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

GET /v1/spells/?format=api&ordering=page
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=page&page=2",
    "previous": null,
    "results": [
        {
            "slug": "absolute-command",
            "name": "Absolute Command",
            "desc": "Deep Magic: clockwork You can control a construct you have built with a challenge rating of 6 or less. You can manipulate objects with your construct as precisely as its construction allows, and you perceive its surroundings through its sensory inputs as if you inhabited its body. The construct uses the caster's Proficiency bonus (modified by the construct's Strength and Dexterity scores). You can use the manipulators of the construct to perform any number of skill-based tasks, using the construct's Strength and Dexterity modifiers when using skills based on those particular abilities. Your body remains immobile, as if paralyzed, for the duration of the spell. The construct must remain within 100 feet of you. If it moves beyond this distance, the spell immediately ends and the caster's mind returns to his or her body.",
            "higher_level": "When you cast this spell using higher-level spell slots, you may control a construct with a challenge rating 2 higher for each slot level you use above 4th. The construct's range also increases by 10 feet for each slot level.",
            "page": "",
            "range": "Touch",
            "target_range_sort": 1,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "10 Minutes",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 action",
            "level": "4th-level",
            "level_int": 4,
            "spell_level": 4,
            "school": "transmutation",
            "dnd_class": "Wizard",
            "spell_lists": [
                "wizard"
            ],
            "archetype": "",
            "circles": "",
            "document__slug": "dmag-e",
            "document__title": "Deep Magic Extended",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com"
        },
        {
            "slug": "amplify-ley-field",
            "name": "Amplify Ley Field",
            "desc": "You create a faintly shimmering field of charged energy around yourself. Within that area, the intensity of ley lines you're able to draw on increases from weak to strong, or from strong to titanic. If no ley lines are near enough for you to draw on, you can treat the area of the spell itself as an unlocked, weak ley line.",
            "higher_level": "",
            "page": "",
            "range": "Self",
            "target_range_sort": 0,
            "components": "V, S",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": false,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "10 Minutes",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 action",
            "level": "5th-level",
            "level_int": 5,
            "spell_level": 5,
            "school": "evocation",
            "dnd_class": "Sorceror, Warlock, Wizard, Druid",
            "spell_lists": [
                "druid",
                "warlock",
                "wizard"
            ],
            "archetype": "",
            "circles": "",
            "document__slug": "dmag-e",
            "document__title": "Deep Magic Extended",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com"
        },
        {
            "slug": "animate-construct",
            "name": "Animate Construct",
            "desc": "Deep Magic: clockwork This spell animates a carefully prepared construct of Tiny size. The object acts immediately, on your turn, and can attack your opponents to the best of its ability. You can direct it not to attack, to attack particular enemies, or to perform other actions. You choose the object to animate, and you can change that choice each time you cast the spell. The cost of the body to be animated is 10 gp x its hit points. The body can be reused any number of times, provided it isn't severely damaged or destroyed. If no prepared construct body is available, you can animate a mass of loose metal or stone instead. Before casting, the loose objects must be arranged in a suitable shape (taking up to a minute), and the construct's hit points are halved. An animated construct has a Constitution of 10, Intelligence and Wisdom 3, and Charisma 1. Other characteristics are determined by the construct's size as follows. Size HP AC Attack STR DEX Spell Slot Tiny 15 12 +3, 1d4+4 4 16 1st Small 25 13 +4, 1d8+2 6 14 2nd Medium 40 14 +5, 2d6+1 10 12 3rd Large 50 15 +6, 2d10+2 14 10 4th Huge 80 16 +8, 2d12+4 18 8 5th Gargantuan 100 17 +10, 4d8+6 20 6 6th",
            "higher_level": "Casting this spell using higher level spell slots allows you to increase the size of the construct animated, as shown on the table.",
            "page": "",
            "range": "30 Feet",
            "target_range_sort": 30,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "10 Minutes",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 action",
            "level": "1st-level",
            "level_int": 1,
            "spell_level": 1,
            "school": "transmutation",
            "dnd_class": "Wizard",
            "spell_lists": [
                "wizard"
            ],
            "archetype": "",
            "circles": "",
            "document__slug": "dmag-e",
            "document__title": "Deep Magic Extended",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com"
        },
        {
            "slug": "anomalous-object",
            "name": "Anomalous Object",
            "desc": "Deep Magic: temporal By touching an object, you retrieve another version of the object from elsewhere in time. If the object is attended, you must succeed on a melee spell attack roll against the creature holding or controlling the object. Any effect that affects the original object also affects the duplicate (charges spent, damage taken, etc.) and any effect that affects the duplicate also affects the original object. If either object is destroyed, both are destroyed. This spell does not affect sentient items or unique artifacts.",
            "higher_level": "",
            "page": "",
            "range": "Touch",
            "target_range_sort": 1,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "1 Minute",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 action",
            "level": "7th-level",
            "level_int": 7,
            "spell_level": 7,
            "school": "conjuration",
            "dnd_class": "Wizard",
            "spell_lists": [
                "wizard"
            ],
            "archetype": "",
            "circles": "",
            "document__slug": "dmag-e",
            "document__title": "Deep Magic Extended",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com"
        },
        {
            "slug": "armored-heart",
            "name": "Armored Heart",
            "desc": "Deep Magic: clockwork The targeted creature gains resistance to bludgeoning, slashing, and piercing damage. This resistance can be overcome with adamantine or magical weapons.",
            "higher_level": "",
            "page": "",
            "range": "Touch",
            "target_range_sort": 1,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "1 Round",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 bonus action",
            "level": "1st-level",
            "level_int": 1,
            "spell_level": 1,
            "school": "conjuration",
            "dnd_class": "Wizard, Warlock, Sorceror, Bard",
            "spell_lists": [
                "bard",
                "warlock",
                "wizard"
            ],
            "archetype": "",
            "circles": "",
            "document__slug": "dmag-e",
            "document__title": "Deep Magic Extended",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com"
        },
        {
            "slug": "armored-shell",
            "name": "Armored Shell",
            "desc": "Deep Magic: clockwork This spell creates a suit of magical studded leather armor (AC 12). It does not grant you proficiency in its use. Casters without the appropriate armor proficiency suffer disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity and cannot cast spells.",
            "higher_level": "Casting armored shell using a higher-level spell slot creates stronger armor: a chain shirt (AC 13) at level 2, scale mail (AC 14) at level 3, chain mail (AC 16) at level 4, and plate armor (AC 18) at level 5.",
            "page": "",
            "range": "Self",
            "target_range_sort": 0,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "1 Hour",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 action",
            "level": "1st-level",
            "level_int": 1,
            "spell_level": 1,
            "school": "conjuration",
            "dnd_class": "Wizard, Warlock, Sorceror",
            "spell_lists": [
                "warlock",
                "wizard"
            ],
            "archetype": "",
            "circles": "",
            "document__slug": "dmag-e",
            "document__title": "Deep Magic Extended",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com"
        },
        {
            "slug": "banshee-wail",
            "name": "Banshee Wail",
