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

GET /v1/spells/?format=api&ordering=-target_range_sort
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=-target_range_sort&page=2",
    "previous": null,
    "results": [
        {
            "slug": "project-image",
            "name": "Project Image",
            "desc": "You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage, it disappears, and the spell ends. You can use your action to move this illusion up to twice your speed, and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly. You can see through its eyes and hear through its ears as if you were in its space. On your turn as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.",
            "higher_level": "",
            "page": "phb 270",
            "range": "500 miles",
            "target_range_sort": 2640000,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "A small replica of you made from materials worth at least 5 gp.",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "Up to 24 hours",
            "concentration": "yes",
            "requires_concentration": true,
            "casting_time": "1 action",
            "level": "7th-level",
            "level_int": 7,
            "spell_level": 7,
            "school": "Illusion",
            "dnd_class": "Bard, Wizard",
            "spell_lists": [
                "bard",
                "wizard"
            ],
            "archetype": "",
            "circles": "",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "wormway-a5e",
            "name": "Wormway",
            "desc": "You call a Gargantuan monstrosity from the depths of the world to carry you and your allies across great distances. When you cast this spell, the nearest purple worm within range is charmed by you and begins moving toward a point on the ground that you can see. If there are no purple worms within range, the spell fails. The earth rumbles slightly as it approaches and breaks through the surface. Any creatures within 20 feet of that point must make a Dexterity saving throw or be knocked prone and pushed 10 feet away from it.\n\nUpon emerging, the purple worm lays down before you and opens its maw. Targets can climb inside where they are enclosed in an impervious hemispherical dome of force.\n\nOnce targets are loaded into the purple worm, nothing—not physical objects, energy, or other spell effects —can pass through the barrier, in or out, though targets in the sphere can breathe there. The hemisphere is immune to all damage, and creatures and objects inside can't be damaged by attacks or effects originating from outside, nor can a target inside the hemisphere damage anything outside it.\n\nThe atmosphere inside the dome is comfortable and dry regardless of conditions outside it.\n\nThe purple worm waits until you give it a mental command to depart, at which point it dives back into the ground and travels, without need for rest or food, as directly as possible while avoiding obstacles to a destination known to you. It travels 150 miles per day.\n\nWhen the purple worm reaches its destination it surfaces, the dome vanishes, and it disgorges the targets in its mouth before diving back into the depths again.\n\nThe purple worm remains charmed by you until it has delivered you to your destination and returned to the depths, or until it is attacked at which point the charm ends, it vomits its targets in the nearest unoccupied space as soon as possible, and then retreats to safety.",
            "higher_level": "",
            "page": "",
            "range": "150 miles",
            "target_range_sort": 792000,
            "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 minute",
            "level": "6th-level",
            "level_int": 6,
            "spell_level": 6,
            "school": "Enchantment",
            "dnd_class": "Cleric, Druid, Sorcerer, Warlock, Wizard",
            "spell_lists": [],
            "archetype": "",
            "circles": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "grapevine-a5e",
            "name": "Grapevine",
            "desc": "You cause a message in Druidic to appear on a tree or plant within range which you have seen before.\n\nYou can cast the spell again to erase the message.",
            "higher_level": "",
            "page": "",
            "range": "100 miles",
            "target_range_sort": 528000,
            "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": "Cantrip",
            "level_int": 0,
            "spell_level": 0,
            "school": "Evocation",
            "dnd_class": "Druid",
            "spell_lists": [],
            "archetype": "",
            "circles": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "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": "sending",
            "name": "Sending",
            "desc": "You send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message. You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive.",
            "higher_level": "",
            "page": "phb 274",
            "range": "Unlimited",
            "target_range_sort": 99999,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "A short piece of fine copper wire.",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "1 round",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 action",
            "level": "3rd-level",
            "level_int": 3,
            "spell_level": 3,
            "school": "Evocation",
            "dnd_class": "Bard, Cleric, Warlock, Wizard",
            "spell_lists": [
                "cleric",
                "bard",
                "warlock",
                "wizard"
            ],
            "archetype": "Warlock: Great Old One",
            "circles": "",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "sending-a5e",
            "name": "Sending",
            "desc": "You send a message of 25 words or less to the target. It recognizes you as the sender and can reply immediately in kind. The message travels across any distance and into other planes of existence. If the target is on a different plane of existence than you, there is a 5% chance it doesn't receive your message. A target with an Intelligence score of at least 1 understands your message as you intend it (whether you share a language or not).",
            "higher_level": "",
            "page": "",
            "range": "unlimited",
            "target_range_sort": 99999,
            "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 round",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 action",
            "level": "3rd-level",
            "level_int": 3,
            "spell_level": 3,
            "school": "Evocation",
            "dnd_class": "Bard, Cleric, Wizard",
            "spell_lists": [],
            "archetype": "",
            "circles": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "avronins-astral-assembly",
            "name": "Avronin’s Astral Assembly",
            "desc": "You alert a number of creatures that you are familiar with, up to your spellcasting ability modifier (minimum of 1), of your intent to communicate with them through spiritual projection. The invitation can extend any distance and even cross to other planes of existence. Once notified, the creatures can choose to accept this communication at any time during the duration of the spell.\n\nWhen a creature accepts, its spirit is projected into one of the gems used in casting the spell. The material body it leaves behind falls unconscious and doesn't need food or air. The creature's consciousness is present in the room with you, and its normal form appears as an astral projection within 5 feet of the gem its spirit occupies. You can see and hear all the creatures who have joined in the assembly, and they can see and hear you and each other as if they were present (which they are, astrally). They can't interact with anything physically.\n\nA creature can end the spell's effect on itself voluntarily at any time, as can you. When the effect ends or the duration expires, a creature's spirit returns to its body and it regains consciousness. A creature that withdraws voluntarily from the assembly can't rejoin it even if the spell is still active. If a gem is broken while occupied by a creature's astral self, the spirit in the gem returns to its body and the creature suffers two levels of exhaustion.",
            "higher_level": "",
            "page": "",
            "range": "Unlimited",
            "target_range_sort": 99999,
            "components": "V, M",
            "requires_verbal_components": true,
            "requires_somatic_components": false,
            "requires_material_components": true,
            "material": "a spool of fine copper wire and a gem worth at least 100 gp for each target",
            "can_be_cast_as_ritual": true,
            "ritual": "yes",
            "duration": "Up to 1 hour",
            "concentration": "yes",
            "requires_concentration": true,
            "casting_time": "10 minutes",
            "level": "6th-level",
            "level_int": 6,
            "spell_level": 6,
            "school": "necromancy",
            "dnd_class": "Warlock, Wizard",
            "spell_lists": [
                "warlock",
                "wizard"
            ],
            "archetype": "",
            "circles": "",
            "document__slug": "dmag",
            "document__title": "Deep Magic 5e",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/deep-magic-for-5th-edition-hardcover/"
        },
        {
            "slug": "dream",
            "name": "Dream",
