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

GET /v1/spells/?format=api&ordering=requires_concentration
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=requires_concentration&page=2",
    "previous": null,
    "results": [
        {
            "slug": "acid-arrow",
            "name": "Acid Arrow",
            "desc": "A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.",
            "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd.",
            "page": "phb 259",
            "range": "90 feet",
            "target_range_sort": 90,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "Powdered rhubarb leaf and an adder's stomach.",
            "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": "Evocation",
            "dnd_class": "Druid, Wizard",
            "spell_lists": [
                "druid",
                "wizard"
            ],
            "archetype": "Druid: Swamp",
            "circles": "Swamp",
            "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": "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": "aid",
            "name": "Aid",
            "desc": "Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.",
            "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, a target's hit points increase by an additional 5 for each slot level above 2nd.",
            "page": "phb 211",
            "range": "30 feet",
            "target_range_sort": 30,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "A tiny strip of white cloth.",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "8 hours",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 action",
            "level": "2nd-level",
            "level_int": 2,
            "spell_level": 2,
            "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": "alarm",
            "name": "Alarm",
            "desc": "You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. \n\nWhen you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible. A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping. An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.",
            "higher_level": "",
            "page": "phb 211",
            "range": "30 feet",
            "target_range_sort": 30,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "A tiny bell and a piece of fine silver wire.",
            "can_be_cast_as_ritual": true,
            "ritual": "yes",
            "duration": "8 hours",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 minute",
            "level": "1st-level",
            "level_int": 1,
            "spell_level": 1,
            "school": "Abjuration",
            "dnd_class": "Ranger, Ritual Caster, Wizard",
            "spell_lists": [
                "ranger",
                "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-friendship",
            "name": "Animal Friendship",
            "desc": "This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spells ends.",
            "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st.",
            "page": "phb 212",
            "range": "30 feet",
            "target_range_sort": 30,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "A morsel of food.",
            "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": "Enchantment",
            "dnd_class": "Bard, Druid, Ranger, Ritual Caster",
            "spell_lists": [
                "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": "animal-messenger",
            "name": "Animal Messenger",
            "desc": "By means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description, such as \"a man or woman dressed in the uniform of the town guard\" or \"a red-haired dwarf wearing a pointed hat.\" You also speak a message of up to twenty-five words. The target beast travels for the duration of the spell toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals. \n\nWhen the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn't reach its destination before the spell ends, the message is lost, and the beast makes its way back to where you cast this spell.",
            "higher_level": "If you cast this spell using a spell slot of 3nd level or higher, the duration of the spell increases by 48 hours for each slot level above 2nd.",
            "page": "phb 212",
            "range": "30 feet",
            "target_range_sort": 30,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "A morsel of food.",
            "can_be_cast_as_ritual": true,
            "ritual": "yes",
            "duration": "24 hours",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 action",
            "level": "2nd-level",
            "level_int": 2,
            "spell_level": 2,
            "school": "Enchantment",
            "dnd_class": "Bard, Druid, Ranger, Ritual Caster",
            "spell_lists": [
                "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": "animate-dead",
            "name": "Animate Dead",
            "desc": "This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM has the creature's game statistics). \n\nOn each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 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\nThe creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.",
            "higher_level": "When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.",
            "page": "phb 212",
            "range": "10 feet",
            "target_range_sort": 10,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "A drop of blood, a piece of flesh, and a pinch of bone dust.",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "Instantaneous",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 minute",
            "level": "3rd-level",
            "level_int": 3,
            "spell_level": 3,
            "school": "Necromancy",
            "dnd_class": "Cleric, Wizard",
            "spell_lists": [
                "cleric",
                "wizard"
            ],
            "archetype": "",
            "circles": "",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "antipathysympathy",
