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

GET /v2/spells/?format=api&ordering=-level&page=6
HTTP 200 OK
Allow: GET, HEAD, OPTIONS
Content-Type: application/json
Vary: Accept

{
    "count": 1955,
    "next": "https://api.open5e.com/v2/spells/?format=api&ordering=-level&page=7",
    "previous": "https://api.open5e.com/v2/spells/?format=api&ordering=-level&page=5",
    "results": [
        {
            "key": "srd_mirage-arcane",
            "document": {
                "name": "System Reference Document 5.1",
                "key": "srd-2014",
                "type": "SOURCE",
                "display_name": "5e 2014 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null,
                    "concentration": null,
                    "shape_size": null,
                    "desc": null
                }
            ],
            "school": {
                "name": "Illusion",
                "key": "illusion"
            },
            "classes": [
                {
                    "name": "Bard",
                    "key": "srd_bard"
                },
                {
                    "name": "Druid",
                    "key": "srd_druid"
                },
                {
                    "name": "Wizard",
                    "key": "srd_wizard"
                }
            ],
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Mirage Arcane",
            "desc": "You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. The terrain's general shape remains the same, however. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Similarly, you can alter the appearance of structures, or add them where none are present. The spell doesn't disguise, conceal, or add creatures. The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into difficult terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell's area disappears immediately. Creatures with truesight can see through the illusion to the terrain's true form; however, all other elements of the illusion remain, so while the creature is aware of the illusion's presence, the creature can still physically interact with the illusion.",
            "level": 7,
            "higher_level": "",
            "target_type": "area",
            "range_text": "Sight",
            "range": 2020,
            "ritual": false,
            "casting_time": "10minutes",
            "reaction_condition": null,
            "verbal": true,
            "somatic": true,
            "material": false,
            "material_specified": "",
            "material_cost": null,
            "material_consumed": false,
            "target_count": 1,
            "saving_throw_ability": "",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [],
            "duration": "10 days",
            "shape_type": null,
            "shape_size": null,
            "concentration": false,
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd_plane-shift",
            "document": {
                "name": "System Reference Document 5.1",
                "key": "srd-2014",
                "type": "SOURCE",
                "display_name": "5e 2014 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null,
                    "concentration": null,
                    "shape_size": null,
                    "desc": null
                }
            ],
            "school": {
                "name": "Conjuration",
                "key": "conjuration"
            },
            "classes": [
                {
                    "name": "Cleric",
                    "key": "srd_cleric"
                },
                {
                    "name": "Sorcerer",
                    "key": "srd_sorcerer"
                },
                {
                    "name": "Warlock",
                    "key": "srd_warlock"
                },
                {
                    "name": "Wizard",
                    "key": "srd_wizard"
                }
            ],
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Plane Shift",
            "desc": "You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the DM's discretion. Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle. You can use this spell to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee spell attack against it. On a hit, the creature must make a charisma saving throw. If the creature fails this save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.",
            "level": 7,
            "higher_level": "",
            "target_type": "creature",
            "range_text": "Touch",
            "range": 0,
            "ritual": false,
            "casting_time": "action",
            "reaction_condition": null,
            "verbal": true,
            "somatic": true,
            "material": true,
            "material_specified": "A forked, metal rod worth at least 250 gp, attuned to a particular plane of existence.",
            "material_cost": "250.00",
            "material_consumed": false,
            "target_count": 1,
            "saving_throw_ability": "charisma",
            "attack_roll": true,
            "damage_roll": "",
            "damage_types": [],
            "duration": "instantaneous",
            "shape_type": null,
            "shape_size": null,
            "concentration": false,
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd_prismatic-spray",
            "document": {
                "name": "System Reference Document 5.1",
                "key": "srd-2014",
                "type": "SOURCE",
