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

GET /v1/spells/?format=api&ordering=material
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=material&page=2",
    "previous": null,
    "results": [
        {
            "slug": "acid-splash",
            "name": "Acid Splash",
            "desc": "You hurl a bubble of acid. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a dexterity saving throw or take 1d6 acid damage.",
            "higher_level": "This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).",
            "page": "phb 211",
            "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": "Cantrip",
            "level_int": 0,
            "spell_level": 0,
            "school": "Conjuration",
            "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": "alter-self",
            "name": "Alter Self",
            "desc": "You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one.\n\n**Aquatic Adaptation.** You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.\n\n**Change Appearance.** You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again.\n\n**Natural Weapons.** You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.",
            "higher_level": "",
            "page": "phb 211",
            "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": "2nd-level",
            "level_int": 2,
            "spell_level": 2,
            "school": "Transmutation",
            "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": "animal-shapes",
            "name": "Animal Shapes",
            "desc": "Your magic turns others into beasts. Choose any number of willing creatures that you can see within range. You transform each target into the form of a Large or smaller beast with a challenge rating of 4 or lower. On subsequent turns, you can use your action to transform affected creatures into new forms. \n\nThe transformation lasts for the duration for each target, or until the target drops to 0 hit points or dies. You can choose a different form for each target. A target's game statistics are replaced by the statistics of the chosen beast, though the target retains its alignment and Intelligence, Wisdom, and Charisma scores. The target assumes the hit points of its new form, and when it reverts to its normal form, it returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it can't speak or cast spells. \n\nThe target's gear melds into the new form. The target can't activate, wield, or otherwise benefit from any of its equipment.",
            "higher_level": "",
            "page": "phb 212",
            "range": "30 feet",
            "target_range_sort": 30,
            "components": "V, S",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": false,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "Up to 24 hours",
            "concentration": "yes",
            "requires_concentration": true,
            "casting_time": "1 action",
            "level": "8th-level",
            "level_int": 8,
            "spell_level": 8,
            "school": "Transmutation",
            "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": "animate-objects",
            "name": "Animate Objects",
            "desc": "Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can't animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points. \nAs a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.\n### Animated Object Statistics \n| Size | HP | AC | Attack | Str | Dex |\n|--------|----|----|----------------------------|-----|-----|\n| Tiny | 20 | 18 | +8 to hit, 1d4 + 4 damage | 4 | 18 |\n| Small | 25 | 16 | +6 to hit, 1d8 + 2 damage | 6 | 14 |\n| Medium | 40 | 13 | +5 to hit, 2d6 + 1 damage | 10 | 12 |\n| Large | 50 | 10 | +6 to hit, 2d10 + 2 damage | 14 | 10 |\n| Huge | 80 | 10 | +8 to hit, 2d12 + 4 damage | 18 | 6 | \n\nAn animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determined by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet; if the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or a larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form. If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determined by its size. The DM might rule that a specific object inflicts slashing or piercing damage based on its form.",
            "higher_level": "If you cast this spell using a spell slot of 6th level or higher, you can animate two additional objects for each slot level above 5th.",
            "page": "phb 213",
            "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": "Transmutation",
            "dnd_class": "Bard, Sorcerer, Wizard",
            "spell_lists": [
                "bard",
                "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": "antilife-shell",
            "name": "Antilife Shell",
            "desc": "A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration. The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier. If you move so that an affected creature is forced to pass through the barrier, the spell ends.",
            "higher_level": "",
            "page": "phb 213",
            "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": [
                "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": "beacon-of-hope",
            "name": "Beacon of Hope",
            "desc": "This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.",
            "higher_level": "",
            "page": "phb 217",
            "range": "30 feet",
            "target_range_sort": 30,
            "components": "V, S",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": false,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "Up to 1 minute",
            "concentration": "yes",
            "requires_concentration": true,
            "casting_time": "1 action",
            "level": "3rd-level",
            "level_int": 3,
            "spell_level": 3,
            "school": "Abjuration",
            "dnd_class": "Cleric, Paladin",
            "spell_lists": [
                "cleric"
            ],
            "archetype": "Paladin: Devotion",
            "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": "bestow-curse",
            "name": "Bestow Curse",
            "desc": "You touch a creature, and that creature must succeed on a wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options: \n- Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score. \n- While cursed, the target has disadvantage on attack rolls against you. \n- While cursed, the target must make a wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing. \n- While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target. A remove curse spell ends this effect. At the DM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse's effect.",