            "name": "Antipathy/Sympathy",
            "desc": "This spell attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the duration. Choose antipathy or sympathy as the aura's effect.\n\n**Antipathy.** The enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a wisdom saving throw or become frightened. The creature remains frightened while it can see the target or is within 60 feet of it. While frightened by the target, the creature must use its movement to move to the nearest safe spot from which it can't see the target. If the creature moves more than 60 feet from the target and can't see it, the creature is no longer frightened, but the creature becomes frightened again if it regains sight of the target or moves within 60 feet of it.\n\n **Sympathy.** The enchantment causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a wisdom saving throw or use its movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can't willingly move away from the target. If the target damages or otherwise harms an affected creature, the affected creature can make a wisdom saving throw to end the effect, as described below.\n\n**Ending the Effect.** If an affected creature ends its turn while not within 60 feet of the target or able to see it, the creature makes a wisdom saving throw. On a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as magical. In addition, a creature affected by the spell is allowed another wisdom saving throw every 24 hours while the spell persists. A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again.",
            "higher_level": "",
            "page": "phb 214",
            "range": "60 feet",
            "target_range_sort": 60,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "Either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect.",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "10 days",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 hour",
            "level": "8th-level",
            "level_int": 8,
            "spell_level": 8,
            "school": "Enchantment",
            "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": "arcane-lock",
            "name": "Arcane Lock",
            "desc": "You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting knock on the object suppresses arcane lock for 10 minutes. While affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10.",
            "higher_level": "",
            "page": "phb 215",
            "range": "Touch",
            "target_range_sort": 1,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "Gold dust worth at least 25gp, which the spell consumes.",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "Until dispelled",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 action",
            "level": "2nd-level",
            "level_int": 2,
            "spell_level": 2,
            "school": "Abjuration",
            "dnd_class": "Wizard",
            "spell_lists": [
                "wizard"
            ],
            "archetype": "",
            "circles": "",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "arcanists-magic-aura",
            "name": "Arcanist's Magic Aura",
            "desc": "You place an illusion on a creature or an object you touch so that divination spells reveal false information about it. The target can be a willing creature or an object that isn't being carried or worn by another creature. When you cast the spell, choose one or both of the following effects. The effect lasts for the duration. If you cast this spell on the same creature or object every day for 30 days, placing the same effect on it each time, the illusion lasts until it is dispelled.\n\n**False Aura.** You change the way the target appears to spells and magical effects, such as detect magic, that detect magical auras. You can make a nonmagical object appear magical, a magical object appear nonmagical, or change the object's magical aura so that it appears to belong to a specific school of magic that you choose. When you use this effect on an object, you can make the false magic apparent to any creature that handles the item.\n\n**Mask.** You change the way the target appears to spells and magical effects that detect creature types, such as a paladin's Divine Sense or the trigger of a symbol spell. You choose a creature type and other spells and magical effects treat the target as if it were a creature of that type or of that alignment.",
            "higher_level": "",
            "page": "phb 263",
            "range": "Touch",
            "target_range_sort": 1,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "A small square of silk.",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "24 hours",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 action",
            "level": "2nd-level",
            "level_int": 2,
            "spell_level": 2,
            "school": "Illusion",
            "dnd_class": "Wizard",
            "spell_lists": [
                "wizard"
            ],
            "archetype": "",
            "circles": "",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "astral-projection",
            "name": "Astral Projection",
            "desc": "You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell fails and the casting is wasted if you are already on that plane). The material body you leave behind is unconscious and in a state of suspended animation; it doesn't need food or air and doesn't age. Your astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot. This cord is your tether to your material body. As long as the tether remains intact, you can find your way home. If the cord is cut-something that can happen only when an effect specifically states that it does-your soul and body are separated, killing you instantly. Your astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it. The spell ends for you and your companions when you use your action to dismiss it. When the spell ends, the affected creature returns to its physical body, and it awakens. The spell might also end early for you or one of your companions. A successful dispel magic spell used against an astral or physical body ends the spell for that creature. If a creature's original body or its astral form drops to 0 hit points, the spell ends for that creature. If the spell ends and the silver cord is intact, the cord pulls the creature's astral form back to its body, ending its state of suspended animation. If you are returned to your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies, usually by dropping to 0 hit points.",