                "display_name": "5e 2014 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null,
                    "concentration": null,
                    "shape_size": null,
                    "desc": null
                }
            ],
            "school": {
                "name": "Evocation",
                "key": "evocation"
            },
            "classes": [
                {
                    "name": "Sorcerer",
                    "key": "srd_sorcerer"
                },
                {
                    "name": "Wizard",
                    "key": "srd_wizard"
                }
            ],
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Prismatic Spray",
            "desc": "Eight multicolored rays of light flash from your hand. Each ray is a different color and has a different power and purpose. Each creature in a 60-foot cone must make a dexterity saving throw. For each target, roll a d8 to determine which color ray affects it.\n\n**1. Red.** The target takes 10d6 fire damage on a failed save, or half as much damage on a successful one.\n\n**2. Orange.** The target takes 10d6 acid damage on a failed save, or half as much damage on a successful one.\n\n**3. Yellow.** The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.\n\n**4. Green.** The target takes 10d6 poison damage on a failed save, or half as much damage on a successful one.\n\n**5. Blue.** The target takes 10d6 cold damage on a failed save, or half as much damage on a successful one.\n\n**6. Indigo.** On a failed save, the target is restrained. It must then make a constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind.\n\n**7. Violet.** On a failed save, the target is blinded. It must then make a wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of existence of the DM's choosing and is no longer blinded. (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) \n\n**8. Special.** The target is struck by two rays. Roll twice more, rerolling any 8.",
            "level": 7,
            "higher_level": "",
            "target_type": "creature",
            "range_text": "Self",
            "range": 0,
            "ritual": false,
            "casting_time": "action",
            "reaction_condition": null,
            "verbal": true,
            "somatic": true,
            "material": false,
            "material_specified": "",
            "material_cost": null,
            "material_consumed": false,
            "target_count": 1,
            "saving_throw_ability": "dexterity",
            "attack_roll": false,
            "damage_roll": "10d6",
            "damage_types": [
                "fire"
            ],
            "duration": "instantaneous",
            "shape_type": "cone",
            "shape_size": 60,
            "concentration": false,
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd_project-image",
            "document": {
                "name": "System Reference Document 5.1",
                "key": "srd-2014",
                "type": "SOURCE",
                "display_name": "5e 2014 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null,
                    "concentration": null,
                    "shape_size": null,
                    "desc": null
                }
            ],
            "school": {
                "name": "Illusion",
                "key": "illusion"
            },
            "classes": [
                {
                    "name": "Bard",
                    "key": "srd_bard"
                },
                {
                    "name": "Wizard",
                    "key": "srd_wizard"
                }
            ],
            "range_unit": "miles",
            "shape_size_unit": "feet",
            "name": "Project Image",
            "desc": "You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage, it disappears, and the spell ends. You can use your action to move this illusion up to twice your speed, and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly. You can see through its eyes and hear through its ears as if you were in its space. On your turn as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.",
            "level": 7,
            "higher_level": "",
            "target_type": "creature",
            "range_text": "500 miles",
            "range": 500,
            "ritual": false,
            "casting_time": "action",
            "reaction_condition": null,
            "verbal": true,
            "somatic": true,
            "material": true,
            "material_specified": "A small replica of you made from materials worth at least 5 gp.",
            "material_cost": "5.00",
            "material_consumed": false,
            "target_count": 1,
            "saving_throw_ability": "",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [],
            "duration": "24 hours",
            "shape_type": null,
            "shape_size": null,
            "concentration": true,
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd_regenerate",
            "document": {
                "name": "System Reference Document 5.1",
                "key": "srd-2014",
                "type": "SOURCE",
                "display_name": "5e 2014 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null,
                    "concentration": null,
                    "shape_size": null,
                    "desc": null
                }
            ],
            "school": {
                "name": "Transmutation",
                "key": "transmutation"
            },
            "classes": [
                {