            "desc": "You emit a soul-shattering wail. Every creature within a 30-foot cone who hears the wail must make a Wisdom saving throw. Those that fail take 6d10 psychic damage and become frightened of you; a frightened creature repeats the saving throw at the end of its turn, ending the effect on itself on a success. Those that succeed take 3d10 psychic damage and aren't frightened. This spell has no effect on constructs and undead.",
            "higher_level": "",
            "page": "",
            "range": "Self",
            "target_range_sort": 0,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "Instantaneous",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 action",
            "level": "6th-level",
            "level_int": 6,
            "spell_level": 6,
            "school": "necromancy",
            "dnd_class": "Wizard, Warlock, Sorceror",
            "spell_lists": [
                "warlock",
                "wizard"
            ],
            "archetype": "",
            "circles": "",
            "document__slug": "dmag-e",
            "document__title": "Deep Magic Extended",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com"
        },
        {
            "slug": "beguiling-gift",
            "name": "Beguiling Gift",
            "desc": "Deep Magic: hieroglyph You implant a powerful suggestion into an item as you hand it to someone. If the person you hand it to accepts it willingly, they must make a successful Wisdom saving throw or use the object as it's meant to be used at their first opportunity: writing with a pen, consuming food or drink, wearing clothing, drawing a weapon, etc. After the first use, they're under no compulsion to continue using the object or even to keep it.",
            "higher_level": "",
            "page": "",
            "range": "Touch",
            "target_range_sort": 1,
            "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 action",
            "level": "1st-level",
            "level_int": 1,
            "spell_level": 1,
            "school": "enchantment",
            "dnd_class": "Wizard, Warlock, Sorceror, Druid, Cleric, Bard",
            "spell_lists": [
                "cleric",
                "druid",
                "bard",
                "warlock",
                "wizard"
            ],
            "archetype": "",
            "circles": "",
            "document__slug": "dmag-e",
            "document__title": "Deep Magic Extended",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com"
        },
        {
            "slug": "borrowing",
            "name": "Borrowing",
            "desc": "By touching a target, you gain one sense, movement type and speed, feat, language, immunity, or extraordinary ability of the target for the duration of the spell. The target also retains the use of the borrowed ability. An unwilling target prevents the effect with a successful Constitution saving throw. The target can be a living creature or one that's been dead no longer than 1 minute; a corpse makes no saving throw. You can possess only one borrowed power at a time.",
            "higher_level": "When you cast this spell using a spell slot of 5th level, its duration increases to 1 hour. Additionally, the target loses the stolen power for the duration of the spell.",
            "page": "",
            "range": "Touch",
            "target_range_sort": 1,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "1 Minute",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 action",
            "level": "3rd-level",
            "level_int": 3,
            "spell_level": 3,
            "school": "necromancy",
            "dnd_class": "Anti-Paladin",
            "spell_lists": [],
            "archetype": "",
            "circles": "",
            "document__slug": "dmag-e",
            "document__title": "Deep Magic Extended",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com"
        },
        {
            "slug": "call-the-hunter",
            "name": "Call the Hunter",
            "desc": "Deep Magic: clockwork You detach a portion of your soul to become the embodiment of justice in the form of a clockwork outsider known as a Zelekhut who will serve at your commands for the duration, so long as those commands are consistent with its desire to punish wrongdoers. You may give the creature commands as a bonus action; it acts either immediately before or after you.",
            "higher_level": "",
            "page": "",
            "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": "10 Minutes",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 minute",
            "level": "8th-level",
            "level_int": 8,
            "spell_level": 8,
            "school": "conjuration",
            "dnd_class": "Cleric",
            "spell_lists": [
                "cleric"
            ],
            "archetype": "",
            "circles": "",
            "document__slug": "dmag-e",
            "document__title": "Deep Magic Extended",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com"
        },
        {
            "slug": "circle-of-devestation",
            "name": "Circle of Devestation",
            "desc": "You create a 10-foot tall, 20-foot radius ring of destructive energy around a point you can see within range. The area inside the ring is difficult terrain. When you cast the spell and as a bonus action on each of your turns, you can choose one of the following damage types: cold, fire, lightning, necrotic, or radiant. Creatures and objects that touch the ring, that are inside it when it's created, or that end their turn inside the ring take 6d6 damage of the chosen type, or half damage with a successful Constitution saving throw. A creature or object reduced to 0 hit points by the spell is reduced to fine ash. At the start of each of your subsequent turns, the ring's radius expands by 20 feet. Any creatures or objects touched by the expanding ring are subject to its effects immediately.",
            "higher_level": "",
            "page": "",
            "range": "1 Miles",
            "target_range_sort": 5280,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "1 Minute",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 action",
            "level": "9th-level",
            "level_int": 9,
            "spell_level": 9,
            "school": "evocation",
            "dnd_class": "Sorceror, Warlock, Wizard",
            "spell_lists": [
                "warlock",
                "wizard"
            ],
            "archetype": "",
            "circles": "",
            "document__slug": "dmag-e",
            "document__title": "Deep Magic Extended",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com"
        },
        {
            "slug": "cloying-darkness",
            "name": "Cloying Darkness",
            "desc": "You reach out with a hand of decaying shadows. Make a ranged spell attack. If it hits, the target takes 2d8 necrotic damage and must make a Constitution saving throw. If it fails, its visual organs are enveloped in shadow until the start of your next turn, causing it to treat all lighting as if it's one step lower in intensity (it treats bright light as dim, dim light as darkness, and darkness as magical darkness).",
            "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.",
            "page": "",
            "range": "30 Feet",
            "target_range_sort": 30,
            "components": "V, S",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": false,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "1 Round",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 action",
            "level": "1st-level",
            "level_int": 1,
            "spell_level": 1,
            "school": "necromancy",
            "dnd_class": "Sorceror, Warlock, Wizard",
            "spell_lists": [
                "warlock",
                "wizard"
            ],
            "archetype": "",
            "circles": "",
            "document__slug": "dmag-e",
            "document__title": "Deep Magic Extended",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com"
        },
        {
            "slug": "cosmic-alignment",
            "name": "Cosmic Alignment",
            "desc": "Deep Magic: illumination You arrange the forces of the cosmos to your benefit. Choose a cosmic event from the Comprehension of the Starry Sky ability that affects spellcasting (conjunction, eclipse, or nova; listed after the spell). You cast spells as if under the effect of the cosmic event until the next sunrise or 24 hours have passed. When the ability requires you to expend your insight, you expend your ritual focus instead. This spell must be cast outdoors, and the casting of this spell is obvious to everyone within 100 miles of its casting when an appropriate symbol, such as a flaming comet, appears in the sky above your location while you are casting the spell. Conjunction: Planetary conjunctions destabilize minds and emotions. You can give one creature you can see disadvantage on a saving throw against one enchantment or illusion spell cast by you. Eclipse: Eclipses plunge the world into darkness and strengthen connections to the shadow plane. When you cast a spell of 5th level or lower that causes necrotic damage, you can reroll a number of damage dice up to your Intelligence modifier (minimum of one). You must use the new rolls. Nova: The nova is a powerful aid to divination spells. You can treat one divination spell you cast as though you had used a spell slot one level higher than the slot actually used.",