            "higher_level": "",
            "page": "phb 215",
            "range": "10 feet",
            "target_range_sort": 10,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "For each creature you affect with this spell, you must provide one jacinth worth at least 1,000gp and one ornately carved bar of silver worth at least 100gp, all of which the spell consumes.",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "Special",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 hour",
            "level": "9th-level",
            "level_int": 9,
            "spell_level": 9,
            "school": "Necromancy",
            "dnd_class": "Cleric, Warlock, Wizard",
            "spell_lists": [
                "cleric",
                "warlock",
                "wizard"
            ],
            "archetype": "",
            "circles": "",
            "document__slug": "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": "augury",
            "name": "Augury",
            "desc": "By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens: \n- Weal, for good results \n- Woe, for bad results \n- Weal and woe, for both good and bad results \n- Nothing, for results that aren't especially good or bad The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.",
            "higher_level": "",
            "page": "phb 215",
            "range": "Self",
            "target_range_sort": 0,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "Specially marked sticks, bones, or similar tokens worth at least 25gp.",
            "can_be_cast_as_ritual": true,
            "ritual": "yes",
            "duration": "Instantaneous",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 minute",
            "level": "2nd-level",
            "level_int": 2,
            "spell_level": 2,
            "school": "Divination",
            "dnd_class": "Cleric, Ritual Caster",
            "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": "awaken",
            "name": "Awaken",
            "desc": "After spending the casting time tracing magical pathways within a precious gemstone, you touch a Huge or smaller beast or plant. The target must have either no Intelligence score or an Intelligence of 3 or less. The target gains an Intelligence of 10. The target also gains the ability to speak one language you know. If the target is a plant, it gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human's. Your DM chooses statistics appropriate for the awakened plant, such as the statistics for the awakened shrub or the awakened tree. The awakened beast or plant is charmed by you for 30 days or until you or your companions do anything harmful to it. When the charmed condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was charmed.",
            "higher_level": "",
            "page": "phb 216",
            "range": "Touch",
            "target_range_sort": 1,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "An agate worth at least 1,000 gp, which the spell consumes.",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "Instantaneous",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "8 hours",
            "level": "5th-level",
            "level_int": 5,
            "spell_level": 5,
            "school": "Transmutation",
            "dnd_class": "Bard, Druid",
            "spell_lists": [
                "druid",
                "bard"
            ],
            "archetype": "",
            "circles": "",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "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": "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": "chain-lightning",
            "name": "Chain Lightning",
            "desc": "You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts. A target must make a dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one.",
            "higher_level": "When you cast this spell using a spell slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th.",
            "page": "phb 221",
            "range": "150 feet",
            "target_range_sort": 150,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "A bit of fur; a piece of amber, glass, or a crystal rod; and three silver pins.",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "Instantaneous",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 action",
            "level": "6th-level",
            "level_int": 6,
            "spell_level": 6,
            "school": "Evocation",
            "dnd_class": "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": "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": "circle-of-death",
            "name": "Circle of Death",
            "desc": "A sphere of negative energy ripples out in a 60-foot-radius sphere from a point within range. Each creature in that area must make a constitution saving throw. A target takes 8d6 necrotic damage on a failed save, or half as much damage on a successful one.",
            "higher_level": "When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th.",
            "page": "phb 221",
            "range": "150 feet",
            "target_range_sort": 150,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "The powder of a crushed black pearl worth at least 500 gp.",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "Instantaneous",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 action",
            "level": "6th-level",
            "level_int": 6,
            "spell_level": 6,
            "school": "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": "clone",
            "name": "Clone",