            "higher_level": "If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. 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 spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration.",
            "page": "phb 218",
            "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": "3rd-level",
            "level_int": 3,
            "spell_level": 3,
            "school": "Necromancy",
            "dnd_class": "Bard, Cleric, Wizard",
            "spell_lists": [
                "cleric",
                "bard",
                "wizard"
            ],
            "archetype": "",
            "circles": "",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "blade-barrier",
            "name": "Blade Barrier",
            "desc": "You create a vertical wall of whirling, razor-sharp blades made of magical energy. The wall appears within range and lasts for the duration. You can make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides three-quarters cover to creatures behind it, and its space is difficult terrain. When a creature enters the wall's area for the first time on a turn or starts its turn there, the creature must make a dexterity saving throw. On a failed save, the creature takes 6d10 slashing damage. On a successful save, the creature takes half as much damage.",
            "higher_level": "",
            "page": "phb 218",
            "range": "90 feet",
            "target_range_sort": 90,
            "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": "6th-level",
            "level_int": 6,
            "spell_level": 6,
            "school": "Evocation",
            "dnd_class": "Cleric",
            "spell_lists": [
                "cleric"
            ],
            "archetype": "",
            "circles": "",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "blight",
            "name": "Blight",
            "desc": "Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. The spell has no effect on undead or constructs. If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it. If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw; it simply withers and dies.",
            "higher_level": "When you cast this spell using a spell slot of 5th level of higher, the damage increases by 1d8 for each slot level above 4th.",
            "page": "phb 219",
            "range": "30 feet",
            "target_range_sort": 30,
            "components": "V, S",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": false,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "Instantaneous",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 action",
            "level": "4th-level",
            "level_int": 4,
            "spell_level": 4,
            "school": "Necromancy",
            "dnd_class": "Druid, Sorcerer, Warlock, Wizard",
            "spell_lists": [
                "druid",
                "sorcerer",
                "warlock",
                "wizard"
            ],
            "archetype": "",
            "circles": "Desert",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "blindnessdeafness",
            "name": "Blindness/Deafness",
            "desc": "You can blind or deafen a foe. Choose one creature that you can see within range to make a constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a constitution saving throw. On a success, the spell ends.",
            "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 219",
            "range": "30 feet",
            "target_range_sort": 30,
            "components": "V",
            "requires_verbal_components": true,
            "requires_somatic_components": false,
            "requires_material_components": false,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "1 minute",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 action",
            "level": "2nd-level",
            "level_int": 2,
            "spell_level": 2,
            "school": "Necromancy",
            "dnd_class": "Bard, Cleric, Sorcerer, Warlock, Wizard",
            "spell_lists": [
                "cleric",
                "bard",
                "sorcerer",
                "warlock",
                "wizard"
            ],
            "archetype": "Warlock: Fiend",
            "circles": "",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "blink",
            "name": "Blink",
            "desc": "Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of your next turn, and when the spell ends if you are on the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this spell as an action. While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can't see anything there more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren't there can't perceive you or interact with you, unless they have the ability to do so.",
            "higher_level": "",
            "page": "phb 219",
            "range": "Self",
            "target_range_sort": 0,
            "components": "V, S",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": false,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "1 minute",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 action",
            "level": "3rd-level",
            "level_int": 3,
            "spell_level": 3,
            "school": "Transmutation",
            "dnd_class": "Cleric, Sorcerer, Warlock, Wizard",
            "spell_lists": [
                "cleric",
                "sorcerer",
                "warlock",
                "wizard"
            ],
            "archetype": "Cleric: Trickery, Warlock: Archfey",
            "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": "blur",
            "name": "Blur",
            "desc": "Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.",
            "higher_level": "",
            "page": "phb 219",
            "range": "Self",
            "target_range_sort": 0,
            "components": "V",
            "requires_verbal_components": true,
            "requires_somatic_components": false,
            "requires_material_components": false,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "Up to 1 minute",
            "concentration": "yes",
            "requires_concentration": true,
            "casting_time": "1 action",
            "level": "2nd-level",
            "level_int": 2,
            "spell_level": 2,
            "school": "Illusion",
            "dnd_class": "Druid, Sorcerer, Wizard",
            "spell_lists": [
                "druid",
                "sorcerer",
                "wizard"
            ],