            "higher_level": "",
            "page": "",
            "range": "Self",
            "target_range_sort": 0,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "",
            "can_be_cast_as_ritual": true,
            "ritual": "yes",
            "duration": "24 Hours",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 hour",
            "level": "9th-level",
            "level_int": 9,
            "spell_level": 9,
            "school": "conjuration",
            "dnd_class": "Wizard",
            "spell_lists": [
                "wizard"
            ],
            "archetype": "",
            "circles": "",
            "document__slug": "dmag-e",
            "document__title": "Deep Magic Extended",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com"
        },
        {
            "slug": "cruor-of-visions",
            "name": "Cruor of Visions",
            "desc": "You prick your finger with a bone needle as you cast this spell, taking 1 necrotic damage. This drop of blood must be caught in a container such as a platter or a bowl, where it grows into a pool 1 foot in diameter. This pool acts as a crystal ball for the purpose of scrying. If you place a drop (or dried flakes) of another creature's blood in the cruor of visions, the creature has disadvantage on any Wisdom saving throw to resist scrying. Additionally, you can treat the pool of blood as a crystal ball of telepathy (see the crystal ball description in the Fifth Edition rules). I When you cast this spell using a spell slot of 7th level or higher, the pool of blood acts as either a crystal ball of mind reading or a crystal ball of true seeing (your choice when the spell is cast).",
            "higher_level": "",
            "page": "",
            "range": "Self",
            "target_range_sort": 0,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "5 Minutes",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 minute",
            "level": "5th-level",
            "level_int": 5,
            "spell_level": 5,
            "school": "divination",
            "dnd_class": "Sorceror, Warlock, Wizard, Cleric",
            "spell_lists": [
                "cleric",
                "warlock",
                "wizard"
            ],
            "archetype": "",
            "circles": "",
            "document__slug": "dmag-e",
            "document__title": "Deep Magic Extended",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com"
        },
        {
            "slug": "extract-foyson",
            "name": "Extract Foyson",
            "desc": "You extract the goodness in food, pulling all the nutrition out of three days' worth of meals and concentrating it into about a tablespoon of bland, flourlike powder. The flour can be mixed with liquid and drunk or baked into elven bread. Foyson used in this way still imparts all the nutritional value of the original food, for the amount consumed. The original food appears unchanged and though it's still filling, it has no nutritional value. Someone eating nothing but foyson-free food will eventually starve.",
            "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, an additional three meals' worth of food can be extracted for each slot level above 1st. Ritual Focus. If you expend your ritual focus, you can choose to have each day's worth of foyson take the form of a slice of delicious elven bread.",
            "page": "",
            "range": "30 Feet",
            "target_range_sort": 30,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "",
            "can_be_cast_as_ritual": true,
            "ritual": "yes",
            "duration": "Permanent",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 minute",
            "level": "1st-level",
            "level_int": 1,
            "spell_level": 1,
            "school": "transmutation",
            "dnd_class": "Druid, Warlock, Wizard, Bard",
            "spell_lists": [
                "druid",
                "bard",
                "warlock",
                "wizard"
            ],
            "archetype": "",
            "circles": "",
            "document__slug": "dmag-e",
            "document__title": "Deep Magic Extended",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com"
        },
        {
            "slug": "find-the-flaw",
            "name": "Find the Flaw",
            "desc": "Deep Magic: clockwork You touch one creature. The next attack roll that creature makes against a clockwork or metal construct, or any machine, is a critical hit.",
            "higher_level": "",
            "page": "",
            "range": "Touch",
            "target_range_sort": 1,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "Instantaneous",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 action",
            "level": "1st-level",
            "level_int": 1,
            "spell_level": 1,
            "school": "divination",
            "dnd_class": "Sorceror, Warlock, Wizard, Bard",
            "spell_lists": [
                "bard",
                "warlock",
                "wizard"
            ],
            "archetype": "",
            "circles": "",
            "document__slug": "dmag-e",
            "document__title": "Deep Magic Extended",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com"
        },
        {
            "slug": "gear-shield",
            "name": "Gear Shield",
            "desc": "Deep Magic: clockwork You cause a handful of gears to orbit the target's body. These shield the spell's target from incoming attacks, granting a +2 bonus to AC and to Dexterity and Constitution saving throws for the duration, without hindering the subject's movement, vision, or outgoing attacks.",
            "higher_level": "",
            "page": "",
            "range": "60 Feet",
            "target_range_sort": 60,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "10 Minutes",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 action",
            "level": "1st-level",
            "level_int": 1,
            "spell_level": 1,
            "school": "abjuration",
            "dnd_class": "Wizard, Warlock, Sorceror",
            "spell_lists": [
                "warlock",
                "wizard"
            ],
            "archetype": "",
            "circles": "",
            "document__slug": "dmag-e",
            "document__title": "Deep Magic Extended",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com"
        },
        {
            "slug": "gift-of-azathoth",
            "name": "Gift of Azathoth",
            "desc": "Deep Magic: void magic A willing creature you touch is imbued with the persistence of ultimate Chaos. Until the spell ends, the target has advantage on the first three death saving throws it attempts.",
            "higher_level": "When you cast this spell using a spell slot of 5th, 6th, or 7th level, the duration increases to 48 hours. When you cast this spell using a spell slot of 8th or 9th level, the duration increases to 72 hours.",
            "page": "",
            "range": "Touch",
            "target_range_sort": 1,
            "components": "V, S",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": false,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "24 hours or until the target attempts a third death saving throw",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 action",
            "level": "2nd-level",
            "level_int": 2,
            "spell_level": 2,
            "school": "enchantment",
            "dnd_class": "Wizard, Warlock, Sorceror, Ranger, Paladin, Druid, Cleric, Bard, Anti-Paladin",
            "spell_lists": [
                "cleric",
                "druid",
                "ranger",
                "bard",
                "warlock",
                "wizard"
            ],
            "archetype": "",
            "circles": "",
            "document__slug": "dmag-e",
            "document__title": "Deep Magic Extended",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com"
        },
        {
            "slug": "greater-ley-pulse",
            "name": "Greater Ley Pulse",
            "desc": "You set up ley energy vibrations in a 20-foot cube within range, and name one type of damage. Each creature in the area must succeed on a Wisdom saving throw or lose immunity to the chosen damage type for the duration.",
            "higher_level": "When you cast this spell using a 9th-level spell slot, choose two damage types instead of one.",
            "page": "",
            "range": "60 Feet",
            "target_range_sort": 60,
            "components": "V, S",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": false,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "1 Minute",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 action",
            "level": "7th-level",
            "level_int": 7,
            "spell_level": 7,
            "school": "transmutation",
            "dnd_class": "Wizard, Warlock, Sorceror, Druid",
            "spell_lists": [
                "druid",
                "warlock",
                "wizard"
            ],
            "archetype": "",