            "desc": "This spell shapes a creature's dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don't sleep, such as elves, can't be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can't take actions or move. If the target is asleep, the messenger appears in the target's dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target's dreams. You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must make a wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target's sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage. If you have a body part, lock of hair, clipping from a nail, or similar portion of the target's body, the target makes its saving throw with disadvantage.",
            "higher_level": "",
            "page": "phb 236",
            "range": "Special",
            "target_range_sort": 99990,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "A handful of sand, a dab of ink, and a writing quill plucked from a sleeping bird.",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "8 hours",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 minute",
            "level": "5th-level",
            "level_int": 5,
            "spell_level": 5,
            "school": "Illusion",
            "dnd_class": "Bard, Druid, Warlock, Wizard",
            "spell_lists": [
                "druid",
                "bard",
                "warlock",
                "wizard"
            ],
            "archetype": "Druid: Grassland",
            "circles": "Grassland",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "ley-storm",
            "name": "Ley Storm",
            "desc": "A roiling stormcloud of ley energy forms, centered around a point you can see and extending horizontally to a radius of 360 feet, with a thickness of 30 feet. Shifting color shoots through the writhing cloud, and thunder roars out of it. Each creature under the cloud at the moment when it's created (no more than 5,000 feet beneath it) takes 2d6 thunder damage and is disruptive aura spell. Rounds 5-10. Flashes of multicolored light burst through and out of the cloud, causing creatures to have disadvantage on Wisdom (Perception) checks that rely on sight while they are beneath the cloud. In addition, each round, you trigger a burst of energy that fills a 20-foot sphere centered on a point you can see beneath the cloud. Each creature in the sphere takes 4d8 force damage (no saving throw). Special. A geomancer who casts this spell regains 4d10 hit points.",
            "higher_level": "",
            "page": "",
            "range": "Special",
            "target_range_sort": 99990,
            "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": "9th-level",
            "level_int": 9,
            "spell_level": 9,
            "school": "conjuration",
            "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": "dream-a5e",
            "name": "Dream",
            "desc": "Until the spell ends, you manipulate the dreams of another creature. You designate a messenger, which may be you or a willing creature you touch, to enter a trance. The messenger remains aware of its surroundings while in the trance but cannot take actions or move.\n\nIf the target is sleeping the messenger appears in its dreams and can converse with the target as long as it remains asleep and the spell remains active. The messenger can also manipulate the dream, creating objects, landscapes, and various other sensory sensations. The messenger can choose to end the trance at any time, ending the spell. The target remembers the dream in perfect detail when it wakes. The messenger knows if the target is awake when you cast the spell and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the spell works as described.\n\nYou can choose to let the messenger terrorize the target. The messenger can deliver a message of 10 words or fewer and the target must make a Wisdom saving throw. If you have a portion of the target's body (some hair or a drop of blood) it has disadvantage on its saving throw. On a failed save, echoes of the messenger's fearful aspect create a nightmare that lasts the duration of the target's sleep and prevents it from gaining any benefit from the rest. In addition, upon waking the target suffers a level of fatigue or strife (your choice), up to a maximum of 3 in either condition.\n\nCreatures that don't sleep or don't dream (such as elves) cannot be contacted by this spell.",
            "higher_level": "",
            "page": "",
            "range": "special",
            "target_range_sort": 99990,
            "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": "8 hours",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 minute",
            "level": "5th-level",
            "level_int": 5,
            "spell_level": 5,
            "school": "Illusion",
            "dnd_class": "Bard, Warlock, Wizard",
            "spell_lists": [],
            "archetype": "",
            "circles": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "find-the-path-a5e",
            "name": "Find the Path",
            "desc": "Name a specific, immovable location that you have visited before. If no such location is within range, the spell fails. For the duration, you know the location's direction and distance. While you are traveling there, you have advantage on ability checks made to determine the shortest path.",
            "higher_level": "",
            "page": "",
            "range": "special",
            "target_range_sort": 99990,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "Up to 1 day",
            "concentration": "yes",
            "requires_concentration": true,
            "casting_time": "1 minute",
            "level": "6th-level",
            "level_int": 6,
            "spell_level": 6,
            "school": "Divination",
            "dnd_class": "Bard, Cleric, Druid",
            "spell_lists": [],
            "archetype": "",
            "circles": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "teleport-a5e",
            "name": "Teleport",
            "desc": "You teleport the targets instantly across vast distances. When you cast this spell, choose a destination. You must know the location you're teleporting to, and it must be on the same plane of existence.\n\nTeleportation is difficult magic and you may arrive off-target or somewhere else entirely depending on how familiar you are with the location you're teleporting to. When you teleport, the Narrator rolls 1d100 and consults Table: Teleport Familiarity.\n\nFamiliarity is determined as follows: Permanent Circle: A permanent teleportation circle whose sigil sequence you know (see teleportation circle).\n\nAssociated Object: You have an object taken from the target location within the last 6 months, such as a piece of wood from the pew in a grand temple or a pinch of grave dust from a vampire's hidden redoubt.\n\nVery Familiar: A place you have frequented, carefully studied, or can see at the time you cast the spell.\n\nSeen Casually: A place you have seen more than once but don't know well. This could be a castle you've passed by but never visited, or the farms you look down on from your tower of ivory.\n\nViewed Once: A place you have seen once, either in person or via magic.\n\nDescription: A place you only know from someone else's description (whether spoken, written, or even marked on a map).\n\nFalse Destination: A place that doesn't actually exist. This typically happens when someone deceives you, either intentionally (like a wizard creating an illusion to hide their actual tower) or unintentionally (such as when the location you attempt to teleport to no longer exists).\n\nYour arrival is determined as follows: On Target: You and your targets arrive exactly where you mean to.\n\nOff Target: You and your targets arrive some distance away from the target in a random direction. The further you travel, the further away you are likely to arrive. You arrive off target by a number of miles equal to 1d10 × 1d10 percent of the total distance of your trip.\n\nIf you tried to travel 1, 000 miles and roll a 2 and 4 on the d10s, you land 6 percent off target and arrive 60 miles away from your intended destination in a random direction. Roll 1d8 to randomly determine the direction: 1—north, 2 —northeast, 3 —east, 4 —southeast, 5—south, 6 —southwest, 7—west, 8—northwest.\n\nSimilar Location: You and your targets arrive in a different location that somehow resembles the target area. If you tried to teleport to your favorite inn, you might end up at a different inn, or in a room with much of the same decor.\n\nTypically you appear at the closest similar location, but that is not always the case.\n\nMishap: The spell's magic goes awry, and each teleporting creature or object takes 3d10 force damage. The Narrator rerolls on the table to determine where you arrive. When multiple mishaps occur targets take damage each time.",
            "higher_level": "",
            "page": "",
            "range": "special",
            "target_range_sort": 99990,
            "components": "V",
            "requires_verbal_components": true,
            "requires_somatic_components": false,
            "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": "7th-level",
            "level_int": 7,
            "spell_level": 7,
            "school": "Conjuration",
            "dnd_class": "Bard, Sorcerer, Wizard",
            "spell_lists": [],
            "archetype": "",
            "circles": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "winged-spies",
            "name": "Winged Spies",
