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

GET /v1/spells/?format=api&ordering=desc
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=desc&page=2",
    "previous": null,
    "results": [
        {
            "slug": "animate-greater-undead",
            "name": "Animate Greater Undead",
            "desc": "**Animate greater undead** creates an undead servant from a pile of bones or from the corpse of a Large or Huge humanoid within range. The spell imbues the target with a foul mimicry of life, raising it as an undead skeleton or zombie. A skeleton uses the stat block of a minotaur skeleton, or a zombie uses the stat block of an ogre zombie, unless a more appropriate stat block is available.\n\nThe creature is under your control for 24 hours, after which it stops obeying your commands. To maintain control of the creature for another 24 hours, you must cast this spell on it again while you have it controlled. Casting the spell for this purpose reasserts your control over up to four creatures you have previously animated rather than animating a new one.\n",
            "higher_level": "When you cast this spell using a spell slot of 7th level or higher, you can reanimate one additional creature for each slot level above 6th.",
            "page": "",
            "range": "15 feet",
            "target_range_sort": 15,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "a pint of blood, a pound of flesh, and an ounce of bone dust, all of which the spell consumes",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "Instantaneous",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 hour",
            "level": "6th-level",
            "level_int": 6,
            "spell_level": 6,
            "school": "necromancy",
            "dnd_class": "Cleric, Wizard",
            "spell_lists": [
                "cleric",
                "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": "candles-insight",
            "name": "Candle’s Insight",
            "desc": "**Candle’s insight** is cast on its target as the component candle is lit. The candle burns for up to 10 minutes unless it’s extinguished normally or by the spell’s effect. While the candle burns, the caster can question the spell’s target, and the candle reveals whether the target speaks truthfully. An intentionally misleading or partial answer causes the flame to flicker and dim. An outright lie causes the flame to flare and then go out, ending the spell. The candle judges honesty, not absolute truth; the flame burns steadily through even an outrageously false statement, as long as the target believes it’s true.\n\n**Candle’s insight** is used across society: by merchants while negotiating deals, by inquisitors investigating heresy, and by monarchs as they interview foreign diplomats. In some societies, casting candle’s insight without the consent of the spell’s target is considered a serious breach of hospitality.",
            "higher_level": "",
            "page": "",
            "range": "10 feet",
            "target_range_sort": 10,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "a blessed candle",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "10 minutes",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 action",
            "level": "1st-level",
            "level_int": 1,
            "spell_level": 1,
            "school": "divination",
            "dnd_class": "Bard, 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": "cursed-gift",
            "name": "Cursed Gift",
            "desc": "**Cursed gift** imbues an object with a harmful magical effect that you or another creature in physical contact with you is currently suffering from. If you give this object to a creature that freely accepts it during the duration of the spell, the recipient must make a Charisma saving throw. On a failed save, the harmful effect is transferred to the recipient for the duration of the spell (or until the effect ends). Returning the object to you, destroying it, or giving it to someone else has no effect. Remove curse and comparable magic can relieve the individual who received the item, but the harmful effect still returns to the previous victim when this spell ends if the effect’s duration has not expired.\n",
            "higher_level": "When you cast this spell using a spell slot of 5th level or higher, the duration increases by 24 hours for each slot level above 4th.",
            "page": "",
            "range": "Touch",
            "target_range_sort": 1,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "an object worth at least 75 gp",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "24 hours",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 action",
            "level": "4th-level",
            "level_int": 4,
            "spell_level": 4,
            "school": "abjuration",
            "dnd_class": "Bard, Sorcerer, Wizard",
            "spell_lists": [],
            "archetype": "",
            "circles": "",
            "document__slug": "dmag",
            "document__title": "Deep Magic 5e",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/deep-magic-for-5th-edition-hardcover/"
        },
        {
            "slug": "iron-hand",
            "name": "Iron Hand",
            "desc": "**Iron hand** is a common spell among metalsmiths and other crafters who work with heat. When you use this spell, one of your arms becomes immune to fire damage, allowing you to grasp red-hot metal, scoop up molten glass with your fingers, or reach deep into a roaring fire to pick up an object. In addition, if you take the Dodge action while you’re protected by **iron hand**, you have resistance to fire damage until the start of your next turn.",
            "higher_level": "",
            "page": "",
            "range": "Self",
            "target_range_sort": 0,
            "components": "V, S",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": false,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "Up to 1 hour",
            "concentration": "yes",
            "requires_concentration": true,
            "casting_time": "1 bonus action",
            "level": "Cantrip",
            "level_int": 0,
            "spell_level": 0,
            "school": "Abjuration",
            "dnd_class": "Bard, Cleric, Druid",
            "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": "tongue-of-sand",
            "name": "Tongue of Sand",
            "desc": "**Tongue of sand** is similar in many ways to [magic mouth](https://api.open5e.com/spells/magic-mouth). When you cast it, you implant a message in a quantity of sand. The sand must fill a space no smaller than 4 square feet and at least 2 inches deep. The message can be up to 25 words. You also decide the conditions that trigger the speaking of the message. When the message is triggered, a mouth forms in the sand and delivers the message in a raspy, whispered voice that can be heard by creatures within 10 feet of the sand.\n\nAdditionally, **tongue of sand** has the ability to interact in a simple, brief manner with creatures who hear its message. For up to 10 minutes after the message is triggered, questions addressed to the sand will be answered as you would answer them. Each answer can be no more than ten words long, and the spell ends after a second question is answered.",
            "higher_level": "",
            "page": "",
            "range": "30 feet",
            "target_range_sort": 30,
            "components": "V, S",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": false,
            "material": "",
            "can_be_cast_as_ritual": true,
            "ritual": "yes",
            "duration": "Until dispelled",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 minute",
            "level": "3rd-level",