            "circles": "",
            "document__slug": "dmag-e",
            "document__title": "Deep Magic Extended",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com"
        },
        {
            "slug": "gremlins",
            "name": "Gremlins",
            "desc": "Deep Magic: clockwork You target a construct and summon a plague of invisible spirits to harass it. The target resists the spell and negates its effect with a successful Wisdom saving throw. While the spell remains in effect, the construct has disadvantage on attack rolls, ability checks, and saving throws, and it takes 3d8 force damage at the start of each of its turns as it is magically disassembled by the spirits.",
            "higher_level": "When you cast this spell using a spell slot of 5th or higher, the damage increases by 1d8 for each slot above 4th.",
            "page": "",
            "range": "60 Feet",
            "target_range_sort": 60,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "1 Minute",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 action",
            "level": "4th-level",
            "level_int": 4,
            "spell_level": 4,
            "school": "conjuration",
            "dnd_class": "Wizard, Warlock, Sorceror",
            "spell_lists": [
                "warlock",
                "wizard"
            ],
            "archetype": "",
            "circles": "",
            "document__slug": "dmag-e",
            "document__title": "Deep Magic Extended",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com"
        },
        {
            "slug": "grinding-gears",
            "name": "Grinding Gears",
            "desc": "Deep Magic: clockwork You designate a spot within range, and massive gears emerge from the ground at that spot, creating difficult terrain in a 20-foot radius. Creatures that move in the area must make successful Dexterity saving throws after every 10 feet of movement or when they stand up. Failure indicates that the creature falls prone and takes 1d8 points of bludgeoning damage.",
            "higher_level": "",
            "page": "",
            "range": "120 Feet",
            "target_range_sort": 120,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "1 Minute",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 action",
            "level": "4th-level",
            "level_int": 4,
            "spell_level": 4,
            "school": "evocation",
            "dnd_class": "Wizard, Warlock, Sorceror",
            "spell_lists": [
                "warlock",
                "wizard"
            ],
            "archetype": "",
            "circles": "",
            "document__slug": "dmag-e",
            "document__title": "Deep Magic Extended",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com"
        },
        {
            "slug": "hearth-charm",
            "name": "Hearth Charm",
            "desc": "This spell makes flammable material burn twice as long as normal.",
            "higher_level": "",
            "page": "",
            "range": "25 Feet",
            "target_range_sort": 25,
            "components": "V, S",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": false,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "24 Hours",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 action",
            "level": "1st-level",
            "level_int": 1,
            "spell_level": 1,
            "school": "transmutation",
            "dnd_class": "Warlock, Ranger, Druid",
            "spell_lists": [
                "druid",
                "ranger",
                "warlock"
            ],
            "archetype": "",
            "circles": "",
            "document__slug": "dmag-e",
            "document__title": "Deep Magic Extended",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com"
        },
        {
            "slug": "hellforging",
            "name": "Hellforging",
            "desc": "Deep Magic: clockwork You spend an hour calling forth a disembodied evil spirit. At the end of that time, the summoned spirit must make a Charisma saving throw. If the saving throw succeeds, you take 2d10 psychic damage plus 2d10 necrotic damage from waves of uncontrolled energy rippling out from the disembodied spirit. You can maintain the spell, forcing the subject to repeat the saving throw at the end of each of your turns, with the same consequence to you for each failure. If you choose not to maintain the spell or are unable to do so, the evil spirit returns to its place of torment and cannot be recalled. If the saving throw fails, the summoned spirit is transferred into the waiting soul gem and immediately animates the constructed body. The subject is now a hellforged; it loses all of its previous racial traits and gains gearforged traits except as follows: Vulnerability: Hellforged are vulnerable to radiant damage. Evil Mind: Hellforged have disadvantage on saving throws against spells and abilities of evil fiends or aberrations that effect the mind or behavior. Past Life: The hellforged retains only a vague sense of who it was in its former existence, but these memories are enough for it to gain proficiency in one skill. Languages: Hellforged speak Common, Machine Speech, and Infernal or Abyssal Up to four other spellcasters of at least 5th level can assist you in the ritual. Each assistant increases the DC of the Charisma saving throw by 1. In the event of a failed saving throw, the spellcaster and each assistant take damage. An assistant who drops out of the casting can't rejoin.",
            "higher_level": "",
            "page": "",
            "range": "Touch",
            "target_range_sort": 1,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "",
            "can_be_cast_as_ritual": true,
            "ritual": "yes",
            "duration": "Instantaneous",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 hour",
            "level": "7th-level",
            "level_int": 7,
            "spell_level": 7,
            "school": "necromancy",
            "dnd_class": "Wizard, Cleric",
            "spell_lists": [
                "cleric",
                "wizard"
            ],
            "archetype": "",
            "circles": "",
            "document__slug": "dmag-e",
            "document__title": "Deep Magic Extended",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com"
        },
        {
            "slug": "hods-gift",
            "name": "Hod's Gift",
            "desc": "The target gains blindsight to a range of 60 feet.",
            "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the duration is increased by 1 hour for every slot above 5th level.",
            "page": "",
            "range": "Touch",
            "target_range_sort": 1,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "1 Hour",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 action",
            "level": "5th-level",
            "level_int": 5,
            "spell_level": 5,
            "school": "transmutation",
            "dnd_class": "Wizard, Sorceror, Cleric",
            "spell_lists": [
                "cleric",
                "wizard"
            ],
            "archetype": "",
            "circles": "",
            "document__slug": "dmag-e",
            "document__title": "Deep Magic Extended",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com"
        },
        {
            "slug": "imbue-spell",
            "name": "Imbue Spell",
            "desc": "Deep Magic: clockwork You imbue a spell of 1st thru 3rd level that has a casting time of instantaneous onto a gear worth 100 gp per level of spell you are imbuing. At the end of the ritual, the gear is placed into a piece of clockwork that includes a timer or trigger mechanism. When the timer or trigger goes off, the spell is cast. If the range of the spell was Touch, it effects only a target touching the device. If the spell had a range in feet, the spell is cast on the closest viable target within range, based on the nature of the spell. Spells with a range of Self or Sight can't be imbued. If the gear is placed with a timer, it activates when the time elapses regardless of whether a legitimate target is available.",
            "higher_level": "You can perform this ritual as a 7th-level spell to imbue a spell of 4th or 5th level.",
            "page": "",
            "range": "Touch",
            "target_range_sort": 1,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "",
            "can_be_cast_as_ritual": true,
            "ritual": "yes",
            "duration": "Instantaneous",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 hour",
            "level": "5th-level",
            "level_int": 5,
            "spell_level": 5,
            "school": "transmutation",
            "dnd_class": "Wizard, Cleric",
            "spell_lists": [
                "cleric",
                "wizard"
            ],
            "archetype": "",
            "circles": "",
            "document__slug": "dmag-e",
            "document__title": "Deep Magic Extended",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com"
        },
        {
            "slug": "jotuns-jest",
            "name": "Jotun's Jest",