            "desc": "This spell summons a swarm of ravens or other birds-or a swarm of bats if cast at night or underground-to serve you as spies. The swarm moves out as you direct, but it won't patrol farther away than the spell's range. Commands must be simple, such as “search the valley to the east for travelers” or “search everywhere for humans on horses.” The GM can judge how clear and effective your instructions are and use that estimation in determining what the spies report. You can recall the spies at any time by whispering into the air, but the spell ends when the swarm returns to you and reports. You must receive the swarm's report before the spell expires, or you gain nothing. The swarm doesn't fight for you; it avoids danger if possible but defends itself if it must. You know if the swarm is destroyed, and the spell ends.",
            "higher_level": "",
            "page": "",
            "range": "10 Miles",
            "target_range_sort": 52800,
            "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 Hours",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 action",
            "level": "4th-level",
            "level_int": 4,
            "spell_level": 4,
            "school": "divination",
            "dnd_class": "",
            "spell_lists": [],
            "archetype": "",
            "circles": "",
            "document__slug": "kp",
            "document__title": "Kobold Press Compilation",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com"
        },
        {
            "slug": "locate-animals-or-plants-a5e",
            "name": "Locate Animals or Plants",
            "desc": "Name or describe in detail a specific kind of beast or plant. The natural magics in range reveal the closest example of the target within 5 miles, including its general direction (north, west, southeast, and so on) and how many miles away it currently is.",
            "higher_level": "",
            "page": "",
            "range": "5 miles",
            "target_range_sort": 26400,
            "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 action",
            "level": "2nd-level",
            "level_int": 2,
            "spell_level": 2,
            "school": "Divination",
            "dnd_class": "Bard, Druid",
            "spell_lists": [],
            "archetype": "",
            "circles": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "mirage-arcane",
            "name": "Mirage Arcane",
            "desc": "You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. The terrain's general shape remains the same, however. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Similarly, you can alter the appearance of structures, or add them where none are present. The spell doesn't disguise, conceal, or add creatures. The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into difficult terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell's area disappears immediately. Creatures with truesight can see through the illusion to the terrain's true form; however, all other elements of the illusion remain, so while the creature is aware of the illusion's presence, the creature can still physically interact with the illusion.",
            "higher_level": "",
            "page": "phb 260",
            "range": "Sight",
            "target_range_sort": 9999,
            "components": "V, S",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": false,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "10 days",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "10 minutes",
            "level": "7th-level",
            "level_int": 7,
            "spell_level": 7,
            "school": "Illusion",
            "dnd_class": "Bard, Druid, Wizard",
            "spell_lists": [
                "druid",
                "bard",
                "wizard"
            ],
            "archetype": "",
            "circles": "",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "storm-of-vengeance",
            "name": "Storm of Vengeance",
            "desc": "A churning storm cloud forms, centered on a point you can see and spreading to a radius of 360 feet. Lightning flashes in the area, thunder booms, and strong winds roar. Each creature under the cloud (no more than 5,000 feet beneath the cloud) when it appears must make a constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 5 minutes. Each round you maintain concentration on this spell, the storm produces additional effects on your turn.\n\n**Round 2.** Acidic rain falls from the cloud. Each creature and object under the cloud takes 1d6 acid damage.\n\n**Round 3.** You call six bolts of lightning from the cloud to strike six creatures or objects of your choice beneath the cloud. A given creature or object can't be struck by more than one bolt. A struck creature must make a dexterity saving throw. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.\n\n**Round 4.** Hailstones rain down from the cloud. Each creature under the cloud takes 2d6 bludgeoning damage.\n\n**Round 5-10.** Gusts and freezing rain assail the area under the cloud. The area becomes difficult terrain and is heavily obscured. Each creature there takes 1d6 cold damage. Ranged weapon attacks in the area are impossible. The wind and rain count as a severe distraction for the purposes of maintaining concentration on spells. Finally, gusts of strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area, whether mundane or magical.",
            "higher_level": "",
            "page": "phb 279",
            "range": "Sight",
            "target_range_sort": 9999,
            "components": "V, S",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": false,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "Up to 1 minute",
            "concentration": "yes",
            "requires_concentration": true,
            "casting_time": "1 action",
            "level": "9th-level",
            "level_int": 9,
            "spell_level": 9,
            "school": "Conjuration",
            "dnd_class": "Druid",
            "spell_lists": [
                "druid"
            ],
            "archetype": "",
            "circles": "",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "mirage-arcane-a5e",
            "name": "Mirage Arcane",
            "desc": "You make terrain within the spell's area appear as another kind of terrain, tricking all senses (including touch).\n\nThe general shape of the terrain remains the same, however. A small town could resemble a woodland, a smooth road could appear rocky and overgrown, a deep pit could resemble a shallow pond, and so on.\n\nStructures may be altered in the similar way, or added where there are none. Creatures are not disguised, concealed, or added by the spell.\n\nThe illusion appears completely real in all aspects, including physical terrain, and can be physically interacted with. Clear terrain becomes difficult terrain, and vice versa. Any part of the illusory terrain such as a boulder, or water collected from an illusory stream, disappears immediately upon leaving the spell's area.\n\nCreatures with truesight see through the illusion, but are not immune to its effects. They may know that the overgrown path is in fact a well maintained road, but are still impeded by illusory rocks and branches.",
            "higher_level": "",
            "page": "",
            "range": "sight",
            "target_range_sort": 9999,
            "components": "V, S",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": false,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "10 days",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "10 minutes",
            "level": "7th-level",
            "level_int": 7,
            "spell_level": 7,
            "school": "Illusion",
            "dnd_class": "Druid, Wizard",
            "spell_lists": [],
            "archetype": "",
            "circles": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "storm-of-vengeance-a5e",
            "name": "Storm of Vengeance",
            "desc": "You conjure a churning storm cloud that spreads to cover the target area. As it forms, lightning and thunder mix with howling winds, and each creature beneath the cloud makes a Constitution saving throw or takes 2d6 thunder damage and becomes deafened for 5 minutes.\n\nUntil the spell ends, at the start of your turn the cloud produces additional effects: Round 2\\. Acidic rain falls throughout the area dealing 1d6 acid damage to each creature and object beneath the cloud.\n\nRound 3\\. Lightning bolts strike up to 6 creatures or objects of your choosing that are beneath the cloud (no more than one bolt per creature or object). A creature struck by this lightning makes a Dexterity saving throw, taking 10d6 lightning damage on a failed save, or half damage on a successful save.\n\nRound 4\\. Hailstones fall throughout the area dealing 2d6 bludgeoning damage to each creature beneath the cloud.\n\nRound 5�10\\. Gusts and freezing rain turn the area beneath the cloud into difficult terrain that is heavily obscured. Ranged weapon attacks are impossible while a creature or its target are beneath the cloud. When a creature concentrating on a spell starts its turn beneath the cloud or enters into the area, it makes a Constitution saving throw or loses concentration. Gusts of strong winds between 20�50 miles per hour automatically disperse fog, mists, and similar effects (whether mundane or magical). Finally, each creature beneath the cloud takes 1d6 cold damage.",
            "higher_level": "",
            "page": "",
            "range": "sight",
            "target_range_sort": 9999,
            "components": "V, S",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": false,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "Up to 1 minute",
            "concentration": "yes",
            "requires_concentration": true,
            "casting_time": "1 action",
            "level": "9th-level",
            "level_int": 9,
            "spell_level": 9,
            "school": "Conjuration",
            "dnd_class": "Druid",
            "spell_lists": [],