            "desc": "This spell grows an inert duplicate of a living creature as a safeguard against death. This clone forms inside a sealed vessel and grows to full size and maturity after 120 days; you can also choose to have the clone be a younger version of the same creature. It remains inert and endures indefinitely, as long as its vessel remains undisturbed. At any time after the clone matures, if the original creature dies, its soul transfers to the clone, provided that the soul is free and willing to return. The clone is physically identical to the original and has the same personality, memories, and abilities, but none of the original's equipment. The original creature's physical remains, if they still exist, become inert and can't thereafter be restored to life, since the creature's soul is elsewhere.",
            "higher_level": "",
            "page": "phb 222",
            "range": "Touch",
            "target_range_sort": 1,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "A diamond worth at least 1,000 gp and at least 1 cubic inch of flesh of the creature that is to be cloned, which the spell consumes, and a vessel worth at least 2,000 gp that has a sealable lid and is large enough to hold a Medium creature, such as a huge urn, coffin, mud-filled cyst in the ground, or crystal container filled with salt water.",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "Instantaneous",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 hour",
            "level": "8th-level",
            "level_int": 8,
            "spell_level": 8,
            "school": "Necromancy",
            "dnd_class": "Wizard",
            "spell_lists": [
                "wizard"
            ],
            "archetype": "",
            "circles": "",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "color-spray",
            "name": "Color Spray",
            "desc": "A dazzling array of flashing, colored light springs from your hand. Roll 6d10; the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can't see). Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the spell ends. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.",
            "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.",
            "page": "phb 222",
            "range": "Self",
            "target_range_sort": 0,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "A pinch of powder or sand that is colored red, yellow, and blue.",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "1 round",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 action",
            "level": "1st-level",
            "level_int": 1,
            "spell_level": 1,
            "school": "Illusion",
            "dnd_class": "Sorcerer, Wizard",
            "spell_lists": [
                "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": "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",
            "name": "Commune",
            "desc": "You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question. Divine beings aren't necessarily omniscient, so you might receive \"unclear\" as an answer if a question pertains to information that lies beyond the deity's knowledge. In a case where a one-word answer could be misleading or contrary to the deity's interests, the DM might offer a short phrase as an answer instead. If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer. The DM makes this roll in secret.",
            "higher_level": "",
            "page": "phb 223",
            "range": "Self",
            "target_range_sort": 0,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "Incense and a vial of holy or unholy water.",
            "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": "Cleric, Paladin, Ritual Caster",
            "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": "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": "comprehend-languages",
            "name": "Comprehend Languages",
            "desc": "For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.",
            "higher_level": "",
            "page": "phb 224",
            "range": "Self",
            "target_range_sort": 0,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "A pinch of soot and salt.",
            "can_be_cast_as_ritual": true,
            "ritual": "yes",
            "duration": "1 hour",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 action",
            "level": "1st-level",
            "level_int": 1,
            "spell_level": 1,
            "school": "Divination",
            "dnd_class": "Bard, Ritual Caster, 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": "cone-of-cold",
            "name": "Cone of Cold",
            "desc": "A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one. A creature killed by this spell becomes a frozen statue until it thaws.",
            "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.",
            "page": "phb 224",
            "range": "Self",
            "target_range_sort": 0,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "A small crystal or glass cone.",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "Instantaneous",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 action",
            "level": "5th-level",
            "level_int": 5,
            "spell_level": 5,
            "school": "Evocation",
            "dnd_class": "Druid, Sorcerer, Wizard",
            "spell_lists": [
                "druid",
                "sorcerer",
                "wizard"
            ],
            "archetype": "Druid: Arctic",
            "circles": "Arctic",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "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": "contingency",
            "name": "Contingency",