            "desc": "Giants never tire of having fun with this spell. It causes a weapon or other item to vastly increase in size, temporarily becoming sized for a Gargantuan creature. The item weighs 12 times its original weight and in most circumstances cannot be used effectively by creatures smaller than Gargantuan size. The item retains its usual qualities (including magical powers and effects) and returns to normal size when the spell ends.",
            "higher_level": "",
            "page": "",
            "range": "25 Feet",
            "target_range_sort": 25,
            "components": "V, S",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": false,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "1 Minute",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 action",
            "level": "4th-level",
            "level_int": 4,
            "spell_level": 4,
            "school": "transmutation",
            "dnd_class": "Wizard, Warlock, Sorceror, Bard",
            "spell_lists": [
                "bard",
                "warlock",
                "wizard"
            ],
            "archetype": "",
            "circles": "",
            "document__slug": "dmag-e",
            "document__title": "Deep Magic Extended",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com"
        },
        {
            "slug": "land-bond",
            "name": "Land Bond",
            "desc": "You touch a willing creature and infuse it with ley energy, creating a bond between the creature and the land. For the duration of the spell, if the target is in contact with the ground, the target has advantage on saving throws and ability checks made to avoid being moved or knocked prone against its will. Additionally, the creature ignores nonmagical difficult terrain and is immune to effects from extreme environments such as heat, cold (but not cold or fire damage), and altitude.",
            "higher_level": "",
            "page": "",
            "range": "Touch",
            "target_range_sort": 1,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "1 Hour",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 action",
            "level": "1st-level",
            "level_int": 1,
            "spell_level": 1,
            "school": "transmutation",
            "dnd_class": "Wizard, Warlock, Sorceror, Druid",
            "spell_lists": [
                "druid",
                "warlock",
                "wizard"
            ],
            "archetype": "",
            "circles": "",
            "document__slug": "dmag-e",
            "document__title": "Deep Magic Extended",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com"
        },
        {
            "slug": "lesser-ley-pulse",
            "name": "Lesser Ley Pulse",
            "desc": "You set up ley energy vibrations in a 10-foot cube within range, and name one type of damage. Each creature in the area must make a successful Wisdom saving throw or lose resistance to the chosen damage type for the duration of the spell.",
            "higher_level": "When you cast this spell using a 7th-level spell slot, choose two damage types instead of one.",
            "page": "",
            "range": "30 Feet",
            "target_range_sort": 30,
            "components": "V, S",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": false,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "1 Minute",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 action",
            "level": "5th-level",
            "level_int": 5,
            "spell_level": 5,
            "school": "transmutation",
            "dnd_class": "Wizard, Warlock, Sorceror, Druid",
            "spell_lists": [
                "druid",
                "warlock",
                "wizard"
            ],
            "archetype": "",
            "circles": "",
            "document__slug": "dmag-e",
            "document__title": "Deep Magic Extended",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com"
        },
        {
            "slug": "ley-disruption",
            "name": "Ley Disruption",
            "desc": "You create a 15-foot-radius sphere filled with disruptive ley energy. The sphere is centered around a point you can see within range. Surfaces inside the sphere shift erratically, becoming difficult terrain for the duration. Any creature in the area when it appears, that starts its turn in the area, or that enters the area for the first time on a turn must succeed on a Dexterity saving throw or fall prone. If you cast this spell in an area within the influence of a ley line, creatures have disadvantage on their saving throws against its effect. Special. A geomancer with a bound ley line is “within the influence of a ley line” for purposes of ley disruption as long as he or she is on the same plane as the bound line.",
            "higher_level": "",
            "page": "",
            "range": "50 Feet",
            "target_range_sort": 50,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "1 Minute",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 action",
            "level": "2nd-level",
            "level_int": 2,
            "spell_level": 2,
            "school": "evocation",
            "dnd_class": "Wizard, Warlock, Sorceror, Druid",
            "spell_lists": [
                "druid",
                "warlock",
                "wizard"
            ],
            "archetype": "",
            "circles": "",
            "document__slug": "dmag-e",
            "document__title": "Deep Magic Extended",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com"
        },
        {
            "slug": "ley-energy-bolt",
            "name": "Ley Energy Bolt",
            "desc": "You transform ambient ley power into a crackling bolt of energy 100 feet long and 5 feet wide. Each creature in the line takes 5d8 force damage, or half damage with a successful Dexterity saving throw. The bolt passes through the first inanimate object in its path, and creatures on the other side of the obstacle receive no bonus to their saving throw from cover. The bolt stops if it strikes a second object.",
            "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the bolt's damage increases by 1d8 for each slot level above 3rd.",
            "page": "",
            "range": "Self",
            "target_range_sort": 0,
            "components": "S, M",
            "requires_verbal_components": false,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "Instantaneous",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 action",
            "level": "3rd-level",
            "level_int": 3,
            "spell_level": 3,
            "school": "evocation",
            "dnd_class": "Wizard, Warlock, Sorceror, Druid",
            "spell_lists": [
                "druid",
                "warlock",
                "wizard"
            ],
            "archetype": "",
            "circles": "",
            "document__slug": "dmag-e",
            "document__title": "Deep Magic Extended",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com"
        },
        {
            "slug": "ley-leech",
            "name": "Ley Leech",
            "desc": "You channel destructive ley energy through your touch. Make a melee spell attack against a creature within your reach. The target takes 8d10 necrotic damage and must succeed on a Constitution saving throw or have disadvantage on attack rolls, saving throws, and ability checks. An affected creature repeats the saving throw at the end of its turn, ending the effect on itself with a success. This spell has no effect against constructs or undead.",
            "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the spell's damage increases by 1d10 for each slot level above 5th.",
            "page": "",
            "range": "Touch",
            "target_range_sort": 1,
            "components": "V, S",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": false,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "Instantaneous",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 action",
            "level": "5th-level",
            "level_int": 5,
            "spell_level": 5,
            "school": "necromancy",
            "dnd_class": "Wizard, Warlock, Sorceror, Druid",
            "spell_lists": [
                "druid",
                "warlock",
                "wizard"
            ],
            "archetype": "",
            "circles": "",
            "document__slug": "dmag-e",
            "document__title": "Deep Magic Extended",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com"
        },
        {
            "slug": "ley-sense",
            "name": "Ley Sense",
            "desc": "You tune your senses to the pulse of ambient ley energy flowing through the world. For the duration, you gain tremorsense with a range of 20 feet and you are instantly aware of the presence of any ley line within 5 miles. You know the distance and direction to every ley line within that range.",
            "higher_level": "",
            "page": "",
            "range": "Self",
            "target_range_sort": 0,
            "components": "V, S",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": false,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "10 Minutes",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 action",
            "level": "3rd-level",
            "level_int": 3,
            "spell_level": 3,
            "school": "divination",