            "archetype": "Druid: Desert",
            "circles": "Desert",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "branding-smite",
            "name": "Branding Smite",
            "desc": "The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it's invisible, and the target sheds dim light in a 5-­--foot radius and can't become invisible until the spell ends.",
            "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.",
            "page": "phb 219",
            "range": "Self",
            "target_range_sort": 0,
            "components": "V",
            "requires_verbal_components": true,
            "requires_somatic_components": false,
            "requires_material_components": false,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "Up to 1 minute",
            "concentration": "yes",
            "requires_concentration": true,
            "casting_time": "1 bonus action",
            "level": "2nd-level",
            "level_int": 2,
            "spell_level": 2,
            "school": "Evocation",
            "dnd_class": "Paladin",
            "spell_lists": [],
            "archetype": "",
            "circles": "",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "burning-hands",
            "name": "Burning Hands",
            "desc": "As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.",
            "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.",
            "page": "phb 220",
            "range": "Self",
            "target_range_sort": 0,
            "components": "V, S",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": false,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "Instantaneous",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 action",
            "level": "1st-level",
            "level_int": 1,
            "spell_level": 1,
            "school": "Evocation",
            "dnd_class": "Cleric, Sorcerer, Warlock, Wizard",
            "spell_lists": [
                "cleric",
                "sorcerer",
                "warlock",
                "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": "call-lightning",
            "name": "Call Lightning",
            "desc": "A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see 100 feet directly above you. The spell fails if you can't see a point in the air where the storm cloud could appear (for example, if you are in a room that can't accommodate the cloud). When you cast the spell, choose a point you can see within range. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one. If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell's damage increases by 1d10.",
            "higher_level": "When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd.",
            "page": "phb 220",
            "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 10 minutes",
            "concentration": "yes",
            "requires_concentration": true,
            "casting_time": "1 action",
            "level": "3rd-level",
            "level_int": 3,
            "spell_level": 3,
            "school": "Conjuration",
            "dnd_class": "Cleric, Druid",
            "spell_lists": [
                "cleric",
                "druid"
            ],
            "archetype": "Cleric: Tempest",
            "circles": "Forest",
            "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": "calm-emotions",
            "name": "Calm Emotions",
            "desc": "You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects. You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime. Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.",
            "higher_level": "",
            "page": "phb 221",
            "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": "Enchantment",
            "dnd_class": "Bard, Cleric, Warlock",
            "spell_lists": [
                "cleric",
                "bard",
                "warlock"
            ],
            "archetype": "Warlock: Archfey",
            "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": "charm-person",
            "name": "Charm Person",
            "desc": "You attempt to charm a humanoid you can see within range. It must make a wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.",
            "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.",
            "page": "phb 221",
            "range": "30 feet",
            "target_range_sort": 30,
            "components": "V, S",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": false,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "1 hour",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 action",
            "level": "1st-level",
            "level_int": 1,
            "spell_level": 1,
            "school": "Enchantment",
            "dnd_class": "Bard, Cleric, Druid, Sorcerer, Warlock, Wizard",
            "spell_lists": [
                "cleric",
                "druid",
                "bard",
                "sorcerer",
                "warlock",
                "wizard"
            ],
            "archetype": "Cleric: Trickery",
            "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": "chill-touch",
            "name": "Chill Touch",
            "desc": "You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.",
            "higher_level": "This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).",
            "page": "phb 221",
            "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": "Cantrip",
            "level_int": 0,
            "spell_level": 0,
            "school": "Necromancy",
            "dnd_class": "Sorcerer, Warlock, Wizard",
            "spell_lists": [
                "sorcerer",
                "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": "cloudkill",
            "name": "Cloudkill",
            "desc": "You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured. When a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make a constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe. The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.",
            "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 222",
            "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 10 minutes",
            "concentration": "yes",
            "requires_concentration": true,
            "casting_time": "1 action",
            "level": "5th-level",
            "level_int": 5,
            "spell_level": 5,
            "school": "Conjuration",
            "dnd_class": "Druid, Sorcerer, Wizard",
            "spell_lists": [
                "druid",
                "sorcerer",
                "wizard"
            ],