            "archetype": "",
            "circles": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "going-in-circles",
            "name": "Going in Circles",
            "desc": "You make natural terrain in a 1-mile cube difficult to traverse. A creature in the affected area has disadvantage on Wisdom (Survival) checks to follow tracks or travel safely through the area as paths through the terrain seem to twist and turn nonsensically. The terrain itself isn't changed, only the perception of those inside it. A creature who succeeds on two Wisdom (Survival) checks while within the terrain discerns the illusion for what it is and sees the illusory twists and turns superimposed on the terrain. A creature that reenters the area after exiting it before the spell ends is affected by the spell even if it previously succeeded in traversing the terrain. A creature with truesight can see through the illusion and is unaffected by the spell. A creature that casts find the path automatically succeeds in discovering a way out of the terrain.\n  When you cast this spell, you can designate a password. A creature that speaks the password as it enters the area automatically sees the illusion and is unaffected by the spell.\n  If you cast this spell on the same spot every day for one year, the illusion lasts until it is dispelled.",
            "higher_level": "",
            "page": "",
            "range": "Sight",
            "target_range_sort": 9999,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "a piece of the target terrain",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "24 hours",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "10 minutes",
            "level": "3rd-level",
            "level_int": 3,
            "spell_level": 3,
            "school": "illusion",
            "dnd_class": "Druid, Ranger, Sorceror, 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": "time-in-a-bottle",
            "name": "Time in a Bottle",
            "desc": "You designate a spot within your sight. Time comes under your control in a 20-foot radius centered on that spot. You can freeze it, reverse it, or move it forward by as much as 1 minute as long as you maintain concentration. Nothing and no one, yourself included, can enter the field or affect what happens inside it. You can choose to end the effect at any moment as an action on your turn.",
            "higher_level": "",
            "page": "",
            "range": "Sight",
            "target_range_sort": 9999,
            "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 minute",
            "concentration": "yes",
            "requires_concentration": true,
            "casting_time": "1 action",
            "level": "9th-level",
            "level_int": 9,
            "spell_level": 9,
            "school": "transmutation",
            "dnd_class": "Bard, Cleric, 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": "clairvoyance",
            "name": "Clairvoyance",
            "desc": "You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can't be attacked or otherwise interacted with. When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing. A creature that can see the sensor (such as a creature benefiting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.",
            "higher_level": "",
            "page": "phb 222",
            "range": "1 mile",
            "target_range_sort": 5280,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "A focus worth at least 100gp, either a jeweled horn for hearing or a glass eye for seeing.",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "Up to 10 minutes",
            "concentration": "yes",
            "requires_concentration": true,
            "casting_time": "10 minutes",
            "level": "3rd-level",
            "level_int": 3,
            "spell_level": 3,
            "school": "Divination",
            "dnd_class": "Bard, Cleric, Sorcerer, Warlock, Wizard",
            "spell_lists": [
                "cleric",
                "bard",
                "sorcerer",
                "warlock",
                "wizard"
            ],
            "archetype": "Warlock: Great Old One",
            "circles": "",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "meteor-swarm",
            "name": "Meteor Swarm",
            "desc": "Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius sphere centered on each point you choose must make a dexterity saving throw. The sphere spreads around corners. A creature takes 20d6 fire damage and 20d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one fiery burst is affected only once. The spell damages objects in the area and ignites flammable objects that aren't being worn or carried.",
            "higher_level": "",
            "page": "phb 259",
            "range": "1 mile",
            "target_range_sort": 5280,
            "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": "Evocation",
            "dnd_class": "Sorcerer, Wizard",
            "spell_lists": [
                "sorcerer",
                "wizard"
            ],
            "archetype": "",
            "circles": "",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "circle-of-devestation",
            "name": "Circle of Devestation",
            "desc": "You create a 10-foot tall, 20-foot radius ring of destructive energy around a point you can see within range. The area inside the ring is difficult terrain. When you cast the spell and as a bonus action on each of your turns, you can choose one of the following damage types: cold, fire, lightning, necrotic, or radiant. Creatures and objects that touch the ring, that are inside it when it's created, or that end their turn inside the ring take 6d6 damage of the chosen type, or half damage with a successful Constitution saving throw. A creature or object reduced to 0 hit points by the spell is reduced to fine ash. At the start of each of your subsequent turns, the ring's radius expands by 20 feet. Any creatures or objects touched by the expanding ring are subject to its effects immediately.",
            "higher_level": "",
            "page": "",
            "range": "1 Miles",
            "target_range_sort": 5280,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "1 Minute",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 action",
            "level": "9th-level",
            "level_int": 9,
            "spell_level": 9,
            "school": "evocation",
            "dnd_class": "Sorceror, Warlock, Wizard",
            "spell_lists": [
                "warlock",
                "wizard"
            ],
            "archetype": "",
            "circles": "",
            "document__slug": "dmag-e",
            "document__title": "Deep Magic Extended",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com"
        },
        {
            "slug": "clairvoyance-a5e",
            "name": "Clairvoyance",
            "desc": "An invisible sensor is created within the spell's range. The sensor remains there for the duration, and it cannot be targeted or attacked.\n\nChoose seeing or hearing when you cast the spell.\n\nYou may use that sense through the sensor as if you were there. As an action, you may switch which sense you are using through the sensor.\n\nA creature able to see invisible things (from the see invisibility spell or truesight, for instance) sees a 4-inch diameter glowing, ethereal orb.",
            "higher_level": "",
            "page": "",
            "range": "1 mile",
            "target_range_sort": 5280,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "Up to 10 minutes",
            "concentration": "yes",
            "requires_concentration": true,
            "casting_time": "10 minutes",
            "level": "3rd-level",
            "level_int": 3,
            "spell_level": 3,
            "school": "Divination",
            "dnd_class": "Artificer, Bard, Cleric, Sorcerer, Wizard",
            "spell_lists": [],
            "archetype": "",
            "circles": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "meteor-swarm-a5e",
            "name": "Meteor Swarm",
            "desc": "Scorching spheres of flame strike the ground at 4 different points within range. The effects of a sphere reach around corners. Creatures and objects in the area take 14d6 fire damage and 14d6 bludgeoning damage, and flammable unattended objects catch on fire. If a creature is in the area of more than one sphere, it is affected only once.",
            "higher_level": "",
            "page": "",
            "range": "1 mile",
            "target_range_sort": 5280,
            "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": "Evocation",
            "dnd_class": "Sorcerer, Wizard",
            "spell_lists": [],
            "archetype": "",
            "circles": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "afflict-line",
            "name": "Afflict Line",
            "desc": "You invoke the darkest curses upon your victim and his or her descendants. This spell does not require that you have a clear path to your target, only that your target is within range. The target must make a successful Wisdom saving throw or be cursed until the magic is dispelled. While cursed, the victim has disadvantage on ability checks and saving throws made with the ability score that you used when you cast the spell. In addition, the target’s firstborn offspring is also targeted by the curse. That individual is allowed a saving throw of its own if it is currently alive, or it makes one upon its birth if it is not yet born when the spell is cast. If the target’s firstborn has already died, the curse passes to the target’s next oldest offspring.\n\n**Ritual Focus.** If you expend your ritual focus, the curse becomes hereditary, passing from firstborn to firstborn for the entire length of the family’s lineage until one of them successfully saves against the curse and throws off your dark magic.",