            "level_int": 3,
            "spell_level": 3,
            "school": "illusion",
            "dnd_class": "Bard, Cleric, Druid, Wizard",
            "spell_lists": [],
            "archetype": "",
            "circles": "",
            "document__slug": "dmag",
            "document__title": "Deep Magic 5e",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/deep-magic-for-5th-edition-hardcover/"
        },
        {
            "slug": "doom-of-the-slippery-rogue",
            "name": "Doom of the Slippery Rogue",
            "desc": "A **doom of the slippery rogue** spell covers a 20-foot-by-20-foot section of wall or floor within range with a thin coating of grease. If a vertical surface is affected, each climber on that surface must make a successful DC 20 Strength (Athletics) check or immediately fall from the surface unless it is held in place by ropes or other climbing gear. A creature standing on an affected floor falls prone unless it makes a successful Dexterity saving throw. Creatures that try to climb or move through the affected area can move no faster than half speed (this is cumulative with the usual reduction for climbing), and any movement must be followed by a Strength saving throw (for climbing) or a Dexterity saving throw (for walking). On a failed save, the moving creature falls or falls prone.",
            "higher_level": "",
            "page": "",
            "range": "40 feet",
            "target_range_sort": 40,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "bacon fat",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "1 minute",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 action",
            "level": "2nd-level",
            "level_int": 2,
            "spell_level": 2,
            "school": "conjuration",
            "dnd_class": "Bard, Sorcerer, Wizard",
            "spell_lists": [],
            "archetype": "",
            "circles": "",
            "document__slug": "dmag",
            "document__title": "Deep Magic 5e",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/deep-magic-for-5th-edition-hardcover/"
        },
        {
            "slug": "tiny-hut",
            "name": "Tiny Hut",
            "desc": "A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area. Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can't extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside. Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.",
            "higher_level": "",
            "page": "phb 255",
            "range": "Self",
            "target_range_sort": 0,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "A small crystal bead.",
            "can_be_cast_as_ritual": true,
            "ritual": "yes",
            "duration": "8 hours",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 minute",
            "level": "3rd-level",
            "level_int": 3,
            "spell_level": 3,
            "school": "Evocation",
            "dnd_class": "Bard, Ritual Caster, 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": "antimagic-field",
            "name": "Antimagic Field",
            "desc": "A 10-foot-radius invisible sphere of antimagic surrounds you. This area is divorced from the magical energy that suffuses the multiverse. Within the sphere, spells can't be cast, summoned creatures disappear, and even magic items become mundane. Until the spell ends, the sphere moves with you, centered on you. Spells and other magical effects, except those created by an artifact or a deity, are suppressed in the sphere and can't protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration.\n\n**Targeted Effects.** Spells and other magical effects, such as magic missile and charm person, that target a creature or an object in the sphere have no effect on that target.\n\n**Areas of Magic.** The area of another spell or magical effect, such as fireball, can't extend into the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed. For example, the flames created by a wall of fire are suppressed within the sphere, creating a gap in the wall if the overlap is large enough.\n\n**Spells.** Any active spell or other magical effect on a creature or an object in the sphere is suppressed while the creature or object is in it.\n\n**Magic Items.** The properties and powers of magic items are suppressed in the sphere. For example, a +1 longsword in the sphere functions as a nonmagical longsword. A magic weapon's properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If a magic weapon or a piece of magic ammunition fully leaves the sphere (for example, if you fire a magic arrow or throw a magic spear at a target outside the sphere), the magic of the item ceases to be suppressed as soon as it exits.\n\n**Magical Travel.** Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such magical travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space such as that created by the rope trick spell, temporarily closes while in the sphere.\n\n**Creatures and Objects.** A creature or object summoned or created by magic temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere.\n\n**Dispel Magic.** Spells and magical effects such as dispel magic have no effect on the sphere. Likewise, the spheres created by different antimagic field spells don't nullify each other.",
            "higher_level": "",
            "page": "phb 213",
            "range": "Self",
            "target_range_sort": 0,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "A pinch of powdered iron or iron filings.",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "Up to 1 hour",
            "concentration": "yes",
            "requires_concentration": true,
            "casting_time": "1 action",
            "level": "8th-level",
            "level_int": 8,
            "spell_level": 8,
            "school": "Abjuration",
            "dnd_class": "Cleric, Wizard",
            "spell_lists": [
                "cleric",
                "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": "flaming-sphere",
            "name": "Flaming Sphere",
            "desc": "A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.",
            "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.",
            "page": "phb 242",
            "range": "60 feet",
            "target_range_sort": 60,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "A bit of tallow, a pinch of brimstone, and a dusting of powdered iron.",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "Up to 1 minute",
            "concentration": "yes",
            "requires_concentration": true,
            "casting_time": "1 action",
            "level": "2nd-level",
            "level_int": 2,
            "spell_level": 2,
            "school": "Conjuration",
            "dnd_class": "Cleric, Druid, Wizard",
            "spell_lists": [
                "cleric",
                "druid",
                "wizard"
            ],
            "archetype": "Cleric: Light",
            "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": "flaming-sphere-a5e",
            "name": "Flaming Sphere",
            "desc": "A 5-foot-diameter sphere of fire appears within range, lasting for the duration. It casts bright light in a 20-foot radius and dim light for another 20 feet, and ignites unattended flammable objects it touches.\n\nYou can use a bonus action to move the sphere up to 30 feet. It can jump over pits 10 feet wide or obstacles 5 feet tall. If you move the sphere into a creature, the sphere ends its movement for that turn and the creature makes a Dexterity saving throw, taking 2d6 fire damage on a failed save, or half as much on a successful one. A creature that ends its turn within 5 feet of the sphere makes a Dexterity saving throw against the sphere's damage.",