            "dnd_class": "Wizard, Warlock, Sorceror, Druid",
            "spell_lists": [
                "druid",
                "warlock",
                "wizard"
            ],
            "archetype": "",
            "circles": "",
            "document__slug": "dmag-e",
            "document__title": "Deep Magic Extended",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com"
        },
        {
            "slug": "ley-storm",
            "name": "Ley Storm",
            "desc": "A roiling stormcloud of ley energy forms, centered around a point you can see and extending horizontally to a radius of 360 feet, with a thickness of 30 feet. Shifting color shoots through the writhing cloud, and thunder roars out of it. Each creature under the cloud at the moment when it's created (no more than 5,000 feet beneath it) takes 2d6 thunder damage and is disruptive aura spell. Rounds 5-10. Flashes of multicolored light burst through and out of the cloud, causing creatures to have disadvantage on Wisdom (Perception) checks that rely on sight while they are beneath the cloud. In addition, each round, you trigger a burst of energy that fills a 20-foot sphere centered on a point you can see beneath the cloud. Each creature in the sphere takes 4d8 force damage (no saving throw). Special. A geomancer who casts this spell regains 4d10 hit points.",
            "higher_level": "",
            "page": "",
            "range": "Special",
            "target_range_sort": 99990,
            "components": "V, S",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": false,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "1 Minute",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 action",
            "level": "9th-level",
            "level_int": 9,
            "spell_level": 9,
            "school": "conjuration",
            "dnd_class": "Wizard, Warlock, Sorceror, Druid",
            "spell_lists": [
                "druid",
                "warlock",
                "wizard"
            ],
            "archetype": "",
            "circles": "",
            "document__slug": "dmag-e",
            "document__title": "Deep Magic Extended",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com"
        },
        {
            "slug": "ley-surge",
            "name": "Ley Surge",
            "desc": "You unleash the power of a ley line within 5 miles, releasing a spark that flares into a 30-foot sphere centered around a point within 150 feet of you. Each creature in the sphere takes 14d6 force damage and is stunned for 1 minute; a successful Constitution saving throw halves the damage and negates the stun. A stunned creature repeats the saving throw at the end of its turn, ending the effect on itself on a success. Special. A geomancer with a bound ley line can cast this spell as long as he or she is on the same plane as the bound line.",
            "higher_level": "",
            "page": "",
            "range": "150 Feet",
            "target_range_sort": 150,
            "components": "V, S",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": false,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "Instantaneous",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 action",
            "level": "9th-level",
            "level_int": 9,
            "spell_level": 9,
            "school": "evocation",
            "dnd_class": "Wizard, Warlock, Sorceror, Druid",
            "spell_lists": [
                "druid",
                "warlock",
                "wizard"
            ],
            "archetype": "",
            "circles": "",
            "document__slug": "dmag-e",
            "document__title": "Deep Magic Extended",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com"
        },
        {
            "slug": "ley-whip",
            "name": "Ley Whip",
            "desc": "You channel the power of a ley line within 1 mile into a crackling tendril of multicolored ley energy. The tendril extends from your hand but doesn't interfere with your ability to hold or manipulate objects. When you cast the spell and as a bonus action on subsequent turns, you can direct the tendril to strike a target within 50 feet of you. Make a melee spell attack; on a hit, the tendril does 3d8 force damage and the target must make a Strength saving throw. If the saving throw fails, you can push the target away or pull it closer, up to 10 feet in either direction. Special. A geomancer with a bound ley line can cast this spell as long as he or she is on the same plane as the bound line.",
            "higher_level": "",
            "page": "",
            "range": "Self",
            "target_range_sort": 0,
            "components": "V, S",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": false,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "1 Minute",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 bonus action",
            "level": "6th-level",
            "level_int": 6,
            "spell_level": 6,
            "school": "evocation",
            "dnd_class": "Wizard, Warlock, Sorceror, Druid",
            "spell_lists": [
                "druid",
                "warlock",
                "wizard"
            ],
            "archetype": "",
            "circles": "",
            "document__slug": "dmag-e",
            "document__title": "Deep Magic Extended",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com"
        },
        {
            "slug": "lokis-gift",
            "name": "Loki's Gift",
            "desc": "Loki's gift makes even the most barefaced lie seem strangely plausible: you gain advantage to Charisma (Deception) checks for whatever you're currently saying. If your Deception check fails, the creature knows that you tried to manipulate it with magic. If you lie to a creature that has a friendly attitude toward you and it fails a Charisma saving throw, you can also coax him or her to reveal a potentially embarrassing secret. The secret can involve wrongdoing (adultery, cheating at tafl, a secret fear, etc.) but not something life-threatening or dishonorable enough to earn the subject repute as a nithling. The verbal component of this spell is the lie you are telling.",
            "higher_level": "",
            "page": "",
            "range": "Self",
            "target_range_sort": 0,
            "components": "V",
            "requires_verbal_components": true,
            "requires_somatic_components": false,
            "requires_material_components": false,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "1 Minute",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 action",
            "level": "1st-level",
            "level_int": 1,
            "spell_level": 1,
            "school": "enchantment",
            "dnd_class": "Warlock, Cleric, Bard",
            "spell_lists": [
                "cleric",
                "bard",
                "warlock"
            ],
            "archetype": "",
            "circles": "",
            "document__slug": "dmag-e",
            "document__title": "Deep Magic Extended",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com"
        },
        {
            "slug": "machine-sacrifice",
            "name": "Machine Sacrifice",
            "desc": "Deep Magic: clockwork You sacrifice a willing construct you can see to imbue a willing target with construct traits. The target gains resistance to all nonmagical damage and gains immunity to the blinded, charmed, deafened, frightened, petrified, and poisoned conditions.",
            "higher_level": "",
            "page": "",
            "range": "Touch",
            "target_range_sort": 1,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "1 Minute",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 action",
            "level": "8th-level",
            "level_int": 8,
            "spell_level": 8,
            "school": "necromancy",
            "dnd_class": "Wizard, Sorceror",
            "spell_lists": [
                "wizard"
            ],
            "archetype": "",
            "circles": "",
            "document__slug": "dmag-e",
            "document__title": "Deep Magic Extended",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com"
        },
        {
            "slug": "machine-speech",
            "name": "Machine Speech",
            "desc": "Deep Magic: clockwork Your voice, and to a lesser extent your mind, changes to communicate only in the whirring clicks of machine speech. Until the end of your next turn, all clockwork spells you cast have advantage on their attack rolls or the targets have disadvantage on their saving throws.",
            "higher_level": "",
            "page": "",
            "range": "Self",
            "target_range_sort": 0,
            "components": "V, S",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": false,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "1 Round",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 bonus action",
            "level": "1st-level",
            "level_int": 1,
            "spell_level": 1,
            "school": "transmutation",
            "dnd_class": "Wizard, Sorceror, Cleric, Bard",
            "spell_lists": [
                "cleric",
                "bard",
                "wizard"
            ],
            "archetype": "",
            "circles": "",