            "higher_level": "",
            "page": "",
            "range": "1 mile",
            "target_range_sort": 5280,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "a statuette carved in the likeness of the victim worth 1,250 gp",
            "can_be_cast_as_ritual": true,
            "ritual": "yes",
            "duration": "Permanent; one generation",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 hour",
            "level": "9th-level",
            "level_int": 9,
            "spell_level": 9,
            "school": "necromancy",
            "dnd_class": "Cleric, Warlock, Wizard",
            "spell_lists": [
                "cleric",
                "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": "bloom",
            "name": "Bloom",
            "desc": "You plant a silver acorn in solid ground and spend an hour chanting a litany of praises to the natural world, after which the land within 1 mile of the acorn becomes extremely fertile, regardless of its previous state. Any seeds planted in the area grow at twice the natural rate. Food harvested regrows within a week. After one year, the land slowly reverts to its normal fertility, unable to stave off the march of nature.\n\nChoose one of the following effects, which appears and grows immediately:\n* A field planted with vegetables of your choice, ready for harvest.\n* A thick forest of stout trees and ample undergrowth.\n* A grassland with wildflowers and fodder for grazing.\n* An orchard of fruit trees of your choice, growing in orderly rows and ready for harvest.\nLiving creatures that take a short rest within the area of a bloom spell receive the maximum hit points for Hit Dice expended. **Bloom** counters the effects of a [desolation](https://api.open5e.com/spells/desolation) spell.\n\n***Ritual Focus.*** If you expend your ritual focus, the duration becomes permanent.",
            "higher_level": "",
            "page": "",
            "range": "1 mile",
            "target_range_sort": 5280,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "a silver acorn worth 500 gp, which is consumed in the casting",
            "can_be_cast_as_ritual": true,
            "ritual": "yes",
            "duration": "1 year",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 hour",
            "level": "8th-level",
            "level_int": 8,
            "spell_level": 8,
            "school": "conjuration",
            "dnd_class": "Cleric, Druid, Wizard",
            "spell_lists": [
                "cleric",
                "druid",
                "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": "gale",
            "name": "Gale",
            "desc": "You summon a storm to batter your oncoming enemies. Until the spell ends, freezing rain and turbulent winds fill a 20-foot-tall cylinder with a 300- foot radius centered on a point you choose within range. You must be outdoors to cast this spell. Moving to a place where you don't have a clear path to the sky ends the spell early.\n  The spell's area is heavily obscured, and exposed flames in the area are doused. The ground in the area becomes slick, difficult terrain, and a flying creature in the area must land at the end of its turn or fall. When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a Constitution saving throw as the wind and rain assail it. On a failed save, the creature takes 1d6 cold damage.\n  If a creature is concentrating in the spell's area, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration.",
            "higher_level": "",
            "page": "",
            "range": "1 mile",
            "target_range_sort": 5280,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "Instantaneous",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 minute",
            "level": "6th-level",
            "level_int": 6,
            "spell_level": 6,
            "school": "conjuration",
            "dnd_class": "Wizard",
            "spell_lists": [],
            "archetype": "",
            "circles": "",
            "document__slug": "toh",
            "document__title": "Tome of Heroes",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
        },
        {
            "slug": "locate-creature-a5e",
            "name": "Locate Creature",
            "desc": "Name or describe in detail a creature familiar to you. The spell reveals the general direction the creature is in (south, east, northwest, and so on) if it exists within range. This includes its current trajectory if it's travelling.\n\nYou may locate specific, known creatures, or the nearest creature of a specific type (like a bat, gnome, or red dragon) provided that you have observed that type within 30 feet at least once. If a specific creature you seek is in a different form (for example a wildshaped druid) the spell is unable to find it.\n\nThe spell cannot travel across running water 10 feet across or wider—it is unable to find the creature and the trail ends.",
            "higher_level": "",
            "page": "",
            "range": "1000 feet",
            "target_range_sort": 1000,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "Up to 1 hour",
            "concentration": "yes",
            "requires_concentration": true,
            "casting_time": "1 action",
            "level": "4th-level",
            "level_int": 4,
            "spell_level": 4,
            "school": "Divination",
            "dnd_class": "Artificer, Bard, Cleric, Druid, Herald, Wizard",
            "spell_lists": [],
            "archetype": "",
            "circles": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "locate-object-a5e",
            "name": "Locate Object",
            "desc": "Name or describe in detail an object familiar to you. The spell reveals the general direction the object is in (south, east, northwest, and so on) if it exists within range. This includes its current trajectory if it's travelling.\n\nYou may locate a specific object known to you, provided that you have observed it within 30 feet at least once. You may also find the closest example of a certain type of object (for example an instrument, item of furniture, compass, or vase).\n\nWhen there is any thickness of lead in the direct path between you and the object the spell is unable to find it.",
            "higher_level": "",
            "page": "",
            "range": "1000 feet",
            "target_range_sort": 1000,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "Up to 10 minutes",
            "concentration": "yes",
            "requires_concentration": true,
            "casting_time": "1 action",
            "level": "2nd-level",
            "level_int": 2,
            "spell_level": 2,
            "school": "Divination",
            "dnd_class": "Bard, Cleric, Druid, Herald, Wizard",
            "spell_lists": [],
            "archetype": "",
            "circles": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "incantation-of-lies-made-truth",
            "name": "Incantation of Lies Made Truth",
            "desc": "This ritual must be cast during a solar eclipse. It can target a person, an organization (including a city), or a kingdom. If targeting an organization or a kingdom, the incantation requires an object epitomizing the entity as part of the material component, such as a crown, mayoral seal, standard, or primary relic. If targeting a person, the primary performer must hold a vial of the person's blood. Over the course of the incantation, the components are mixed and the primary caster inscribes a false history and a sum of knowledge concerning the target into the book using the mockingbird quills. When the incantation is completed, whatever the caster wrote in the book becomes known and accepted as truth by the target. The target can attempt a Wisdom saving throw to negate this effect. If the target was a city or a kingdom, the saving throw is made with advantage by its current leader or ruler. If the saving throw fails, all citizens or members of the target organization or kingdom believe the account written in the book to be fact. Any information contrary to what was written in the book is forgotten within an hour, but individuals who make a sustained study of such information can attempt a Wisdom saving throw to retain the contradictory knowledge. Books containing contradictory information are considered obsolete or purposely misleading. Permanent structures such as statues of heroes who've been written out of existence are believed to be purely artistic endeavors or so old that no one remembers their identities anymore. The effects of this ritual can be reversed by washing the written words from the book using universal solvent and then burning the book to ashes in a magical fire. Incantation of lies made truth is intended to be a villainous motivator in a campaign, with the player characters fighting to uncover the truth and reverse the spell's effect. The GM should take care not to remove too much player agency with this ritual. The creatures affected should be predominantly NPCs, with PCs and even select NPCs able to resist it. Reversing the effect of the ritual can be the entire basis of a campaign.",
            "higher_level": "",
            "page": "",
            "range": "1000 Feet",
            "target_range_sort": 1000,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "",
            "can_be_cast_as_ritual": true,
            "ritual": "yes",
            "duration": "Permanent",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "9 hours",
            "level": "9th-level",
            "level_int": 9,