            "higher_level": "The damage increases by 1d6 for each slot level above 2nd.",
            "page": "",
            "range": "60 feet",
            "target_range_sort": 60,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "Up to 1 minute",
            "concentration": "yes",
            "requires_concentration": true,
            "casting_time": "1 action",
            "level": "2nd-level",
            "level_int": 2,
            "spell_level": 2,
            "school": "Conjuration",
            "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": "magma-spray",
            "name": "Magma Spray",
            "desc": "A 5-foot-diameter, 5-foot-tall cylindrical fountain of magma erupts from the ground in a space of your choice within range. A creature in that space takes 3d8 fire damage, or half as much damage with a successful Dexterity saving throw. A creature that enters the area on its turn or ends its turn there also takes 3d8 fire damage, or half as much damage with a successful Dexterity saving throw. A creature can take this damage only once per turn.\n  A creature killed by this spell is reduced to ash.",
            "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.",
            "page": "",
            "range": "40 Feet",
            "target_range_sort": 40,
            "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": "2nd-level",
            "level_int": 2,
            "spell_level": 2,
            "school": "transmutation",
            "dnd_class": "Druid, Sorceror, Warlock, 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": "secret-blind",
            "name": "Secret Blind",
            "desc": "A 5-foot-radius immobile sphere springs into existence around you and remains stationary for the duration. You and up to four Medium or smaller creatures can occupy the sphere. If its area includes a larger creature or more than five creatures, each larger creature and excess creature is pushed to an unoccupied space outside of the sphere.\n  Creatures and objects within the sphere when you cast this spell may move through it freely. All other creatures and objects are barred from passing through the sphere after it forms. Spells and other magical effects can't extend through the sphere, with the exception of transmutation or conjuration spells and magical effects that allow you or the creatures inside the sphere to willingly leave it, such as the *dimension door* and *teleport* spells. The atmosphere inside the sphere is cool, dry, and filled with air, regardless of the conditions outside.\n  Until the effect ends, you can command the interior to be dimly lit or dark. The sphere is opaque from the outside and covered in an illusion that makes it appear as the surrounding terrain, but it is transparent from the inside. Physical interaction with the illusion reveals it to be an illusion as the creature touches the cool, firm surface of the sphere. A creature that uses an action to examine the sphere can determine it is covered by an illusion with a successful Intelligence (Investigation) check against your spell save DC.\n  The effect ends if you leave its area, or if the sphere is hit with the *disintegration* spell or a successful *dispel magic* spell.",
            "higher_level": "",
            "page": "",
            "range": "Self (5-foot-radius sphere)",
            "target_range_sort": 0,
            "components": "V, S",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": false,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "10 minutes",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 action",
            "level": "3rd-level",
            "level_int": 3,
            "spell_level": 3,
            "school": "evocation",
            "dnd_class": "Sorceror, Warlock, 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": "call-lightning-a5e",
            "name": "Call Lightning",
            "desc": "A 60-foot radius storm cloud that is 10 feet high appears in a space 100 feet above you. If there is not a point in the air above you that the storm cloud could appear, the spell fails (such as if you are in a small cavern or indoors).\n\nOn the round you cast it, and as an action on subsequent turns until the spell ends, you can call down a bolt of lightning to a point directly beneath the cloud. Each creature within 5 feet of the point makes a Dexterity saving throw, taking 3d10 lightning damage on a failed save or half as much on a successful one.\n\nIf you are outdoors in a storm when you cast this spell, you take control of the storm instead of creating a new cloud and the spell's damage is increased by 1d10.",
            "higher_level": "The damage increases by 1d10 for each slot level above 3rd.",
            "page": "",
            "range": "100 feet",
            "target_range_sort": 100,
            "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 10 minutes",
            "concentration": "yes",
            "requires_concentration": true,
            "casting_time": "1 action",
            "level": "3rd-level",
            "level_int": 3,
            "spell_level": 3,
            "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": "daylight",
            "name": "Daylight",
            "desc": "A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet. If you chose a point on an object you are holding or one that isn't being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light. If any of this spell's area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.",
            "higher_level": "",
            "page": "phb 230",
            "range": "60 feet",
            "target_range_sort": 60,
            "components": "V, S",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": false,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "1 hour",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 action",
            "level": "3rd-level",
            "level_int": 3,
            "spell_level": 3,
            "school": "Evocation",
            "dnd_class": "Cleric, Druid, Paladin, Ranger, Sorcerer",
            "spell_lists": [
                "cleric",
                "druid",
                "ranger",
                "sorcerer"
            ],
            "archetype": "",
            "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": "phantom-steed",
            "name": "Phantom Steed",
            "desc": "A Large quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature's appearance, but it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed. For the duration, you or a creature you choose can ride the steed. The creature uses the statistics for a riding horse, except it has a speed of 100 feet and can travel 10 miles in an hour, or 13 miles at a fast pace. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends if you use an action to dismiss it or if the steed takes any damage.",
            "higher_level": "",
            "page": "phb 265",
            "range": "30 feet",
            "target_range_sort": 30,
            "components": "V, S",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": false,
            "material": "",
            "can_be_cast_as_ritual": true,
            "ritual": "yes",
            "duration": "1 hour",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 minute",
            "level": "3rd-level",
            "level_int": 3,
            "spell_level": 3,
            "school": "Illusion",
            "dnd_class": "Ritual Caster, 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": "guardian-of-faith",
            "name": "Guardian of Faith",
            "desc": "A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity. Any creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.",
            "higher_level": "",
            "page": "phb 246",
            "range": "30 feet",