                    "name": "Bard",
                    "key": "srd_bard"
                },
                {
                    "name": "Cleric",
                    "key": "srd_cleric"
                },
                {
                    "name": "Druid",
                    "key": "srd_druid"
                }
            ],
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Regenerate",
            "desc": "You touch a creature and stimulate its natural healing ability. The target regains 4d8 + 15 hit points. For the duration of the spell, the target regains 1 hit point at the start of each of its turns (10 hit points each minute). The target's severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump.",
            "level": 7,
            "higher_level": "",
            "target_type": "creature",
            "range_text": "Touch",
            "range": 0,
            "ritual": false,
            "casting_time": "1minute",
            "reaction_condition": null,
            "verbal": true,
            "somatic": true,
            "material": true,
            "material_specified": "A prayer wheel and holy water.",
            "material_cost": null,
            "material_consumed": false,
            "target_count": 1,
            "saving_throw_ability": "",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [],
            "duration": "1 hour",
            "shape_type": null,
            "shape_size": null,
            "concentration": false,
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd_resurrection",
            "document": {
                "name": "System Reference Document 5.1",
                "key": "srd-2014",
                "type": "SOURCE",
                "display_name": "5e 2014 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null,
                    "concentration": null,
                    "shape_size": null,
                    "desc": null
                }
            ],
            "school": {
                "name": "Necromancy",
                "key": "necromancy"
            },
            "classes": [
                {
                    "name": "Bard",
                    "key": "srd_bard"
                },
                {
                    "name": "Cleric",
                    "key": "srd_cleric"
                }
            ],
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Resurrection",
            "desc": "You touch a dead creature that has been dead for no more than a century, that didn't die of old age, and that isn't undead. If its soul is free and willing, the target returns to life with all its hit points. This spell neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn't, however, remove magical diseases, curses, and the like; if such effects aren't removed prior to casting the spell, they afflict the target on its return to life. This spell closes all mortal wounds and restores any missing body parts. Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears. Casting this spell to restore life to a creature that has been dead for one year or longer taxes you greatly. Until you finish a long rest, you can't cast spells again, and you have disadvantage on all attack rolls, ability checks, and saving throws.",
            "level": 7,
            "higher_level": "",
            "target_type": "creature",
            "range_text": "Touch",
            "range": 0,
            "ritual": false,
            "casting_time": "1hour",
            "reaction_condition": null,
            "verbal": true,
            "somatic": true,
            "material": true,
            "material_specified": "A diamond worth at least 1,000gp, which the spell consumes.",
            "material_cost": "1000.00",
            "material_consumed": true,
            "target_count": 1,
            "saving_throw_ability": "",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [],
            "duration": "instantaneous",
            "shape_type": null,
            "shape_size": null,
            "concentration": false,
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd_reverse-gravity",
            "document": {
                "name": "System Reference Document 5.1",
                "key": "srd-2014",
                "type": "SOURCE",
                "display_name": "5e 2014 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null,
                    "concentration": null,
                    "shape_size": null,
                    "desc": null
                }
            ],
            "school": {
                "name": "Transmutation",
                "key": "transmutation"
            },
            "classes": [
                {
                    "name": "Druid",
                    "key": "srd_druid"
                },
                {
                    "name": "Sorcerer",
                    "key": "srd_sorcerer"
                },
                {
                    "name": "Wizard",
                    "key": "srd_wizard"
                }
            ],
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Reverse Gravity",
            "desc": "This spell reverses gravity in a 50-foot-radius, 100-foot high cylinder centered on a point within range. All creatures and objects that aren't somehow anchored to the ground in the area fall upward and reach the top of the area when you cast this spell. A creature can make a dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall. If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for the duration. At the end of the duration, affected objects and creatures fall back down.",