            "document__slug": "dmag-e",
            "document__title": "Deep Magic Extended",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com"
        },
        {
            "slug": "machines-load",
            "name": "Machine's Load",
            "desc": "Deep Magic: clockwork You touch a creature and give it the capacity to carry, lift, push, or drag weight as if it were one size category larger. If you're using the encumbrance rules, the target is not subject to penalties for weight. Furthermore, the subject can carry loads that would normally be unwieldy.",
            "higher_level": "When you cast this spell using a spell slot higher than 1st, you can touch one additional creature for each spell level.",
            "page": "",
            "range": "Touch",
            "target_range_sort": 1,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "1 Minute",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 action",
            "level": "1st-level",
            "level_int": 1,
            "spell_level": 1,
            "school": "transmutation",
            "dnd_class": "Wizard, Warlock, Sorceror, Paladin, Cleric",
            "spell_lists": [
                "cleric",
                "warlock",
                "wizard"
            ],
            "archetype": "",
            "circles": "",
            "document__slug": "dmag-e",
            "document__title": "Deep Magic Extended",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com"
        },
        {
            "slug": "mass-blade-ward",
            "name": "Mass Blade Ward",
            "desc": "You make a protective gesture toward your allies. Choose three creatures that you can see within range. Until the end of your next turn, the targets have resistance against bludgeoning, piercing, and slashing damage from weapon attacks. If a target moves farther than 30 feet from you, the effect ends for that creature.",
            "higher_level": "",
            "page": "",
            "range": "30 Feet",
            "target_range_sort": 30,
            "components": "V, S",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": false,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "1 Round",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 action",
            "level": "2nd-level",
            "level_int": 2,
            "spell_level": 2,
            "school": "abjuration",
            "dnd_class": "Wizard, Paladin",
            "spell_lists": [
                "wizard"
            ],
            "archetype": "",
            "circles": "",
            "document__slug": "dmag-e",
            "document__title": "Deep Magic Extended",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com"
        },
        {
            "slug": "mass-repair-metal",
            "name": "Mass Repair Metal",
            "desc": "Deep Magic: clockwork As repair metal, but you can affect all metal within range. You repair 1d8 + 5 damage to a metal object or construct by sealing up rents and bending metal back into place.",
            "higher_level": "Casting mass repair metal as a 6th-level spell repairs 2d8 + 10 damage.",
            "page": "",
            "range": "Self",
            "target_range_sort": 0,
            "components": "V, S",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": false,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "Instantaneous",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 action",
            "level": "5th-level",
            "level_int": 5,
            "spell_level": 5,
            "school": "transmutation",
            "dnd_class": "Wizard, Cleric",
            "spell_lists": [
                "cleric",
                "wizard"
            ],
            "archetype": "",
            "circles": "",
            "document__slug": "dmag-e",
            "document__title": "Deep Magic Extended",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com"
        },
        {
            "slug": "mechanical-union",
            "name": "Mechanical Union",
            "desc": "Deep Magic: clockwork You can take control of a construct by voice or mental commands. The construct makes a Wisdom saving throw to resist the spell, and it gets advantage on the saving throw if its CR equals or exceeds your level in the class used to cast this spell. Once a command is given, the construct does everything it can to complete the command. Giving a new command takes an action. Constructs will risk harm, even go into combat, on your orders but will not self-destruct; giving such an order ends the spell.",
            "higher_level": "",
            "page": "",
            "range": "60 Feet",
            "target_range_sort": 60,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "1 Hour",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 action",
            "level": "5th-level",
            "level_int": 5,
            "spell_level": 5,
            "school": "transmutation",
            "dnd_class": "Wizard, Sorceror",
            "spell_lists": [
                "wizard"
            ],
            "archetype": "",
            "circles": "",
            "document__slug": "dmag-e",
            "document__title": "Deep Magic Extended",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com"
        },
        {
            "slug": "molechs-blessing",
            "name": "Molech's Blessing",
            "desc": "Deep Magic: clockwork ritual You call upon the dark blessings of the furnace god Molech. In an hour-long ritual begun at midnight, you dedicate a living being to Molech by branding the deity's symbol onto the victim's forehead. If the ritual is completed and the victim fails to make a successful Wisdom saving throw (or the victim chooses not to make one), the being is transformed into an avatar of Molech under your control. The avatar is 8 feet tall and appears to be made of black iron wreathed in flames. Its eyes, mouth, and a portion of its torso are cut away to show the churning fire inside that crackles with wailing voices. The avatar has all the statistics and abilities of an earth elemental, with the following differences: Alignment is Neutral Evil; Speed is 50 feet and it cannot burrow or use earth glide; it gains the fire form ability of a fire elemental, but it cannot squeeze through small spaces; its Slam does an additional 1d10 fire damage. This transformation lasts for 24 hours. At the end of that time, the subject returns to its normal state and takes 77 (14d10) fire damage, or half damage with a successful DC 15 Constitution saving throw.",
            "higher_level": "",
            "page": "",
            "range": "Touch",
            "target_range_sort": 1,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "Instantaneous",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 hour",
            "level": "7th-level",
            "level_int": 7,
            "spell_level": 7,
            "school": "transmutation",
            "dnd_class": "Cleric",
            "spell_lists": [
                "cleric"
            ],
            "archetype": "",
            "circles": "",
            "document__slug": "dmag-e",
            "document__title": "Deep Magic Extended",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com"
        },
        {
            "slug": "move-the-cosmic-wheel",
            "name": "Move the Cosmic Wheel",
            "desc": "Deep Magic: clockwork You wind your music box and call forth a piece of another plane of existence with which you are familiar, either through personal experience or intense study. The magic creates a bubble of space with a 30-foot radius within range of you and at a spot you designate. The portion of your plane that's inside the bubble swaps places with a corresponding portion of the plane your music box is attuned with. There is a 10% chance that the portion of the plane you summon arrives with native creatures on it. Inanimate objects and non-ambulatory life (like trees) are cut off at the edge of the bubble, while living creatures that don't fit inside the bubble are shunted outside of it before the swap occurs. Otherwise, creatures from both planes that are caught inside the bubble are sent along with their chunk of reality to the other plane for the duration of the spell unless they make a successful Charisma saving throw when the spell is cast; with a successful save, a creature can choose whether to shift planes with the bubble or leap outside of it a moment before the shift occurs. Any natural reaction between the two planes occurs normally (fire spreads, water flows, etc.) while energy (such as necrotic energy) leaks slowly across the edge of the sphere (no more than a foot or two per hour). Otherwise, creatures and effects can move freely across the boundary of the sphere; for the duration of the spell, it becomes a part of its new location to the fullest extent possible, given the natures of the two planes. The two displaced bubbles shift back to their original places automatically after 24 hours. Note that the amount of preparation involved (acquiring and attuning the music box) precludes this spell from being cast on the spur of the moment. Because of its unpredictable and potentially wide-ranging effect, it's also advisable to discuss your interest in this spell with your GM before adding it to your character's repertoire.",