            "target_range_sort": 30,
            "components": "V",
            "requires_verbal_components": true,
            "requires_somatic_components": false,
            "requires_material_components": false,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "8 hours",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 action",
            "level": "4th-level",
            "level_int": 4,
            "spell_level": 4,
            "school": "Conjuration",
            "dnd_class": "Cleric",
            "spell_lists": [
                "cleric"
            ],
            "archetype": "",
            "circles": "",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "snow-boulder",
            "name": "Snow Boulder",
            "desc": "A ball of snow forms 5 feet away from you and rolls in the direction you point at a speed of 30 feet, growing larger as it moves. To roll the boulder into a creature, you must make a successful ranged spell attack. If the boulder hits, the creature must make a successful Dexterity saving throw or be knocked prone and take the damage indicated below. Hitting a creature doesn’t stop the snow boulder’s movement or impede its growth, as long as you continue to maintain concentration on the effect. When the spell ends, the boulder stops moving.\n\n| Round | Size | Damage |\n|-|-|-|\n| 1 | Small | 1d6 bludgeoning |\n| 2 | Medium | 2d6 bludgeoning |\n| 3 | Large | 4d6 bludgeoning |\n| 4 | Huge | 6d6 bludgeoning |\n\n",
            "higher_level": "",
            "page": "",
            "range": "90 feet",
            "target_range_sort": 90,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "a handful of snow",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "Up to 4 rounds",
            "concentration": "yes",
            "requires_concentration": true,
            "casting_time": "1 action",
            "level": "4th-level",
            "level_int": 4,
            "spell_level": 4,
            "school": "transmutation",
            "dnd_class": "Druid, Ranger",
            "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": "antilife-shell-a5e",
            "name": "Antilife Shell",
            "desc": "A barrier that glimmers with an oily rainbow hue pops into existence around you. The barrier moves with you and prevents creatures other than undead and constructs from passing or reaching through its surface.\n\nThe barrier does not prevent spells or attacks with ranged or reach weapons from passing through the barrier.\n\nThe spell ends if you move so that a Tiny or larger living creature is forced to pass through the barrier.",
            "higher_level": "",
            "page": "",
            "range": "self",
            "target_range_sort": 0,
            "components": "V, S",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": false,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "Up to 1 hour",
            "concentration": "yes",
            "requires_concentration": true,
            "casting_time": "1 action",
            "level": "5th-level",
            "level_int": 5,
            "spell_level": 5,
            "school": "Abjuration",
            "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": "sunbeam",
            "name": "Sunbeam",
            "desc": "A beam of brilliant light flashes out from your hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is blinded until your next turn. On a successful save, it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw. You can create a new line of radiance as your action on any turn until the spell ends. For the duration, a mote of brilliant radiance shines in your hand. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This light is sunlight.",
            "higher_level": "",
            "page": "phb 279",
            "range": "Self",
            "target_range_sort": 0,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "A magnifying 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": "Druid, Sorcerer, Wizard",
            "spell_lists": [
                "druid",
                "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": "eldritch-blast",
            "name": "Eldritch Blast",
            "desc": "A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage. The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.",
            "higher_level": "",
            "page": "phb 237",
            "range": "120 feet",
            "target_range_sort": 120,
            "components": "V, S",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": false,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "Instantaneous",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 action",
            "level": "Cantrip",
            "level_int": 0,
            "spell_level": 0,
            "school": "Evocation",
            "dnd_class": "Warlock",
            "spell_lists": [
                "warlock"
            ],
            "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": "moonbeam-a5e",
            "name": "Moonbeam",
            "desc": "A beam of moonlight fills the area with dim light.\n\nWhen a creature enters the area for the first time on a turn or begins its turn in the area, it is struck by silver flames and makes a Constitution saving throw, taking 2d10 radiant damage on a failed save, or half as much on a success.\n\nShapechangers have disadvantage on this saving throw. On a failed save, a shapechanger is forced to take its original form while within the spell's light.\n\nOn your turn, you may use an action to move the beam 60 feet in any direction.",
            "higher_level": "The damage increases by 1d10 for each slot level above 2nd.",
            "page": "",
            "range": "120 feet",
            "target_range_sort": 120,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "Up to 1 minute",
            "concentration": "yes",
            "requires_concentration": true,
            "casting_time": "1 action",
            "level": "2nd-level",
            "level_int": 2,
            "spell_level": 2,
            "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": "delayed-blast-fireball",
            "name": "Delayed Blast Fireball",
            "desc": "A beam of yellow light flashes from your pointing finger, then condenses to linger at a chosen point within range as a glowing bead for the duration. When the spell ends, either because your concentration is broken or because you decide to end it, the bead blossoms with a low roar into an explosion of flame that spreads around corners. Each creature in a 20-foot-radius sphere centered on that point must make a dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one. The spell's base damage is 12d6. If at the end of your turn the bead has not yet detonated, the damage increases by 1d6. If the glowing bead is touched before the interval has expired, the creature touching it must make a dexterity saving throw. On a failed save, the spell ends immediately, causing the bead to erupt in flame. On a successful save, the creature can throw the bead up to 40 feet. When it strikes a creature or a solid object, the spell ends, and the bead explodes. The fire damages objects in the area and ignites flammable objects that aren't being worn or carried.",
            "higher_level": "When you cast this spell using a spell slot of 8th level or higher, the base damage increases by 1d6 for each slot level above 7th.",
            "page": "phb 230",
            "range": "150 feet",
            "target_range_sort": 150,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "A tiny ball of bat guano and sulfur.",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "Up to 1 minute",
            "concentration": "yes",
            "requires_concentration": true,
            "casting_time": "1 action",