            "level": 7,
            "higher_level": "",
            "target_type": "point",
            "range_text": "100 feet",
            "range": 100,
            "ritual": false,
            "casting_time": "action",
            "reaction_condition": null,
            "verbal": true,
            "somatic": true,
            "material": true,
            "material_specified": "A lodestone and iron filings.",
            "material_cost": null,
            "material_consumed": false,
            "target_count": 1,
            "saving_throw_ability": "dexterity",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [],
            "duration": "1 minute",
            "shape_type": "cylinder",
            "shape_size": 100,
            "concentration": true,
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd_sequester",
            "document": {
                "name": "System Reference Document 5.1",
                "key": "srd-2014",
                "type": "SOURCE",
                "display_name": "5e 2014 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null,
                    "concentration": null,
                    "shape_size": null,
                    "desc": null
                }
            ],
            "school": {
                "name": "Transmutation",
                "key": "transmutation"
            },
            "classes": [
                {
                    "name": "Wizard",
                    "key": "srd_wizard"
                }
            ],
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Sequester",
            "desc": "By means of this spell, a willing creature or an object can be hidden away, safe from detection for the duration. When you cast the spell and touch the target, it becomes invisible and can't be targeted by divination spells or perceived through scrying sensors created by divination spells. If the target is a creature, it falls into a state of suspended animation. Time ceases to flow for it, and it doesn't grow older. You can set a condition for the spell to end early. The condition can be anything you choose, but it must occur or be visible within 1 mile of the target. Examples include \"after 1,000 years\" or \"when the tarrasque awakens.\" This spell also ends if the target takes any damage.",
            "level": 7,
            "higher_level": "",
            "target_type": "creature",
            "range_text": "Touch",
            "range": 0,
            "ritual": false,
            "casting_time": "action",
            "reaction_condition": null,
            "verbal": true,
            "somatic": true,
            "material": true,
            "material_specified": "A powder composed of diamond, emerald, ruby, and sapphire dust worth at least 5,000 gp, which the spell consumes.",
            "material_cost": "5000.00",
            "material_consumed": true,
            "target_count": 1,
            "saving_throw_ability": "",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [],
            "duration": "until dispelled",
            "shape_type": null,
            "shape_size": null,
            "concentration": false,
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd_simulacrum",
            "document": {
                "name": "System Reference Document 5.1",
                "key": "srd-2014",
                "type": "SOURCE",
                "display_name": "5e 2014 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null,
                    "concentration": null,
                    "shape_size": null,
                    "desc": null
                }
            ],
            "school": {
                "name": "Illusion",
                "key": "illusion"
            },
            "classes": [
                {
                    "name": "Wizard",
                    "key": "srd_wizard"
                }
            ],
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Simulacrum",
            "desc": "You shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell. The duplicate is a creature, partially real and formed from ice or snow, and it can take actions and otherwise be affected as a normal creature. It appears to be the same as the original, but it has half the creature's hit point maximum and is formed without any equipment. Otherwise, the illusion uses all the statistics of the creature it duplicates. The simulacrum is friendly to you and creatures you designate. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat. The simulacrum lacks the ability to learn or become more powerful, so it never increases its level or other abilities, nor can it regain expended spell slots. If the simulacrum is damaged, you can repair it in an alchemical laboratory, using rare herbs and minerals worth 100 gp per hit point it regains. The simulacrum lasts until it drops to 0 hit points, at which point it reverts to snow and melts instantly. If you cast this spell again, any currently active duplicates you created with this spell are instantly destroyed.",
            "level": 7,
            "higher_level": "",
            "target_type": "creature",
            "range_text": "Touch",
            "range": 0,
            "ritual": false,
            "casting_time": "12hours",
            "reaction_condition": null,
            "verbal": true,
            "somatic": true,
            "material": true,