            "archetype": "Druid: Underdark",
            "circles": "Underdark",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "command",
            "name": "Command",
            "desc": "You speak a one-word command to a creature you can see within range. The target must succeed on a wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends\n\n **Approach.** The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.\n\n**Drop** The target drops whatever it is holding and then ends its turn.\n\n**Flee.** The target spends its turn moving away from you by the fastest available means.\n\n**Grovel.** The target falls prone and then ends its turn.\n\n**Halt.** The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.",
            "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.",
            "page": "phb 223",
            "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": "1 round",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 action",
            "level": "1st-level",
            "level_int": 1,
            "spell_level": 1,
            "school": "Enchantment",
            "dnd_class": "Cleric, Paladin, Warlock",
            "spell_lists": [
                "cleric",
                "warlock"
            ],
            "archetype": "Warlock: Fiend",
            "circles": "",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "commune-with-nature",
            "name": "Commune with Nature",
            "desc": "You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn't function where nature has been replaced by construction, such as in dungeons and towns. You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area: \n- terrain and bodies of water \n- prevalent plants, minerals, animals, or peoples \n- powerful celestials, fey, fiends, elementals, or undead \n- influence from other planes of existence \n- buildings For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns.",
            "higher_level": "",
            "page": "phb 224",
            "range": "Self",
            "target_range_sort": 0,
            "components": "V, S",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": false,
            "material": "",
            "can_be_cast_as_ritual": true,
            "ritual": "yes",
            "duration": "Instantaneous",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 minute",
            "level": "5th-level",
            "level_int": 5,
            "spell_level": 5,
            "school": "Divination",
            "dnd_class": "Druid, Paladin, Ranger, Ritual Caster",
            "spell_lists": [
                "druid",
                "ranger"
            ],
            "archetype": "Paladin: Ancients",
            "circles": "Arctic, Forest",
            "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": "compulsion",
            "name": "Compulsion",
            "desc": "Creatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can't be charmed. On a failed save, a target is affected by this spell. Until the spell ends, you can use a bonus action on each of your turns to designate a direction that is horizontal to you. Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take its action before it moves. After moving in this way, it can make another Wisdom saving throw to try to end the effect. A target isn't compelled to move into an obviously deadly hazard, such as a fire or pit, but it will provoke opportunity attacks to move in the designated direction.",
            "higher_level": "",
            "page": "phb 224",
            "range": "30 feet",
            "target_range_sort": 30,
            "components": "V, S",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": false,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "Up to 1 minute",
            "concentration": "yes",
            "requires_concentration": true,
            "casting_time": "1 action",
            "level": "4th-level",
            "level_int": 4,
            "spell_level": 4,
            "school": "Enchantment",
            "dnd_class": "Bard",
            "spell_lists": [
                "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": "conjure-animals",
            "name": "Conjure Animals",
            "desc": "You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears: \n- One beast of challenge rating 2 or lower \n- Two beasts of challenge rating 1 or lower \n- Four beasts of challenge rating 1/2 or lower \n- Eight beasts of challenge rating 1/4 or lower \n- Each beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends. The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The DM has the creatures' statistics.",
            "higher_level": "When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 5th-level slot, three times as many with a 7th-level, and four times as many with a 9th-level slot.",
            "page": "phb 225",
            "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 hour",
            "concentration": "yes",
            "requires_concentration": true,
            "casting_time": "1 action",
            "level": "3rd-level",
            "level_int": 3,
            "spell_level": 3,
            "school": "Conjuration",
            "dnd_class": "Druid, Ranger",
            "spell_lists": [
                "druid",
                "ranger"
            ],
            "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": "conjure-celestial",
            "name": "Conjure Celestial",
            "desc": "You summon a celestial of challenge rating 4 or lower, which appears in an unoccupied space that you can see within range. The celestial disappears when it drops to 0 hit points or when the spell ends. The celestial is friendly to you and your companions for the duration. Roll initiative for the celestial, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its alignment. If you don't issue any commands to the celestial, it defends itself from hostile creatures but otherwise takes no actions. The DM has the celestial's statistics.",
            "higher_level": "When you cast this spell using a 9th-level spell slot, you summon a celestial of challenge rating 5 or lower.",
            "page": "phb 225",
            "range": "90 feet",
            "target_range_sort": 90,
            "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 minute",
            "level": "7th-level",
            "level_int": 7,
            "spell_level": 7,
            "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": "conjure-fey",
            "name": "Conjure Fey",