            "level": "7th-level",
            "level_int": 7,
            "spell_level": 7,
            "school": "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": "cure-beast",
            "name": "Cure Beast",
            "desc": "A beast of your choice that you can see within range regains a number of hit points equal to 1d6 + your spellcasting modifier.\n",
            "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d6 for each slot level above 1st.",
            "page": "",
            "range": "60 feet",
            "target_range_sort": 60,
            "components": "V, S",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": false,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "Instantaneous",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 bonus action",
            "level": "1st-level",
            "level_int": 1,
            "spell_level": 1,
            "school": "evocation",
            "dnd_class": "Druid, Ranger",
            "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": "ray-of-enfeeblement",
            "name": "Ray of Enfeeblement",
            "desc": "A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends. At the end of each of the target's turns, it can make a constitution saving throw against the spell. On a success, the spell ends.",
            "higher_level": "",
            "page": "phb 271",
            "range": "60 feet",
            "target_range_sort": 60,
            "components": "V, S",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": false,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "Up to 1 minute",
            "concentration": "yes",
            "requires_concentration": true,
            "casting_time": "1 action",
            "level": "2nd-level",
            "level_int": 2,
            "spell_level": 2,
            "school": "Necromancy",
            "dnd_class": "Warlock, Wizard",
            "spell_lists": [
                "warlock",
                "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": "ray-of-enfeeblement-a5e",
            "name": "Ray of Enfeeblement",
            "desc": "A black ray of necrotic energy shoots from your fingertip. Make a ranged spell attack against the target. On a hit, the target is weakened and only deals half damage with weapon attacks that use Strength.\n\nAt the end of each of the target's turns, it can make a Strength saving throw, ending the spell on a success.",
            "higher_level": "",
            "page": "",
            "range": "60 feet",
            "target_range_sort": 60,
            "components": "V, S",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": false,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "Up to 1 minute",
            "concentration": "yes",
            "requires_concentration": true,
            "casting_time": "1 action",
            "level": "2nd-level",
            "level_int": 2,
            "spell_level": 2,
            "school": "Necromancy",
            "dnd_class": "Warlock, Wizard",
            "spell_lists": [],
            "archetype": "",
            "circles": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "eldritch-cube-a5e",
            "name": "Eldritch Cube",
            "desc": "A black, nonreflective, incorporeal 10-foot cube appears in an unoccupied space that you can see. Its space can be in midair if you so desire. When a creature starts its turn in the cube or enters the cube for the first time on its turn it must make an Intelligence saving throw, taking 5d6 psychic damage on a failed save, or half damage on a success.\n\nAs a bonus action, you can move the cube up to 10 feet in any direction to a space you can see. The cube cannot be made to pass through other creatures in this way.",
            "higher_level": "",
            "page": "",
            "range": "120 feet",
            "target_range_sort": 120,
            "components": "V, S",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": false,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "Up to 1 minute",
            "concentration": "yes",
            "requires_concentration": true,
            "casting_time": "1 action",
            "level": "5th-level",
            "level_int": 5,
            "spell_level": 5,
            "school": "Conjuration",
            "dnd_class": "Artificer, 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": "cone-of-cold",
            "name": "Cone of Cold",
            "desc": "A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one. A creature killed by this spell becomes a frozen statue until it thaws.",
            "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.",
            "page": "phb 224",
            "range": "Self",
            "target_range_sort": 0,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "A small crystal or glass cone.",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "Instantaneous",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 action",
            "level": "5th-level",
            "level_int": 5,
            "spell_level": 5,
            "school": "Evocation",
            "dnd_class": "Druid, Sorcerer, Wizard",
            "spell_lists": [
                "druid",
                "sorcerer",
                "wizard"
            ],
            "archetype": "Druid: Arctic",
            "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": "color-spray-a5e",
            "name": "Color Spray",
            "desc": "A blast of dazzling multicolored light flashes from your hand to blind your targets until the start of your next turn. Starting with the target with the lowest hit points (ignoring unconscious creatures), targets within the area are blinded, in ascending order according to their hit points.\n\nWhen a target is blinded, subtract its hit points from the total before moving on to the next target.\n\nA target's hit points must be equal to or less than the total remaining for the spell to have any affect.",
            "higher_level": "Add an additional 2d10 hit points for each slot level above 1st.",
            "page": "",
            "range": "self",
            "target_range_sort": 0,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "1 round",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 action",
            "level": "1st-level",
            "level_int": 1,
            "spell_level": 1,
            "school": "Illusion",
            "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": "freeze-potion",
            "name": "Freeze Potion",
            "desc": "A blue spark flies from your hand and strikes a potion vial, drinking horn, waterskin, or similar container, instantly freezing the contents. The substance melts normally thereafter and is not otherwise harmed, but it can’t be consumed while it’s frozen.\n",
            "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the range increases by 5 feet for each slot level above 1st.",
            "page": "",
            "range": "25 feet",
            "target_range_sort": 25,
            "components": "V, S",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": false,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "Instantaneous",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 reaction, which you take when you see a creature within range about to consume a liquid",
            "level": "1st-level",
            "level_int": 1,
            "spell_level": 1,
            "school": "transmutation",
            "dnd_class": "Cleric, Druid, 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": "guiding-bolt-a5e",
            "name": "Guiding Bolt",
            "desc": "A bolt of light erupts from your hand. Make a ranged spell attack against the target. On a hit, you deal 4d6 radiant damage and the next attack roll made against the target before the end of your next turn has advantage.",