            "higher_level": "",
            "page": "",
            "range": "120 Feet",
            "target_range_sort": 120,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "24 Hours",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 action",
            "level": "8th-level",
            "level_int": 8,
            "spell_level": 8,
            "school": "conjuration",
            "dnd_class": "Wizard, Cleric",
            "spell_lists": [
                "cleric",
                "wizard"
            ],
            "archetype": "",
            "circles": "",
            "document__slug": "dmag-e",
            "document__title": "Deep Magic Extended",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com"
        },
        {
            "slug": "overclock",
            "name": "Overclock",
            "desc": "Deep Magic: clockwork You cause a targeted piece of clockwork to speed up past the point of control for the duration of the spell. The targeted clockwork can't cast spells with verbal components or even communicate effectively (all its utterances sound like grinding gears). At the start of each of its turns, the target must make a Wisdom saving throw. If the saving throw fails, the clockwork moves at three times its normal speed in a random direction and its turn ends; it can't perform any other actions. If the saving throw succeeds, then until the end of its turn, the clockwork's speed is doubled and it gains an additional action, which must be Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object. When the spell ends, the clockwork takes 2d8 force damage. It also must be rewound or refueled and it needs to have its daily maintenance performed immediately, if it relies on any of those things.",
            "higher_level": "",
            "page": "",
            "range": "30 Feet",
            "target_range_sort": 30,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "1 Minute",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 action",
            "level": "3rd-level",
            "level_int": 3,
            "spell_level": 3,
            "school": "transmutation",
            "dnd_class": "Wizard, Cleric, Bard",
            "spell_lists": [
                "cleric",
                "bard",
                "wizard"
            ],
            "archetype": "",
            "circles": "",
            "document__slug": "dmag-e",
            "document__title": "Deep Magic Extended",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com"
        },
        {
            "slug": "power-word-restore",
            "name": "Power Word Restore",
            "desc": "Deep Magic: clockwork You speak a word of power, and energy washes over a single construct you touch. The construct regains all of its lost hit points, all negative conditions on the construct end, and it can use a reaction to stand up, if it was prone.",
            "higher_level": "",
            "page": "",
            "range": "Touch",
            "target_range_sort": 1,
            "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": "8th-level",
            "level_int": 8,
            "spell_level": 8,
            "school": "evocation",
            "dnd_class": "Wizard, Sorceror, Cleric",
            "spell_lists": [
                "cleric",
                "wizard"
            ],
            "archetype": "",
            "circles": "",
            "document__slug": "dmag-e",
            "document__title": "Deep Magic Extended",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com"
        },
        {
            "slug": "read-memory",
            "name": "Read Memory",
            "desc": "Deep Magic: clockwork You copy the memories of one memory gear into your own mind. You recall these memories as if you had experienced them but without any emotional attachment or context.",
            "higher_level": "",
            "page": "",
            "range": "Self",
            "target_range_sort": 0,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "Instantaneous",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "10 minutes",
            "level": "4th-level",
            "level_int": 4,
            "spell_level": 4,
            "school": "divination",
            "dnd_class": "Wizard, Cleric, Bard",
            "spell_lists": [
                "cleric",
                "bard",
                "wizard"
            ],
            "archetype": "",
            "circles": "",
            "document__slug": "dmag-e",
            "document__title": "Deep Magic Extended",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com"
        },
        {
            "slug": "repair-metal",
            "name": "Repair Metal",
            "desc": "Deep Magic: clockwork A damaged construct or metal object regains 1d8 + 5 hit points when this spell is cast on it.",
            "higher_level": "The spell restores 2d8 + 10 hit points at 4th level, 3d8 + 15 at 6th level, and 4d8 + 20 at 8th level.",
            "page": "",
            "range": "Touch",
            "target_range_sort": 1,
            "components": "V, S",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": false,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "Instantaneous",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 action",
            "level": "2nd-level",
            "level_int": 2,
            "spell_level": 2,
            "school": "transmutation",
            "dnd_class": "Wizard, Paladin, Cleric",
            "spell_lists": [
                "cleric",
                "wizard"
            ],
            "archetype": "",
            "circles": "",
            "document__slug": "dmag-e",
            "document__title": "Deep Magic Extended",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com"
        },
        {
            "slug": "risen-road",
            "name": "Risen Road",
            "desc": "When you cast this spell, you open a glowing portal into the plane of shadow. The portal remains open for 1 minute, until 10 creatures step through it, or until you collapse it (no action required). Stepping through the portal places you on a shadow road leading to a destination within 50 miles, or in a direction specified by you. The road is in ideal condition. You and your companions can travel it safely at a normal pace, but you can't rest on the road; if you stop for more than 10 minutes, the spell expires and dumps you back into the real world at a random spot within 10 miles of your starting point. The spell expires 2d6 hours after being cast. When that happens, travelers on the road are safely deposited near their specified destination or 50 miles from their starting point in the direction that was specified when the spell was cast. Travelers never incur exhaustion no matter how many hours they spent walking or riding on the shadow road. The temporary shadow road ceases to exist; anything left behind is lost in the shadow realm. Each casting of risen road creates a new shadow road. A small chance exists that a temporary shadow road might intersect with an existing shadow road, opening the possibility for meeting other travelers or monsters, or for choosing a different destination mid-journey. The likelihood is entirely up to the GM.",
            "higher_level": "",
            "page": "",
            "range": "50 Miles",
            "target_range_sort": 264000,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "2-12 hours",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 minute",
            "level": "4th-level",
            "level_int": 4,
            "spell_level": 4,
            "school": "transmutation",
            "dnd_class": "Anti-Paladin",
            "spell_lists": [],
            "archetype": "",
            "circles": "",
            "document__slug": "dmag-e",
            "document__title": "Deep Magic Extended",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com"
        },
        {
            "slug": "robe-of-shards",
            "name": "Robe of Shards",
            "desc": "Deep Magic: clockwork You create a robe of metal shards, gears, and cogs that provides a base AC of 14 + your Dexterity modifier. As a bonus action while protected by a robe of shards, you can command bits of metal from a fallen foe to be absorbed by your robe; each infusion of metal increases your AC by 1, to a maximum of 18 + Dexterity modifier. You can also use a bonus action to dispel the robe, causing it to explode into a shower of flying metal that does 8d6 slashing damage, +1d6 per point of basic (non-Dexterity) AC above 14, to all creatures within 30 feet of you.",
            "higher_level": "",
            "page": "",
            "range": "Self",
            "target_range_sort": 0,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "1 Minute",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 action",
            "level": "6th-level",
            "level_int": 6,
            "spell_level": 6,
            "school": "abjuration",
            "dnd_class": "Wizard, Warlock, Sorceror",
            "spell_lists": [
                "warlock",
                "wizard"
            ],
            "archetype": "",
            "circles": "",
            "document__slug": "dmag-e",
            "document__title": "Deep Magic Extended",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "https://koboldpress.com"
        }
    ]
}