            "desc": "You summon a fey creature of challenge rating 6 or lower, or a fey spirit that takes the form of a beast of challenge rating 6 or lower. It appears in an unoccupied space that you can see within range. The fey creature disappears when it drops to 0 hit points or when the spell ends. The fey creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its alignment. If you don't issue any commands to the fey creature, it defends itself from hostile creatures but otherwise takes no actions. If your concentration is broken, the fey creature doesn't disappear. Instead, you lose control of the fey creature, it becomes hostile toward you and your companions, and it might attack. An uncontrolled fey creature can't be dismissed by you, and it disappears 1 hour after you summoned it. The DM has the fey creature's statistics.",
            "higher_level": "When you cast this spell using a spell slot of 7th level or higher, the challenge rating increases by 1 for each slot level above 6th.",
            "page": "phb 226",
            "range": "90 feet",
            "target_range_sort": 90,
            "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 minute",
            "level": "6th-level",
            "level_int": 6,
            "spell_level": 6,
            "school": "Conjuration",
            "dnd_class": "Druid, Warlock",
            "spell_lists": [
                "druid",
                "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": "conjure-minor-elementals",
            "name": "Conjure Minor Elementals",
            "desc": "You summon elementals that appear in unoccupied spaces that you can see within range. You choose one the following options for what appears: \n- One elemental of challenge rating 2 or lower \n- Two elementals of challenge rating 1 or lower \n- Four elementals of challenge rating 1/2 or lower \n- Eight elementals of challenge rating 1/4 or lower. An elemental summoned by this spell disappears when it drops to 0 hit points or when the spell ends. The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The DM has the creatures' statistics.",
            "higher_level": "When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot.",
            "page": "phb 226",
            "range": "90 feet",
            "target_range_sort": 90,
            "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 minute",
            "level": "4th-level",
            "level_int": 4,
            "spell_level": 4,
            "school": "Conjuration",
            "dnd_class": "Druid, Wizard",
            "spell_lists": [
                "druid",
                "wizard"
            ],
            "archetype": "",
            "circles": "",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "contact-other-plane",
            "name": "Contact Other Plane",
            "desc": "You mentally contact a demigod, the spirit of a long-dead sage, or some other mysterious entity from another plane. Contacting this extraplanar intelligence can strain or even break your mind. When you cast this spell, make a DC 15 intelligence saving throw. On a failure, you take 6d6 psychic damage and are insane until you finish a long rest. While insane, you can't take actions, can't understand what other creatures say, can't read, and speak only in gibberish. A greater restoration spell cast on you ends this effect. On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The DM answers each question with one word, such as \"yes,\" \"no,\" \"maybe,\" \"never,\" \"irrelevant,\" or \"unclear\" (if the entity doesn't know the answer to the question). If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer.",
            "higher_level": "",
            "page": "phb 226",
            "range": "Self",
            "target_range_sort": 0,
            "components": "V",
            "requires_verbal_components": true,
            "requires_somatic_components": false,
            "requires_material_components": false,
            "material": "",
            "can_be_cast_as_ritual": true,
            "ritual": "yes",
            "duration": "1 minute",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 minute",
            "level": "5th-level",
            "level_int": 5,
            "spell_level": 5,
            "school": "Divination",
            "dnd_class": "Ritual Caster, 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": "contagion",
            "name": "Contagion",
            "desc": "Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit, you afflict the creature with a disease of your choice from any of the ones described below. At the end of each of the target's turns, it must make a constitution saving throw. After failing three of these saving throws, the disease's effects last for the duration, and the creature stops making these saves. After succeeding on three of these saving throws, the creature recovers from the disease, and the spell ends. Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease's effects apply to it.\n\n**Blinding Sickness.** Pain grips the creature's mind, and its eyes turn milky white. The creature has disadvantage on wisdom checks and wisdom saving throws and is blinded.\n\n**Filth Fever.** A raging fever sweeps through the creature's body. The creature has disadvantage on strength checks, strength saving throws, and attack rolls that use Strength.\n\n**Flesh Rot.** The creature's flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage.\n\n**Mindfire.** The creature's mind becomes feverish. The creature has disadvantage on intelligence checks and intelligence saving throws, and the creature behaves as if under the effects of the confusion spell during combat.\n\n**Seizure.** The creature is overcome with shaking. The creature has disadvantage on dexterity checks, dexterity saving throws, and attack rolls that use Dexterity.\n\n**Slimy Doom.** The creature begins to bleed uncontrollably. The creature has disadvantage on constitution checks and constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn.",
            "higher_level": "",
            "page": "phb 227",
            "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": "7 days",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 action",
            "level": "5th-level",
            "level_int": 5,
            "spell_level": 5,
            "school": "Necromancy",
            "dnd_class": "Cleric, Druid",
            "spell_lists": [
                "cleric",
                "druid"
            ],
            "archetype": "",
            "circles": "",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "counterspell",
            "name": "Counterspell",
            "desc": "You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.",