            "higher_level": "The damage increases by 1d6 for each slot level above 1st.",
            "page": "",
            "range": "120 feet",
            "target_range_sort": 120,
            "components": "V, S",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": false,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "1 round",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 action",
            "level": "1st-level",
            "level_int": 1,
            "spell_level": 1,
            "school": "Evocation",
            "dnd_class": "Cleric",
            "spell_lists": [],
            "archetype": "",
            "circles": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "lightning-bolt-a5e",
            "name": "Lightning Bolt",
            "desc": "A bolt of lightning arcs out from you in a direction you choose. Each creature in the area takes 8d6 lightning damage. The lightning ignites flammable objects in its path that aren't worn or carried by another creature.\n\nIf the spell is stopped by an object at least as large as its width, it ends there unless it deals enough damage to break through. When it does, it continues to the end of its area.",
            "higher_level": "Damage increases by 1d6 for every slot level above 3rd.",
            "page": "",
            "range": "self",
            "target_range_sort": 0,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "Instantaneous",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 action",
            "level": "3rd-level",
            "level_int": 3,
            "spell_level": 3,
            "school": "Evocation",
            "dnd_class": "Artificer, 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": "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": "fireball",
            "name": "Fireball",
            "desc": "A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.",
            "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.",
            "page": "phb 241",
            "range": "150 feet",
            "target_range_sort": 150,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "A tiny ball of bat guano and sulfur.",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "Instantaneous",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 action",
            "level": "3rd-level",
            "level_int": 3,
            "spell_level": 3,
            "school": "Evocation",
            "dnd_class": "Sorcerer, Wizard",
            "spell_lists": [
                "sorcerer",
                "wizard"
            ],
            "archetype": "Cleric: Light, Warlock: Fiend",
            "circles": "",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "last-rays-of-the-dying-sun",
            "name": "Last Rays of the Dying Sun",
            "desc": "A burst of searing heat explodes from you, dealing 6d6 fire damage to all enemies within range. Immediately afterward, a wave of frigid cold rolls across the same area, dealing 6d6 cold damage to enemies. A creature that makes a successful Dexterity saving throw takes half the damage.\n",
            "higher_level": "When you cast this spell using a spell slot of 8th or 9th level, the damage from both waves increases by 1d6 for each slot level above 7th.",
            "page": "",
            "range": "40 feet",
            "target_range_sort": 40,
            "components": "V, S",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": false,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "Instantaneous",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 action",
            "level": "7th-level",
            "level_int": 7,
            "spell_level": 7,
            "school": "evocation",
            "dnd_class": "Sorcerer, Wizard",
            "spell_lists": [],
            "archetype": "",
            "circles": "",
            "document__slug": "dmag",
            "document__title": "Deep Magic 5e",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/deep-magic-for-5th-edition-hardcover/"
        },
        {
            "slug": "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": "incendiary-cloud-a5e",
            "name": "Incendiary Cloud",
            "desc": "A cloud of burning embers, smoke, and roiling flame appears within range. The cloud heavily obscures its area, spreading around corners and through cracks. 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 Dexterity saving throw, taking 10d8 fire damage on a failed save, or half as much on a successful one.\n\nThe cloud can be dispelled by a wind of at least 10 miles per hour. After it is cast, the cloud moves 10 feet away from you in a direction that you choose at the start of each of your turns.",
            "higher_level": "",
            "page": "",
            "range": "120 feet",
            "target_range_sort": 120,
            "components": "V, S",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": false,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "Up to 1 minute",
            "concentration": "yes",
            "requires_concentration": true,
            "casting_time": "1 action",
            "level": "8th-level",
            "level_int": 8,
            "spell_level": 8,
            "school": "Conjuration",
            "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": "mist-of-wonders",
            "name": "Mist of Wonders",
            "desc": "A colorful mist surrounds you out to a radius of 30 feet. Creatures inside the mist see odd shapes in it and hear random sounds that don’t make sense. The very concepts of order and logic don’t seem to exist inside the mist.\n\nAny 1st-level spell that’s cast in the mist by another caster or that travels through the mist is affected by its strange nature. The caster must make a Constitution saving throw when casting the spell. On a failed save, the spell transforms into another 1st-level spell the caster knows (chosen by the GM from those available), even if that spell is not currently prepared. The altered spell’s slot level or its original target or targeted area can’t be changed. Cantrips are unaffected. If (in the GM’s judgment) none of the caster’s spells known of that level can be transformed, the spell being cast simply fails.\n",
            "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, it affects any spell cast using a spell slot of any lower level. For instance, using a 6th-level slot enables you to transform a spell of 5th level or lower into another spell of the same level.",
            "page": "",
            "range": "Self (30-foot radius)",
            "target_range_sort": 0,
            "components": "V, S",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": false,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "1 minute",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 action",
            "level": "2nd-level",
            "level_int": 2,
            "spell_level": 2,
            "school": "conjuration",
            "dnd_class": "Sorcerer, Wizard",
            "spell_lists": [],
            "archetype": "",
            "circles": "",
            "document__slug": "dmag",
            "document__title": "Deep Magic 5e",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/deep-magic-for-5th-edition-hardcover/"
        },
        {
            "slug": "flame-strike-a5e",
            "name": "Flame Strike",
            "desc": "A column of divine flame deals 4d6 fire damage and 4d6 radiant damage to creatures in the area.",
            "higher_level": "Increase either the fire damage or the radiant damage by 1d6 for each slot level above 5th.",
            "page": "",
            "range": "60 feet",
            "target_range_sort": 60,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "Instantaneous",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 action",