            "spell_level": 9,
            "school": "enchantment",
            "dnd_class": "",
            "spell_lists": [],
            "archetype": "",
            "circles": "",
            "document__slug": "kp",
            "document__title": "Kobold Press Compilation",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com"
        },
        {
            "slug": "dimension-door",
            "name": "Dimension Door",
            "desc": "You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as \"200 feet straight downward\" or \"upward to the northwest at a 45-degree angle, 300 feet.\" You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell. If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.",
            "higher_level": "",
            "page": "phb 233",
            "range": "500 feet",
            "target_range_sort": 500,
            "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": "4th-level",
            "level_int": 4,
            "spell_level": 4,
            "school": "Conjuration",
            "dnd_class": "Bard, Cleric, Paladin, Sorcerer, Warlock, Wizard",
            "spell_lists": [
                "cleric",
                "bard",
                "sorcerer",
                "warlock",
                "wizard"
            ],
            "archetype": "Cleric: Trickery, Paladin: Vengeance",
            "circles": "",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "earthquake",
            "name": "Earthquake",
            "desc": "You create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point and shakes creatures and structures in contact with the ground in that area. The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a constitution saving throw. On a failed save, the creature's concentration is broken. When you cast this spell and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a dexterity saving throw. On a failed save, the creature is knocked prone. This spell can have additional effects depending on the terrain in the area, as determined by the DM. \n\n**Fissures.** Fissures open throughout the spell's area at the start of your next turn after you cast the spell. A total of 1d6 such fissures open in locations chosen by the DM. Each is 1d10 × 10 feet deep, 10 feet wide, and extends from one edge of the spell's area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a dexterity saving throw or fall in. A creature that successfully saves moves with the fissure's edge as it opens. A fissure that opens beneath a structure causes it to automatically collapse (see below). \n\n**Structures.** The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the start of each of your turns until the spell ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure's height must make a dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The DM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn't fall prone or become buried.",
            "higher_level": "",
            "page": "phb 236",
            "range": "500 feet",
            "target_range_sort": 500,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "A pinch of dirt, a piece of rock, and a lump of clay.",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "Up to 1 minute",
            "concentration": "yes",
            "requires_concentration": true,
            "casting_time": "1 action",
            "level": "8th-level",
            "level_int": 8,
            "spell_level": 8,
            "school": "Evocation",
            "dnd_class": "Cleric, Druid, Sorcerer",
            "spell_lists": [
                "cleric",
                "druid",
                "sorcerer"
            ],
            "archetype": "",
            "circles": "",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "dimension-door-a5e",
            "name": "Dimension Door",
            "desc": "You teleport to any place you can see, visualize, or describe by stating distance and direction such as 200 feet straight downward or 400 feet upward at a 30-degree angle to the southeast.\n\nYou can bring along objects if their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller, provided it isn't carrying gear beyond its carrying capacity and is within 5 feet.\n\nIf you would arrive in an occupied space the spell fails, and you and any creature with you each take 4d6 force damage.",
            "higher_level": "",
            "page": "",
            "range": "500 feet",
            "target_range_sort": 500,
            "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": "4th-level",
            "level_int": 4,
            "spell_level": 4,
            "school": "Conjuration",
            "dnd_class": "Artificer, Bard, Sorcerer, Warlock, Wizard",
            "spell_lists": [],
            "archetype": "",
            "circles": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "earthquake-a5e",
            "name": "Earthquake",
            "desc": "You create a seismic disturbance in the spell's area. Until the spell ends, an intense tremor rips through the ground and shakes anything in contact with it.\n\nThe ground in the spell's area becomes difficult terrain as it warps and cracks.\n\nWhen you cast this spell and at the end of each turn you spend concentrating on it, each creature in contact with the ground in the spell's area must make a Dexterity saving throw or be knocked prone.\n\nAdditionally, any creature that is concentrating on a spell while in contact with the ground in the spell's area must make a Constitution saving throw or lose concentration.\n\nAt the Narrator's discretion, this spell may have additional effects depending on the terrain in the area.\n\n* **Fissures:** Fissures open within the spell's area at the start of your next turn after you cast the spell. A total of 1d6 such fissures open in locations you choose. Each is 1d10 × 10 feet deep, 10 feet wide, and extends from one edge of the spell's area to the opposite side. A creature standing on a spot where a fissure opens makes a Dexterity saving throw or falls in. On a successful save, a creature moves with the fissure's edge as it opens.\n* A structure automatically collapses if a fissure opens beneath it (see below).\n* **Structures:** A structure in contact with the ground in the spell's area takes 50 bludgeoning damage when you cast the spell and again at the start of each of your turns while the spell is active. A structure reduced to 0 hit points this way collapses.\n* Creatures within half the distance of a collapsing structure's height make a Dexterity saving throw or take 5d6 bludgeoning damage, are knocked prone, and are buried in the rubble, requiring a DC 20 Acrobatics or Athletics check as an action to escape. A creature inside (instead of near) a collapsing structure has disadvantage on its saving throw. The Narrator can adjust the DC higher or lower depending on the composition of the rubble. On a successful save, the creature takes half as much damage and doesn't fall prone or become buried.",
            "higher_level": "",
            "page": "",
            "range": "500 feet",
            "target_range_sort": 500,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "Up to 1 minute",
            "concentration": "yes",
            "requires_concentration": true,
            "casting_time": "1 action",
            "level": "8th-level",
            "level_int": 8,
            "spell_level": 8,
            "school": "Evocation",
            "dnd_class": "Cleric, Druid, Sorcerer",
            "spell_lists": [],
            "archetype": "",
            "circles": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "curse-of-dust",
            "name": "Curse of Dust",
            "desc": "You cast a curse on a creature within range that you’re familiar with, causing it to be unsatiated by food no matter how much it eats. This effect isn’t merely an issue of perception; the target physically can’t draw sustenance from food. Within minutes after the spell is cast, the target feels constant hunger no matter how much food it consumes. The target must make a Constitution saving throw 24 hours after the spell is cast and every 24 hours thereafter. On a failed save, the target gains one level of exhaustion. The effect ends when the duration expires or when the target makes two consecutive successful saves.",
            "higher_level": "",
            "page": "",
            "range": "500 feet",
            "target_range_sort": 500,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "a piece of spoiled food",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "5 days",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "10 minutes",
            "level": "7th-level",
            "level_int": 7,
            "spell_level": 7,
            "school": "necromancy",
            "dnd_class": "Cleric, Druid, Warlock",
            "spell_lists": [],
            "archetype": "",
            "circles": "",
            "document__slug": "dmag",
            "document__title": "Deep Magic 5e",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/deep-magic-for-5th-edition-hardcover/"
        },
        {
            "slug": "mammons-due",
            "name": "Mammon’s Due",
