container unwittingly (not knowing that the container holds a spell), the spell targets the creature opening the container or is centered on its space instead (whichever is more appropriate). [Dispel magic](https://api.open5e.com/spells/dispel-magic) cast on the container targets **bottled arcana**, not the spell inside. If **bottled arcana** is dispelled, the container becomes mundane and the spell inside dissipates harmlessly.\n\nUntil the spell in the container is released, its caster can’t regain the spell slot used to cast that spell. Once the spell is released, its caster regains the use of that slot normally.\n",
            "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the level of the spell the container can hold increases by one for every slot level above 5th.",
            "page": "",
            "range": "Touch",
            "target_range_sort": 1,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "an empty glass container",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "See below",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 action",
            "level": "5th-level",
            "level_int": 5,
            "spell_level": 5,
            "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": "bottomless-stomach",
            "name": "Bottomless Stomach",
            "desc": "When you cast this spell, you gain the ability to consume dangerous substances and contain them in an extradimensional reservoir in your stomach. The spell allows you to swallow most liquids, such as acids, alcohol, poison, and even quicksilver, and hold them safely in your stomach. You are unaffected by swallowing the substance, but the spell doesn’t give you resistance or immunity to the substance in general; for example, you could safely drink a bucket of a black dragon’s acidic spittle, but you’d still be burned if you were caught in the dragon’s breath attack or if that bucket of acid were dumped over your head.\n\nThe spell allows you to store up to 10 gallons of liquid at one time. The liquid doesn’t need to all be of the same type, and different types don’t mix while in your stomach. Any liquid in excess of 10 gallons has its normal effect when you try to swallow it.\n\nAt any time before you stop concentrating on the spell, you can regurgitate up to 1 gallon of liquid stored in your stomach as a bonus action. The liquid is vomited into an adjacent 5-foot square. A target in that square must succeed on a DC 15 Dexterity saving throw or be affected by the liquid. The GM determines the exact effect based on the type of liquid regurgitated, using 1d6 damage of the appropriate type as the baseline.\n\nWhen you stop concentrating on the spell, its duration expires, or it’s dispelled, the extradimensional reservoir and the liquid it contains cease to exist.",
            "higher_level": "",
            "page": "",
            "range": "Self",
            "target_range_sort": 0,
            "components": "V",
            "requires_verbal_components": true,
            "requires_somatic_components": false,
            "requires_material_components": false,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "Up to 1 hour",
            "concentration": "yes",
            "requires_concentration": true,
            "casting_time": "1 action",
            "level": "1st-level",
            "level_int": 1,
            "spell_level": 1,
            "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": "brittling",
            "name": "Brittling",
            "desc": "This spell uses biting cold to make a metal or stone object you touch become brittle and more easily shattered. The object’s hit points are reduced by a number equal to your level as a spellcaster, and Strength checks to shatter or break the object are made with advantage if they occur within 1 minute of the spell’s casting. If the object isn’t shattered during this time, it reverts to the state it was in before the spell was cast.",
            "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": "an icicle",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "Instantaneous",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 action",
            "level": "4th-level",
            "level_int": 4,
            "spell_level": 4,
            "school": "transmutation",
            "dnd_class": "Cleric, Druid, 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/"
        },
        {
            "slug": "catapult",
            "name": "Catapult",
            "desc": "You magically hurl an object or creature weighing 500 pounds or less 40 feet through the air in a direction of your choosing (including straight up). Objects hurled at specific targets require a spell attack roll to hit. A thrown creature takes 6d10 bludgeoning damage from the force of the throw, plus any appropriate falling damage, and lands prone. If the target of the spell is thrown against another creature, the total damage is divided evenly between them and both creatures are knocked prone.\n",
            "higher_level": "When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10, the distance thrown increases by 10 feet, and the weight thrown increases by 100 pounds for each slot level above 6th.",
            "page": "",
            "range": "400 feet",
            "target_range_sort": 400,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "a small platinum lever and fulcrum worth 400 gp",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "Instantaneous",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 action",
            "level": "6th-level",
            "level_int": 6,
            "spell_level": 6,
            "school": "transmutation",
            "dnd_class": "Sorcerer, Warlock, 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/"
        },
        {
            "slug": "catch-the-breath",
            "name": "Catch the Breath",
            "desc": "You can cast this spell as a reaction when you’re targeted by a breath weapon. Doing so gives you advantage on your saving throw against the breath weapon. If your saving throw succeeds, you take no damage from the attack even if a successful save normally only halves the damage.\n\nWhether your saving throw succeeded or failed, you absorb and store energy from the attack. On your next turn, you can make a ranged spell attack against a target within 60 feet. On a hit, the target takes 3d10 force damage. If you opt not to make this attack, the stored energy dissipates harmlessly.\n",
            "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the damage done by your attack increases by 1d10 for each slot level above 3rd.",
            "page": "",
            "range": "Self",
            "target_range_sort": 0,
            "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": "1 reaction, which you take when you make a saving throw against a breath weapon attack",
            "level": "3rd-level",
            "level_int": 3,
            "spell_level": 3,
            "school": "transmutation",
            "dnd_class": "Bard, Cleric, Warlock, 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/"
        },
        {
            "slug": "caustic-blood",
            "name": "Caustic Blood",