            "level": "5th-level",
            "level_int": 5,
            "spell_level": 5,
            "school": "Evocation",
            "dnd_class": "Cleric",
            "spell_lists": [],
            "archetype": "",
            "circles": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "corpse-explosion-a5e",
            "name": "Corpse Explosion",
            "desc": "A corpse explodes in a poisonous cloud. Each creature in a 10-foot radius of the corpse must make a Constitution saving throw. A creature takes 3d6 thunder damage and is poisoned for 1 minute on a failed save, or it takes half as much damage and is not poisoned on a successful one. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect for itself on a success.",
            "higher_level": "You target an additional corpse for every 2 slot levels above 1st.",
            "page": "",
            "range": "60 feet",
            "target_range_sort": 60,
            "components": "V, S",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": false,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "Instantaneous",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 action",
            "level": "1st-level",
            "level_int": 1,
            "spell_level": 1,
            "school": "Evocation",
            "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": "hideous-laughter",
            "name": "Hideous Laughter",
            "desc": "A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected. At the end of each of its turns, and each time it takes damage, the target can make another wisdom saving throw. The target had advantage on the saving throw if it's triggered by damage. On a success, the spell ends.",
            "higher_level": "",
            "page": "phb 280",
            "range": "30 feet",
            "target_range_sort": 30,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "Tiny tarts and a feather that is waved in the air.",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "Up to 1 minute",
            "concentration": "yes",
            "requires_concentration": true,
            "casting_time": "1 action",
            "level": "1st-level",
            "level_int": 1,
            "spell_level": 1,
            "school": "Enchantment",
            "dnd_class": "Bard, Warlock, Wizard",
            "spell_lists": [
                "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": "healing-word",
            "name": "Healing Word",
            "desc": "A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.",
            "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.",
            "page": "phb 250",
            "range": "60 feet",
            "target_range_sort": 60,
            "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 bonus action",
            "level": "1st-level",
            "level_int": 1,
            "spell_level": 1,
            "school": "Evocation",
            "dnd_class": "Bard, Cleric, Druid",
            "spell_lists": [
                "cleric",
                "druid",
                "bard"
            ],
            "archetype": "",
            "circles": "",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "warp-mind-and-matter",
            "name": "Warp Mind and Matter",
            "desc": "A creature you can see within range undergoes a baleful transmogrification. The target must make a successful Wisdom saving throw or suffer a flesh warp and be afflicted with a form of indefinite madness.",
            "higher_level": "",
            "page": "",
            "range": "30 feet",
            "target_range_sort": 30,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "root of deadly nightshade and a drop of the caster’s blood",
            "can_be_cast_as_ritual": true,
            "ritual": "yes",
            "duration": "Until cured or dispelled",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 action",
            "level": "6th-level",
            "level_int": 6,
            "spell_level": 6,
            "school": "transmutation",
            "dnd_class": "Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard",
            "spell_lists": [],
            "archetype": "",
            "circles": "",
            "document__slug": "dmag",
            "document__title": "Deep Magic 5e",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/deep-magic-for-5th-edition-hardcover/"
        },
        {
            "slug": "invisibility",
            "name": "Invisibility",
            "desc": "A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.",
            "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.",
            "page": "phb 254",
            "range": "Touch",
            "target_range_sort": 1,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "An eyelash encased in gum arabic.",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "Up to 1 hour",
            "concentration": "yes",
            "requires_concentration": true,
            "casting_time": "1 action",
            "level": "2nd-level",
            "level_int": 2,
            "spell_level": 2,
            "school": "Illusion",
            "dnd_class": "Bard, Druid, Sorcerer, Warlock, Wizard",
            "spell_lists": [
                "druid",
                "bard",
                "sorcerer",
                "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": "less-fool-i",
            "name": "Less Fool, I",
            "desc": "A creature you touch becomes less susceptible to lies and magical influence. For the duration, other creatures have disadvantage on Charisma checks to influence the protected creature, and the creature has advantage on spells that cause it to become charmed or frightened.",
            "higher_level": "If you cast this spell using a spell slot of 3rd level or higher, the duration is concentration, up to 1 hour. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the duration is 1 year. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration.",
            "page": "",
            "range": "Touch",
            "target_range_sort": 1,
            "components": "V, S",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": false,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "Up to 10 minutes",
            "concentration": "yes",
            "requires_concentration": true,
            "casting_time": "1 action",
            "level": "1st-level",
            "level_int": 1,
            "spell_level": 1,
            "school": "divination",
            "dnd_class": "Bard, Cleric",
            "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": "energy-absorption",
            "name": "Energy Absorption",
            "desc": "A creature you touch has resistance to acid, cold, fire, force, lightning, and thunder damage until the spell ends.\n\nIf the spell is used against an unwilling creature, you must make a melee spell attack with a reach of 5 feet. If the attack hits, for the duration of the spell the affected creature must make a saving throw using its spellcasting ability whenever it casts a spell that deals one of the given damage types. On a failed save, the spell is not cast but its slot is expended; on a successful save, the spell is cast but its damage is halved before applying the effects of saving throws, resistance, and other factors.",
            "higher_level": "",
            "page": "",
            "range": "Touch",
            "target_range_sort": 1,
            "components": "V, S",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": false,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "Up to 1 minute",
            "concentration": "yes",
            "requires_concentration": true,
            "casting_time": "1 action",