            "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.",
            "page": "pbh 228",
            "range": "60 feet",
            "target_range_sort": 60,
            "components": "S",
            "requires_verbal_components": false,
            "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 60 feet of you casting a spell",
            "level": "3rd-level",
            "level_int": 3,
            "spell_level": 3,
            "school": "Abjuration",
            "dnd_class": "Paladin, Sorcerer, Warlock, Wizard",
            "spell_lists": [
                "sorcerer",
                "warlock",
                "wizard"
            ],
            "archetype": "Paladin: Redemption",
            "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": "create-food-and-water",
            "name": "Create Food and Water",
            "desc": "You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn't go bad.",
            "higher_level": "",
            "page": "phb 229",
            "range": "30 feet",
            "target_range_sort": 30,
            "components": "V, S",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": false,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "Instantaneous",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 action",
            "level": "3rd-level",
            "level_int": 3,
            "spell_level": 3,
            "school": "Conjuration",
            "dnd_class": "Cleric, Druid, Paladin",
            "spell_lists": [
                "cleric",
                "druid"
            ],
            "archetype": "Druid: Desert",
            "circles": "Desert",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "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": "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": "death-ward",
            "name": "Death Ward",
            "desc": "You touch a creature and grant it a measure of protection from death. The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends. If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spell ends.",
            "higher_level": "",
            "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": "8 hours",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 action",
            "level": "4th-level",
            "level_int": 4,
            "spell_level": 4,
            "school": "Abjuration",
            "dnd_class": "Cleric, Paladin",
            "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": "demiplane",
            "name": "Demiplane",
            "desc": "You create a shadowy door on a flat solid surface that you can see within range. The door is large enough to allow Medium creatures to pass through unhindered. When opened, the door leads to a demiplane that appears to be an empty room 30 feet in each dimension, made of wood or stone. When the spell ends, the door disappears, and any creatures or objects inside the demiplane remain trapped there, as the door also disappears from the other side. Each time you cast this spell, you can create a new demiplane, or have the shadowy door connect to a demiplane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can have the shadowy door connect to its demiplane instead.",
            "higher_level": "",
            "page": "phb 231",
            "range": "60 feet",
            "target_range_sort": 60,
            "components": "S",
            "requires_verbal_components": false,
            "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": "8th-level",
            "level_int": 8,
            "spell_level": 8,
            "school": "Conjuration",
            "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": "detect-evil-and-good",
            "name": "Detect Evil and Good",
            "desc": "For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.",
            "higher_level": "",
            "page": "phb 231",
            "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 10 minutes",
            "concentration": "yes",
            "requires_concentration": true,
            "casting_time": "1 action",
            "level": "1st-level",
            "level_int": 1,
            "spell_level": 1,
            "school": "Divination",
            "dnd_class": "Cleric, Paladin",
            "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": "detect-magic",
            "name": "Detect Magic",
            "desc": "For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.",
            "higher_level": "",
            "page": "phb 231",
            "range": "Self",
            "target_range_sort": 0,
            "components": "V, S",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": false,
            "material": "",
            "can_be_cast_as_ritual": true,
            "ritual": "yes",
            "duration": "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, Druid, Paladin, Ranger, Ritual Caster, Sorcerer, Wizard",
            "spell_lists": [
                "cleric",
                "druid",
                "ranger",
                "bard",
                "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": "dimension-door",
            "name": "Dimension Door",
            "desc": "You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as \"200 feet straight downward\" or \"upward to the northwest at a 45-degree angle, 300 feet.\" You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell. If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.",
            "higher_level": "",
            "page": "phb 233",
            "range": "500 feet",
            "target_range_sort": 500,
            "components": "V",
            "requires_verbal_components": true,
            "requires_somatic_components": false,
            "requires_material_components": false,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "Instantaneous",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 action",
            "level": "4th-level",
            "level_int": 4,
            "spell_level": 4,
            "school": "Conjuration",
            "dnd_class": "Bard, Cleric, Paladin, Sorcerer, Warlock, Wizard",
            "spell_lists": [
                "cleric",
                "bard",
                "sorcerer",
                "warlock",
                "wizard"
            ],
            "archetype": "Cleric: Trickery, Paladin: Vengeance",
            "circles": "",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "disguise-self",
            "name": "Disguise Self",
            "desc": "You make yourself - including your clothing, armor, weapons, and other belongings on your person - look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your apperance and must succeed on an Intelligence (Investigation) check against your spell save DC.",