            "desc": "Choose a spell of 5th level or lower that you can cast, that has a casting time of 1 action, and that can target you. You cast that spell-called the contingent spell-as part of casting contingency, expending spell slots for both, but the contingent spell doesn't come into effect. Instead, it takes effect when a certain circumstance occurs. You describe that circumstance when you cast the two spells. For example, a contingency cast with water breathing might stipulate that water breathing comes into effect when you are engulfed in water or a similar liquid. The contingent spell takes effect immediately after the circumstance is met for the first time, whether or not you want it to. and then contingency ends. The contingent spell takes effect only on you, even if it can normally target others. You can use only one contingency spell at a time. If you cast this spell again, the effect of another contingency spell on you ends. Also, contingency ends on you if its material component is ever not on your person.",
            "higher_level": "",
            "page": "phb 227",
            "range": "Self",
            "target_range_sort": 0,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "A statuette of yourself carved from ivory and decorated with gems worth at least 1,500 gp.",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "10 days",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "10 minutes",
            "level": "6th-level",
            "level_int": 6,
            "spell_level": 6,
            "school": "Evocation",
            "dnd_class": "Wizard",
            "spell_lists": [
                "wizard"
            ],
            "archetype": "",
            "circles": "",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "continual-flame",
            "name": "Continual Flame",
            "desc": "A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered or hidden but not smothered or quenched.",
            "higher_level": "",
            "page": "phb 227",
            "range": "Touch",
            "target_range_sort": 1,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "Ruby dust worth 50 gp, which the spell consumes.",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "Until dispelled",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 action",
            "level": "2nd-level",
            "level_int": 2,
            "spell_level": 2,
            "school": "Evocation",
            "dnd_class": "Cleric, Wizard",
            "spell_lists": [
                "cleric",
                "wizard"
            ],
            "archetype": "",
            "circles": "",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "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": "create-or-destroy-water",
            "name": "Create or Destroy Water",
            "desc": "You either create or destroy water.\n\n**Create Water.** You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range\n\n **Destroy Water.** You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.",
            "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.",
            "page": "phb 229",
            "range": "30 feet",
            "target_range_sort": 30,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "A drop of water if creating water, or a few grains of sand if destroying it.",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "Instantaneous",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 action",
            "level": "1st-level",
            "level_int": 1,
            "spell_level": 1,
            "school": "Transmutation",
            "dnd_class": "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": "create-undead",
            "name": "Create Undead",
            "desc": "You can cast this spell only at night. Choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under your control. (The DM has game statistics for these creatures.) As a bonus action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 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. The creature is under your control for 24 hours, after which it stops obeying any command you have given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell, rather than animating new ones.",
            "higher_level": "When you cast this spell using a 7th-level spell slot, you can animate or reassert control over four ghouls. When you cast this spell using an 8th-level spell slot, you can animate or reassert control over five ghouls or two ghasts or wights. When you cast this spell using a 9th-level spell slot, you can animate or reassert control over six ghouls, three ghasts or wights, or two mummies.",
            "page": "phb 229",
            "range": "10 feet",
            "target_range_sort": 10,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "One clay pot filled with grave dirt, one clay pot filled with brackish water, and one 150 gp black onyx stone for each corpse.",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "Instantaneous",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 minute",
            "level": "6th-level",
            "level_int": 6,
            "spell_level": 6,
            "school": "Necromancy",
            "dnd_class": "Cleric, Warlock, Wizard",
            "spell_lists": [
                "cleric",
                "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": "creation",
            "name": "Creation",
            "desc": "You pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable matter within 'range': soft goods, rope, wood, or something similar. You can also use this spell to create mineral objects such as stone, crystal, or metal. The object created must be no larger than a 5-foot cube, and the object must be of a form and material that you have seen before. The duration depends on the object's material. If the object is composed of multiple materials, use the shortest duration\n\n **Vegetable matter** 1 day **Stone or crystal** 12 hours **Precious metals** 1 hour **Gems** 10 minutes **Adamantine or mithral** 1 minute Using any material created by this spell as another spell's material component causes that spell to fail.",
            "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the cube increases by 5 feet for each slot level above 5th.",
            "page": "phb 229",
            "range": "30 feet",
            "target_range_sort": 30,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "A tiny piece of matter of the same type of the item you plan to create.",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "Special",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 minute",