            "level": "5th-level",
            "level_int": 5,
            "spell_level": 5,
            "school": "abjuration",
            "dnd_class": "Druid, 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": "curse-of-formlessness",
            "name": "Curse of Formlessness",
            "desc": "A creature you touch must make a successful Constitution saving throw or be cursed with a shifting, amorphous form. Spells that change the target creature's shape (such as polymorph) do not end the curse, but they do hold the creature in a stable form, temporarily mitigating it until the end of that particular spell's duration; shapechange and stoneskin have similar effects. While under the effect of the curse of formlessness, the target creature is resistant to slashing and piercing damage and ignores the additional damage done by critical hits, but it can neither hold nor use any item, nor can it cast spells or activate magic items. Its movement is halved, and winged flight becomes impossible. Any armor, clothing, helmet, or ring becomes useless. Large items that are carried or worn, such as armor, backpacks, or clothing, become hindrances, so the target has disadvantage on Dexterity checks and saving throws while such items are in place. A creature under the effect of a curse of formlessness can try to hold itself together through force of will. The afflicted creature uses its action to repeat the saving throw; if it succeeds, the afflicted creature negates the penalties from the spell until the start of its next turn.",
            "higher_level": "",
            "page": "",
            "range": "Touch",
            "target_range_sort": 1,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "Permanent",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 action",
            "level": "6th-level",
            "level_int": 6,
            "spell_level": 6,
            "school": "transmutation",
            "dnd_class": "Wizard, Druid",
            "spell_lists": [
                "druid",
                "wizard"
            ],
            "archetype": "",
            "circles": "",
            "document__slug": "kp",
            "document__title": "Kobold Press Compilation",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com"
        },
        {
            "slug": "cure-wounds",
            "name": "Cure Wounds",
            "desc": "A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.",
            "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.",
            "page": "phb 230",
            "range": "Touch",
            "target_range_sort": 1,
            "components": "V, S",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": false,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "Instantaneous",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 action",
            "level": "1st-level",
            "level_int": 1,
            "spell_level": 1,
            "school": "Evocation",
            "dnd_class": "Bard, Cleric, Druid, Paladin, Ranger",
            "spell_lists": [
                "cleric",
                "druid",
                "ranger",
                "bard"
            ],
            "archetype": "",
            "circles": "",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "aspect-of-the-serpent",
            "name": "Aspect of the Serpent",
            "desc": "A creature you touch takes on snakelike aspects for the duration of the spell. Its tongue becomes long and forked, its canine teeth become fangs with venom sacs, and its pupils become sharply vertical. The target gains darkvision with a range of 60 feet and blindsight with a range of 30 feet. As a bonus action when you cast the spell, the target can make a ranged weapon attack with a normal range of 60 feet that deals 2d6 poison damage on a hit.\n\nAs an action, the target can make a bite attack using either Strength or Dexterity (Melee Weapon Attack: range 5 ft., one creature; Hit: 2d6 piercing damage), and the creature must make a successful DC 14 Constitution saving throw or be paralyzed for 1 minute. A creature paralyzed in this way repeats the saving throw at the end of each of its turns, ending the effect on itself on a success).\n",
            "higher_level": "When you cast this spell using a spell slot of 4th level or higher, both the ranged attack and bite attack damage increase by 1d6 for each slot level above 3rd.",
            "page": "",
            "range": "Touch",
            "target_range_sort": 1,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "a dried snakeskin",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "Up to 1 minute",
            "concentration": "yes",
            "requires_concentration": true,
            "casting_time": "1 action",
            "level": "3rd-level",
            "level_int": 3,
            "spell_level": 3,
            "school": "transmutation",
            "dnd_class": "Druid, Sorcerer, Wizard",
            "spell_lists": [
                "druid",
                "sorcerer",
                "wizard"
            ],
            "archetype": "",
            "circles": "",
            "document__slug": "dmag",
            "document__title": "Deep Magic 5e",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com/kpstore/product/deep-magic-for-5th-edition-hardcover/"
        },
        {
            "slug": "goats-hoof-charm",
            "name": "Goat's Hoof Charm",
            "desc": "A creature you touch traverses craggy slopes with the surefootedness of a mountain goat. When ascending a slope that would normally be difficult terrain for it, the target can move at its full speed instead. The target also gains a +2 bonus on Dexterity checks and saving throws to prevent falling, to catch a ledge or otherwise stop a fall, or to move along a narrow ledge.\n",
            "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, you can increase the duration by 1 minute, or you can affect one additional creature, for each slot level above 1st.",
            "page": "",
            "range": "Touch",
            "target_range_sort": 1,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "a goat’s hoof",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "1 minute",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 action",
            "level": "1st-level",
            "level_int": 1,
            "spell_level": 1,
            "school": "transmutation",
            "dnd_class": "Druid, Ranger, 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": "dark-dementing",
            "name": "Dark Dementing",
            "desc": "A dark shadow creeps across the target’s mind and leaves a small bit of shadow essence behind, triggering a profound fear of the dark. A creature you designate within range must make a Charisma saving throw. If it fails, the target becomes frightened of you for the duration. A frightened creature can repeat the saving throw each time it takes damage, ending the effect on a success. While frightened in this way, the creature will not willingly enter or attack into a space that isn’t brightly lit. If it’s in dim light or darkness, the creature must either move toward bright light or create its own (by lighting a lantern, casting a [light](https://api.open5e.com/spells/light) spell, or the like).",
            "higher_level": "",
            "page": "",
            "range": "120 feet",
            "target_range_sort": 120,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "a moonstone",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "10 minutes",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 action",
            "level": "5th-level",
            "level_int": 5,
            "spell_level": 5,
            "school": "illusion",
            "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/"
        }
    ]
}