            "higher_level": "",
            "page": "phb 233",
            "range": "Self",
            "target_range_sort": 0,
            "components": "V, S",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": false,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "1 hour",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 action",
            "level": "1st-level",
            "level_int": 1,
            "spell_level": 1,
            "school": "Illusion",
            "dnd_class": "Bard, Cleric, Sorcerer, Wizard",
            "spell_lists": [
                "cleric",
                "bard",
                "sorcerer",
                "wizard"
            ],
            "archetype": "Cleric: Trickery",
            "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": "dispel-magic",
            "name": "Dispel Magic",
            "desc": "Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.",
            "higher_level": "When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.",
            "page": "phb 234",
            "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": "3rd-level",
            "level_int": 3,
            "spell_level": 3,
            "school": "Abjuration",
            "dnd_class": "Bard, Cleric, Druid, Paladin, Sorcerer, Warlock, Wizard",
            "spell_lists": [
                "cleric",
                "druid",
                "bard",
                "sorcerer",
                "warlock",
                "wizard"
            ],
            "archetype": "Cleric: Trickery",
            "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": "divine-favor",
            "name": "Divine Favor",
            "desc": "Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit.",
            "higher_level": "",
            "page": "phb 234",
            "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 minute",
            "concentration": "yes",
            "requires_concentration": true,
            "casting_time": "1 bonus action",
            "level": "1st-level",
            "level_int": 1,
            "spell_level": 1,
            "school": "Evocation",
            "dnd_class": "Cleric, Paladin",
            "spell_lists": [
                "cleric"
            ],
            "archetype": "Cleric: War",
            "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": "divine-word",
            "name": "Divine Word",
            "desc": "You utter a divine word, imbued with the power that shaped the world at the dawn of creation. Choose any number of creatures you can see within range. Each creature that can hear you must make a Charisma saving throw. On a failed save, a creature suffers an effect based on its current hit points: \n- 50hp or less: deafened for 1 minute \n- 40 hp or less: deafened and blinded for 10 minutes \n- 30 hp or less: blinded, deafened and dazed for 1 hour \n- 20 hp or less: killed instantly. Regardless of its current hit points, a celestial, an elemental, a fey, or a fiend that fails its save is forced back to its plane of origin (if it isn't there already) and can't return to your current plane for 24 hours by any means short of a wish spell.",
            "higher_level": "",
            "page": "phb 234",
            "range": "30 feet",
            "target_range_sort": 30,
            "components": "V",
            "requires_verbal_components": true,
            "requires_somatic_components": false,
            "requires_material_components": false,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "Instantaneous",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 bonus action",
            "level": "7th-level",
            "level_int": 7,
            "spell_level": 7,
            "school": "Evocation",
            "dnd_class": "Cleric",
            "spell_lists": [
                "cleric"
            ],
            "archetype": "",
            "circles": "",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "dominate-beast",
            "name": "Dominate Beast",
            "desc": "You attempt to beguile a beast that you can see within range. It must succeed on a wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. While the beast is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as \"Attack that creature,\" \"Run over there,\" or \"Fetch that object.\" If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability. You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. Each time the target takes damage, it makes a new wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.",
            "higher_level": "When you cast this spell with a 5th-­level spell slot, the duration is concentration, up to 10 minutes. When you use a 6th-­level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 7th level or higher, the duration is concentration, up to 8 hours.",
            "page": "phb 234",
            "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": "4th-level",
            "level_int": 4,
            "spell_level": 4,
            "school": "Enchantment",
            "dnd_class": "Cleric, Druid, Sorcerer, Warlock",
            "spell_lists": [
                "cleric",
                "druid",
                "sorcerer",
                "warlock"
            ],
            "archetype": "Cleric: Nature, Warlock: Archfey, 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": "dominate-monster",
            "name": "Dominate Monster",
            "desc": "You attempt to beguile a creature that you can see within range. It must succeed on a wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. While the creature is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as \"Attack that creature,\" \"Run over there,\" or \"Fetch that object.\" If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability. You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. Each time the target takes damage, it makes a new wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.",
            "higher_level": "When you cast this spell with a 9th-level spell slot, the duration is concentration, up to 8 hours.",
            "page": "phb 235",
            "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 hour",
            "concentration": "yes",
            "requires_concentration": true,
            "casting_time": "1 action",
            "level": "8th-level",
            "level_int": 8,
            "spell_level": 8,
            "school": "Enchantment",
            "dnd_class": "Bard, Sorcerer, Warlock, Wizard",
            "spell_lists": [