            "desc": "You summon a cylindrical sinkhole filled with burning ash and grasping arms made of molten metal at a point on the ground you can see within range. The sinkhole is 20 feet deep and 50 feet in diameter, and is difficult terrain. A creature that’s in the area when the spell is cast, or that begins its turn in the area or enters it during its turn, takes 10d6 fire damage and must make a Strength or Dexterity (creature’s choice) saving throw. On a failed save, the creature is restrained by the molten arms, which try to drag it below the surface of the ash.\n\nA creature that’s restrained by the arms at the start of your turn must make a successful Strength saving throw or be pulled 5 feet farther down into the ash. A creature pulled below the surface is blinded, deafened, and can’t breathe. To escape, a creature must use an action to make a successful Strength or Dexterity check against your spell save DC. On a successful check, the creature is no longer restrained and can move through the difficult terrain of the ash pit. It doesn’t need to make a Strength or Dexterity saving throw this turn to not be grabbed by the arms again, but it must make the saving throw as normal if it’s still in the ash pit at the start of its next turn.\n\nThe diameter of the ash pit increases by 10 feet at the start of each of your turns for the duration of the spell. The ash pit remains after the spell ends, but the grasping arms disappear and restrained creatures are freed automatically. As the ash slowly cools, it deals 1d6 less fire damage for each hour that passes after the spell ends.",
            "higher_level": "",
            "page": "",
            "range": "500 feet",
            "target_range_sort": 500,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "11 gilded human skulls worth 150 gp each, which are consumed by the spell",
            "can_be_cast_as_ritual": true,
            "ritual": "yes",
            "duration": "Up to 1 minute",
            "concentration": "yes",
            "requires_concentration": true,
            "casting_time": "1 hour",
            "level": "9th-level",
            "level_int": 9,
            "spell_level": 9,
            "school": "conjuration",
            "dnd_class": "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": "pyroclasm",
            "name": "Pyroclasm",
            "desc": "You point toward an area of ground or a similar surface within range. A geyser of lava erupts from the chosen spot. The geyser is 5 feet in diameter and 40 feet high. Each creature in the cylinder when it erupts or at the start of your turn takes 10d8 fire damage, or half as much damage if it makes a successful Dexterity saving throw.\n\nThe geyser also forms a pool of lava at its base. Initially, the pool is the same size as the geyser, but at the start of each of your turns for the duration, the pool’s radius increases by 5 feet. A creature in the pool of lava (but not in the geyser) at the start of your turn takes 5d8 fire damage.\n\nWhen a creature leaves the pool of lava, its speed is reduced by half and it has disadvantage on Dexterity saving throws, caused by a hardening layer of lava. These penalties last until the creature uses an action to break the hardened stone away from itself.\n\nIf you maintain concentration on **pyroclasm** for a full minute, the lava geyser and pool harden into permanent, nonmagical stone. A creature in either area when the stone hardens is restrained until the stone is broken away.",
            "higher_level": "",
            "page": "",
            "range": "500 feet",
            "target_range_sort": 500,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "a shard of obsidian",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "Up to 1 minute",
            "concentration": "yes",
            "requires_concentration": true,
            "casting_time": "1 action",
            "level": "9th-level",
            "level_int": 9,
            "spell_level": 9,
            "school": "evocation",
            "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": "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": "winters-radiance",
            "name": "Winter's Radiance",
            "desc": "When you cast this spell, the piercing rays of a day’s worth of sunlight reflecting off fresh snow blankets the area. A creature caught in the spell’s area must succeed on a Constitution saving throw or have disadvantage on ranged attacks and Wisdom (Perception) checks for the duration of the spell. In addition, an affected creature’s vision is hampered such that foes it targets are treated as having three-quarters cover.",
            "higher_level": "",
            "page": "",
            "range": "400 feet (30-foot cube)",
            "target_range_sort": 400,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "a piece of polished glass",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "Up to 1 minute",
            "concentration": "yes",
            "requires_concentration": true,
            "casting_time": "1 action",
            "level": "6th-level",
            "level_int": 6,
            "spell_level": 6,
            "school": "evocation",
            "dnd_class": "Cleric, Druid, 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": "control-water",
            "name": "Control Water",
            "desc": "Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one.\n\n**Flood.** You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land. instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing. The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts\n\n **Part Water.** You cause water in the area to move apart and create a trench. The trench extends across the spell's area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.\n\n**Redirect Flow.** You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell's area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect.\n\n**Whirlpool.** This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC. When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn't caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so. The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage; this damage occurs each round it remains in the vortex.",
            "higher_level": "",
            "page": "phb 227",
            "range": "300 feet",
            "target_range_sort": 300,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "A drop of water and a pinch of dust.",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "Up to 10 minutes",
            "concentration": "yes",
            "requires_concentration": true,
            "casting_time": "1 action",
            "level": "4th-level",
            "level_int": 4,
            "spell_level": 4,
            "school": "Transmutation",
            "dnd_class": "Cleric, Druid, Wizard",
            "spell_lists": [
                "cleric",
                "druid",
                "wizard"
            ],
            "archetype": "",
            "circles": "",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "freezing-sphere",
            "name": "Freezing Sphere",
            "desc": "A frigid globe of cold energy streaks from your fingertips to a point of your choice within range, where it explodes in a 60-foot-radius sphere. Each creature within the area must make a constitution saving throw. On a failed save, a creature takes 10d6 cold damage. On a successful save, it takes half as much damage. If the globe strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped creature can use an action to make a Strength check against your spell save DC to break free. You can refrain from firing the globe after completing the spell, if you wish. A small globe about the size of a sling stone, cool to the touch, appears in your hand. At any time, you or a creature you give the globe to can throw the globe (to a range of 40 feet) or hurl it with a sling (to the sling's normal range). It shatters on impact, with the same effect as the normal casting of the spell. You can also set the globe down without shattering it. After 1 minute, if the globe hasn't already shattered, it explodes.",
            "higher_level": "When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.",
            "page": "phb 263",
            "range": "300 feet",
            "target_range_sort": 300,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "A small crystal sphere.",
            "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": "Evocation",
            "dnd_class": "Wizard",
            "spell_lists": [
                "wizard"
            ],
            "archetype": "",
            "circles": "",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "hallucinatory-terrain",
            "name": "Hallucinatory Terrain",
            "desc": "You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren't changed in appearance.\n\nThe tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn't obvious by touch, a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain.",
            "higher_level": "",
            "page": "phb 249",
            "range": "300 feet",
            "target_range_sort": 300,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "A stone, a twig, and a bit of green plant.",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "24 hours",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "10 minutes",
            "level": "4th-level",
            "level_int": 4,
            "spell_level": 4,
            "school": "Illusion",
            "dnd_class": "Bard, Druid, Warlock, Wizard",
            "spell_lists": [
                "druid",
                "bard",
                "warlock",
                "wizard"
            ],
            "archetype": "",
            "circles": "Desert",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "ice-storm",
            "name": "Ice Storm",
            "desc": "A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one. Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn.",
            "higher_level": "When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th.",
            "page": "phb 252",
            "range": "300 feet",
            "target_range_sort": 300,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "A pinch of dust and a few drops of water.",
            "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": "Evocation",