            "level": "5th-level",
            "level_int": 5,
            "spell_level": 5,
            "school": "Illusion",
            "dnd_class": "Sorcerer, Wizard",
            "spell_lists": [
                "sorcerer",
                "wizard"
            ],
            "archetype": "",
            "circles": "",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "cure-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": "darkvision",
            "name": "Darkvision",
            "desc": "You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet.",
            "higher_level": "",
            "page": "phb 230",
            "range": "Touch",
            "target_range_sort": 1,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "Either a pinch of dried carrot or an agate.",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "8 hours",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 action",
            "level": "2nd-level",
            "level_int": 2,
            "spell_level": 2,
            "school": "Transmutation",
            "dnd_class": "Druid, Ranger, Sorcerer, Wizard",
            "spell_lists": [
                "druid",
                "ranger",
                "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": "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": "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": "disintegrate",
            "name": "Disintegrate",
            "desc": "A thin green ray springs from your pointing finger to a target that you can see within range. The target can be a creature, an object, or a creation of magical force, such as the wall created by wall of force. A creature targeted by this spell must make a dexterity saving throw. On a failed save, the target takes 10d6 + 40 force damage. If this damage reduces the target to 0 hit points, it is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell. This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this spell.",
            "higher_level": "When you cast this spell using a spell slot of 7th level or higher, the damage increases by 3d6 for each slot level above 6th.",
            "page": "phb 233",
            "range": "60 feet",
            "target_range_sort": 60,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "A lodestone and a pinch of dust.",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "Instantaneous",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 action",
            "level": "6th-level",
            "level_int": 6,
            "spell_level": 6,
            "school": "Transmutation",
            "dnd_class": "Sorcerer, 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": "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": "divination",
            "name": "Divination",
            "desc": "Your magic and an offering put you in contact with a god or a god's servants. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The DM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen. The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.",
            "higher_level": "",
            "page": "phb 234",
            "range": "Self",
            "target_range_sort": 0,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "Incense and a sacrificial offering appropriate to your religion, together worth at least 25gp, which the spell consumes.",
            "can_be_cast_as_ritual": true,
            "ritual": "yes",
            "duration": "Instantaneous",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 action",
            "level": "4th-level",
            "level_int": 4,
            "spell_level": 4,
            "school": "Divination",
            "dnd_class": "Cleric, Druid, Ritual Caster",
            "spell_lists": [
                "cleric",
                "druid"
            ],
            "archetype": "Druid: Forest, Grassland",
            "circles": "Forest, 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": "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": "dream",
            "name": "Dream",
            "desc": "This spell shapes a creature's dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don't sleep, such as elves, can't be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can't take actions or move. If the target is asleep, the messenger appears in the target's dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target's dreams. You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must make a wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target's sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage. If you have a body part, lock of hair, clipping from a nail, or similar portion of the target's body, the target makes its saving throw with disadvantage.",
            "higher_level": "",
            "page": "phb 236",
            "range": "Special",
            "target_range_sort": 99990,
            "components": "V, S, M",
            "requires_verbal_components": true,
            "requires_somatic_components": true,
            "requires_material_components": true,
            "material": "A handful of sand, a dab of ink, and a writing quill plucked from a sleeping bird.",
            "can_be_cast_as_ritual": false,
            "ritual": "no",
            "duration": "8 hours",
            "concentration": "no",
            "requires_concentration": false,
            "casting_time": "1 minute",
            "level": "5th-level",
            "level_int": 5,
            "spell_level": 5,
            "school": "Illusion",
            "dnd_class": "Bard, Druid, Warlock, Wizard",
            "spell_lists": [
                "druid",
                "bard",
                "warlock",
                "wizard"
            ],
            "archetype": "Druid: Grassland",
            "circles": "Grassland",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__license_url": "http://open5e.com/legal",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "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"
        }
    ]
}