                "bard",
                "sorcerer",
                "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": "dominate-person",
            "name": "Dominate Person",
            "desc": "You attempt to beguile a humanoid that you can see within range. It must succeed on a wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as \"Attack that creature,\" \"Run over there,\" or \"Fetch that object.\" If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability. You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. Each time the target takes damage, it makes a new wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.",
            "higher_level": "When you cast this spell using a 6th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 7th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 8th level or higher, the duration is concentration, up to 8 hours.",
            "page": "phb 235",
            "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": "5th-level",
            "level_int": 5,
            "spell_level": 5,
            "school": "Enchantment",
            "dnd_class": "Bard, Cleric, Sorcerer, Warlock, Wizard",
            "spell_lists": [
                "cleric",
                "bard",
                "sorcerer",
                "warlock",
                "wizard"
            ],
            "archetype": "Cleric: Trickery, Warlock: Archfey, 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": "druidcraft",
            "name": "Druidcraft",
            "desc": "Whispering to the spirits of nature, you create one of the following effects within range: \n- You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round. \n- You instantly make a flower blossom, a seed pod open, or a leaf bud bloom. \n- You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-­--foot cube. \n- You instantly light or snuff out a candle, a torch, or a small campfire.",
            "higher_level": "",
            "page": "phb 236",
            "range": "30 feet",
            "target_range_sort": 30,
            "components": "V, S",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": false,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "Instantaneous",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 action",
            "level": "Cantrip",
            "level_int": 0,
            "spell_level": 0,
            "school": "Transmutation",
            "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": "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": "entangle",
            "name": "Entangle",
            "desc": "Grasping weeds and vines sprout from the ground in a 20-foot square starting form a point within range. For the duration, these plants turn the ground in the area into difficult terrain. A creature in the area when you cast the spell must succeed on a strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself. When the spell ends, the conjured plants wilt away.",
            "higher_level": "",
            "page": "phb 238",
            "range": "90 feet",
            "target_range_sort": 90,
            "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": "1st-level",
            "level_int": 1,
            "spell_level": 1,
            "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": "enthrall",
            "name": "Enthrall",
            "desc": "You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a wisdom saving throw. Any creature that can't be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak.",
            "higher_level": "",
            "page": "phb 238",
            "range": "60 feet",
            "target_range_sort": 60,
            "components": "V, S",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": false,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "1 minute",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 action",
            "level": "2nd-level",
            "level_int": 2,
            "spell_level": 2,
            "school": "Enchantment",
            "dnd_class": "Bard, Warlock",
            "spell_lists": [
                "bard",
                "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": "etherealness",
            "name": "Etherealness",
            "desc": "You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration or until you use your action to dismiss the spell. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plane you originated from, but everything there looks gray, and you can't see anything more than 60 feet away. While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren't on the Ethereal Plane can't perceive you and can't interact with you, unless a special ability or magic has given them the ability to do so. You ignore all objects and effects that aren't on the Ethereal Plane, allowing you to move through objects you perceive on the plane you originated from. When the spell ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved. This spell has no effect if you cast it while you are on the Ethereal Plane or a plane that doesn't border it, such as one of the Outer Planes.",
            "higher_level": "When you cast this spell using a spell slot of 8th level or higher, you can target up to three willing creatures (including you) for each slot level above 7th. The creatures must be within 10 feet of you when you cast the spell.",
            "page": "phb 238",
            "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": "8 hours",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 action",
            "level": "7th-level",
            "level_int": 7,
            "spell_level": 7,
            "school": "Transmutation",
            "dnd_class": "Bard, Cleric, Sorcerer, Warlock, Wizard",
            "spell_lists": [
                "cleric",
                "bard",
                "sorcerer",
                "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": "expeditious-retreat",
            "name": "Expeditious Retreat",
            "desc": "This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.",
            "higher_level": "",
            "page": "phb 238",
            "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 10 minutes",
            "concentration": "yes",
            "requires_concentration": true,
            "casting_time": "1 bonus action",
            "level": "1st-level",
            "level_int": 1,
            "spell_level": 1,
            "school": "Transmutation",
            "dnd_class": "Sorcerer, Warlock, Wizard",
            "spell_lists": [
                "sorcerer",
                "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"
        }
    ]
}