            "desc": "Your blood becomes caustic when exposed to the air. When you take piercing or slashing damage, you can use your reaction to select up to three creatures within 30 feet of you. Each target takes 1d10 acid damage unless it makes a successful Dexterity saving throw.\n",
            "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the number of targets increases by one for each slot level above 2nd, to a maximum of six targets.",
            "page": "",
            "range": "Self (30-foot radius)",
            "target_range_sort": 0,
            "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": "1 reaction, which you take when an enemy’s attack deals piercing or slashing damage to you",
            "level": "2nd-level",
            "level_int": 2,
            "spell_level": 2,
            "school": "transmutation",
            "dnd_class": "Druid, Ranger, Sorcerer, Warlock, 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/"
        },
        {
            "slug": "chaotic-form",
            "name": "Chaotic Form",
            "desc": "You cause the form of a willing creature to become malleable, dripping and flowing according to the target’s will as if the creature were a vaguely humanoid-shaped ooze. The creature is not affected by difficult terrain, it has advantage on Dexterity (Acrobatics) checks made to escape a grapple, and it suffers no penalties when squeezing through spaces one size smaller than itself. The target’s movement is halved while it is affected by **chaotic form**.\n",
            "higher_level": "When you cast this spell using a spell slot of 5th level or higher, the duration increases by 10 minutes for each slot level above 4th.",
            "page": "",
            "range": "Touch",
            "target_range_sort": 1,
            "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 minutes",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 action",
            "level": "4th-level",
            "level_int": 4,
            "spell_level": 4,
            "school": "transmutation",
            "dnd_class": "Bard, Sorcerer, 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/"
        },
        {
            "slug": "chronal-lance",
            "name": "Chronal Lance",
            "desc": "You inflict the ravages of aging on up to three creatures within range, temporarily discomfiting them and making them appear elderly for a time. Each target must make a successful Wisdom saving throw, or its walking speed is halved (round up to the nearest 5-foot increment) and it has disadvantage on Dexterity checks (but not saving throws). An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\n",
            "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.",
            "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": "1 minute",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 action",
            "level": "1st-level",
            "level_int": 1,
            "spell_level": 1,
            "school": "transmutation",
            "dnd_class": "Sorcerer, 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/"
        },
        {
            "slug": "clearing-the-field",
            "name": "Clearing the Field",
            "desc": "With a harsh word and a vicious chopping motion, you cause every tree, shrub, and stump within 40 feet of you to sink into the ground, leaving the vacated area clear of plant life that might otherwise hamper movement or obscure sight. Overgrown areas that counted as difficult terrain become clear ground and no longer hamper movement. The original plant life instantly rises from the ground again when the spell ends or is dispelled. Plant creatures are not affected by **clearing the field**.\n",
            "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the spell lasts for an additional hour for each slot level above 2nd.\n\n***Ritual Focus.*** If you expend your ritual focus, plant creatures in the area must make a successful Constitution saving throw or be affected as though by a [enlarge/reduce](https://api.open5e.com/spells/enlargereduce) spell.",
            "page": "",
            "range": "40 feet",
            "target_range_sort": 40,
            "components": "V, S",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": false,
            "material": "",
            "can_be_cast_as_ritual": true,
            "ritual": "yes",
            "duration": "1 hour",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 action",
            "level": "2nd-level",
            "level_int": 2,
            "spell_level": 2,
            "school": "transmutation",
            "dnd_class": "Druid, Ranger, 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/"
        },
        {
            "slug": "cobra-fangs",
            "name": "Cobra Fangs",
            "desc": "The spell causes the target to grow great, snake-like fangs. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell fails if the target already has a bite attack that deals poison damage.\n\nIf the target doesn’t have a bite attack, it gains one. The target is proficient with the bite, and it adds its Strength modifier to the attack and damage rolls. The damage is piercing and the damage die is a d4.\n\nWhen the target hits a creature with its bite attack, the creature must make a Constitution saving throw, taking 3d6 poison damage on a failed save, or half as much damage on a successful one.\n",
            "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the target’s bite counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.",
            "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 drop of snake venom or a patch of snakeskin",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "1 minute",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 action",
            "level": "1st-level",
            "level_int": 1,
            "spell_level": 1,
            "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": "create-ring-servant",
            "name": "Create Ring Servant",
            "desc": "You touch two metal rings and infuse them with life, creating a short-lived but sentient construct known as a [ring servant](https://api.open5e.com/monsters/ring-servant). The ring servant appears adjacent to you. It reverts form, changing back into the rings used to cast the spell, when it drops to 0 hit points or when the spell ends.\n\nThe ring servant is friendly to you and your companions for the duration. Roll initiative for the ring servant, which acts on its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the ring servant, it defends itself and you from hostile creatures but otherwise takes no actions.",
            "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": "two metal rings",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "Up to 1 hour",
            "concentration": "yes",
            "requires_concentration": true,
            "casting_time": "1 minute",
            "level": "8th-level",
            "level_int": 8,
            "spell_level": 8,
            "school": "transmutation",
            "dnd_class": "Sorcerer, Warlock, 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/"
        },
        {
            "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/"
        }
    ]
}