            "dnd_class": "Cleric, Druid, Paladin, Sorcerer, Wizard",
            "spell_lists": [
                "cleric",
                "druid",
                "sorcerer",
                "wizard"
            ],
            "archetype": "Cleric: Tempest, Paladin: Ancients",
            "circles": "Arctic",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "insect-plague",
            "name": "Insect Plague",
            "desc": "Swarming, biting locusts fill a 20-foot-radius sphere centered on a point you choose within range. The sphere spreads around corners. The sphere remains for the duration, and its area is lightly obscured. The sphere's area is difficult terrain. When the area appears, each creature in it must make a constitution saving throw. A creature takes 4d10 piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there.",
            "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.",
            "page": "phb 254",
            "range": "300 feet",
            "target_range_sort": 300,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "A few grains of sugar, some kernels of grain, and a smear of fat.",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "Up to 10 minutes",
            "concentration": "yes",
            "requires_concentration": true,
            "casting_time": "1 action",
            "level": "5th-level",
            "level_int": 5,
            "spell_level": 5,
            "school": "Conjuration",
            "dnd_class": "Cleric, Druid, Sorcerer",
            "spell_lists": [
                "cleric",
                "druid",
                "sorcerer"
            ],
            "archetype": "",
            "circles": "Desert, Grassland, Swamp, Underdark",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "magnificent-mansion",
            "name": "Magnificent Mansion",
            "desc": "You conjure an extradimensional dwelling in range that lasts for the duration. You choose where its one entrance is located. The entrance shimmers faintly and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the portal remains open. You can open or close the portal if you are within 30 feet of it. While closed, the portal is invisible. Beyond the portal is a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm. You can create any floor plan you like, but the space can't exceed 50 cubes, each cube being 10 feet on each side. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine course banquet for up to 100 people. A staff of 100 near-transparent servants attends all who enter. You decide the visual appearance of these servants and their attire. They are completely obedient to your orders. Each servant can perform any task a normal human servant could perform, but they can't attack or take any action that would directly harm another creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can go anywhere in the mansion but can't leave it. Furnishings and other objects created by this spell dissipate into smoke if removed from the mansion. When the spell ends, any creatures inside the extradimensional space are expelled into the open spaces nearest to the entrance.",
            "higher_level": "",
            "page": "phb 261",
            "range": "300 feet",
            "target_range_sort": 300,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "A miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon, each item worth at least 5 gp.",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "24 hours",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 minute",
            "level": "7th-level",
            "level_int": 7,
            "spell_level": 7,
            "school": "Conjuration",
            "dnd_class": "Bard, Wizard",
            "spell_lists": [
                "bard",
                "wizard"
            ],
            "archetype": "",
            "circles": "",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "hallucinatory-terrain-a5e",
            "name": "Hallucinatory Terrain",
            "desc": "You weave a veil over the natural terrain within the area, making it look, sound, or smell like another sort of terrain. A small lake could be made to look like a grassy glade. A path or trail could be made to look like an impassable swamp. A cliff face could even appear as a gentle slope or seem to extend further than it does. This spell does not affect any manufactured structures, equipment, or creatures.\n\nOnly the visual, auditory, and olfactory components of the terrain are changed. Any creature that enters or attempts to interact with the illusion feels the real terrain below. If given sufficient reason, a creature may make an Investigation check against your spell save DC to disbelieve it. On a successful save, the creature sees the illusion superimposed over the actual terrain.",
            "higher_level": "The spell targets an additional 50-foot cube for each slot level above 4th.",
            "page": "",
            "range": "300 feet",
            "target_range_sort": 300,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "24 hours",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "10 minutes",
            "level": "4th-level",
            "level_int": 4,
            "spell_level": 4,
            "school": "Illusion",
            "dnd_class": "Bard, Druid, Warlock, Wizard",
            "spell_lists": [],
            "archetype": "",
            "circles": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "ice-storm-a5e",
            "name": "Ice Storm",
            "desc": "A bombardment of jagged ice erupts throughout the target area. All creatures in the area take 2d8 bludgeoning damage and 4d6 cold damage. Large chunks of ice turn the area into difficult terrain until the end of your next turn.",
            "higher_level": "The bludgeoning damage increases by 1d8 for each slot level above 4th.",
            "page": "",
            "range": "300 feet",
            "target_range_sort": 300,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "Instantaneous",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 action",
            "level": "4th-level",
            "level_int": 4,
            "spell_level": 4,
            "school": "Evocation",
            "dnd_class": "Druid, Sorcerer, Wizard",
            "spell_lists": [],
            "archetype": "",
            "circles": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "insect-plague-a5e",
            "name": "Insect Plague",
            "desc": "A roiling cloud of insects appears, biting and stinging any creatures it touches. The cloud lightly obscures its area, spreads around corners, and is considered difficult terrain. When the cloud appears and a creature is in it, when a creature enters the cloud for the first time on a turn, or when a creature ends its turn within the cloud it makes a Constitution saving throw, taking 4d10 piercing damage on a failed save, or half as much on a successful one.",
            "higher_level": "The damage increases by 1d10 for each slot level above 5th.",
            "page": "",
            "range": "300 feet",
            "target_range_sort": 300,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "Up to 10 minutes",
            "concentration": "yes",
            "requires_concentration": true,
            "casting_time": "1 action",
            "level": "5th-level",
            "level_int": 5,
            "spell_level": 5,
            "school": "Conjuration",
            "dnd_class": "Cleric, Druid, Sorcerer",
            "spell_lists": [],
            "archetype": "",
            "circles": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "magnificent-mansion-a5e",
            "name": "Magnificent Mansion",
            "desc": "You conjure an extradimensional residence within range. It has one entrance that is in a place of your choosing, has a faint luster to it, and is 5 feet wide and 10 feet tall. You and any designated creature may enter your mansion while the portal is open. You may open and close the portal while you are within 30 feet of it. Once closed the entrance is invisible.\n\nThe entrance leads to an opulent entrance hall, with many doors and halls coming from it. The atmosphere is welcoming, warm, and comfortable, and the whole place is sparkling clean.\n\nThe floor plan of the residence is up to you, but it must be made up of fifty or fewer 10-foot cubes.\n\nThe furniture and decor are chosen by you. The residence contains enough food to provide Supply for a number of people equal to 5 × your proficiency bonus. A staff of translucent, lustrous servants dwell within the residence. They may otherwise look how you wish. These servants obey your commands without question, and can perform the same nonhostile actions as a human servant—they might carry objects, prepare and serve food and drinks, clean, make simple repairs, and so on. Servants have access to the entire mansion but may not leave.\n\nAll objects and furnishings belonging to the mansion evaporate into shimmering smoke when they leave it. Any creature within the mansion when the spell ends is expelled into an unoccupied space near the entrance.",
            "higher_level": "",
            "page": "",
            "range": "300 feet",
            "target_range_sort": 300,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "24 hours",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 minute",
            "level": "7th-level",
            "level_int": 7,
            "spell_level": 7,
            "school": "Conjuration",
            "dnd_class": "Bard, Wizard",
            "spell_lists": [],
            "archetype": "",
            "circles": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://a5esrd.com/a5esrd"
        }
    ]
}