            "material_specified": "Snow or ice in quantities sufficient to made a life-size copy of the duplicated creature; some hair, fingernail clippings, or other piece of that creature's body placed inside the snow or ice; and powdered ruby worth 1,500 gp, sprinkled over the duplicate and consumed by the spell.",
            "material_cost": null,
            "material_consumed": false,
            "target_count": 1,
            "saving_throw_ability": "",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [],
            "duration": "until dispelled",
            "shape_type": null,
            "shape_size": null,
            "concentration": false,
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd_symbol",
            "document": {
                "name": "System Reference Document 5.1",
                "key": "srd-2014",
                "type": "SOURCE",
                "display_name": "5e 2014 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null,
                    "concentration": null,
                    "shape_size": null,
                    "desc": null
                }
            ],
            "school": {
                "name": "Abjuration",
                "key": "abjuration"
            },
            "classes": [
                {
                    "name": "Bard",
                    "key": "srd_bard"
                },
                {
                    "name": "Cleric",
                    "key": "srd_cleric"
                },
                {
                    "name": "Wizard",
                    "key": "srd_wizard"
                }
            ],
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Symbol",
            "desc": "When you cast this spell, you inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book, a scroll, or a treasure chest). If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered. The glyph is nearly invisible, requiring an Intelligence (Investigation) check against your spell save DC to find it. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or stepping on the glyph, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it. For glyphs inscribed within an object, the most common triggers are opening the object, approaching within a certain distance of it, or seeing or reading the glyph. You can further refine the trigger so the spell is activated only under certain circumstances or according to a creature's physical characteristics (such as height or weight), or physical kind (for example, the ward could be set to affect hags or shapechangers). You can also specify creatures that don't trigger the glyph, such as those who say a certain password. When you inscribe the glyph, choose one of the options below for its effect. Once triggered, the glyph glows, filling a 60-foot-radius sphere with dim light for 10 minutes, after which time the spell ends. Each creature in the sphere when the glyph activates is targeted by its effect, as is a creature that enters the sphere for the first time on a turn or ends its turn there.\n\n**Death.** Each target must make a constitution saving throw, taking 10d 10 necrotic damage on a failed save, or half as much damage on a successful save\n\n **Discord.** Each target must make a constitution saving throw. On a failed save, a target bickers and argues with other creatures for 1 minute. During this time, it is incapable of meaningful communication and has disadvantage on attack rolls and ability checks.\n\n**Fear.** Each target must make a wisdom saving throw and becomes frightened for 1 minute on a failed save. While frightened, the target drops whatever it is holding and must move at least 30 feet away from the glyph on each of its turns, if able.\n\n**Hopelessness.** Each target must make a charisma saving throw. On a failed save, the target is overwhelmed with despair for 1 minute. During this time, it can't attack or target any creature with harmful abilities, spells, or other magical effects.\n\n**Insanity.** Each target must make an intelligence saving throw. On a failed save, the target is driven insane for 1 minute. An insane creature can't take actions, can't understand what other creatures say, can't read, and speaks only in gibberish. The DM controls its movement, which is erratic.\n\n**Pain.** Each target must make a constitution saving throw and becomes incapacitated with excruciating pain for 1 minute on a failed save.\n\n**Sleep.** Each target must make a wisdom saving throw and falls unconscious for 10 minutes on a failed save. A creature awakens if it takes damage or if someone uses an action to shake or slap it awake.\n\n**Stunning.** Each target must make a wisdom saving throw and becomes stunned for 1 minute on a failed save.",
            "level": 7,
            "higher_level": "",
            "target_type": "object",
            "range_text": "Touch",
            "range": 0,
            "ritual": false,
            "casting_time": "1minute",
            "reaction_condition": null,
            "verbal": true,
            "somatic": true,
            "material": true,
            "material_specified": "Mercury, phosphorus, and powdered diamond and opal with a total value of at least 1,000 gp, which the spell consumes.",
            "material_cost": null,
            "material_consumed": false,
            "target_count": 1,
            "saving_throw_ability": "intelligence",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [],
            "duration": "until dispelled or triggered",
            "shape_type": "sphere",
            "shape_size": 60,
            "concentration": false,
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd_teleport",
            "document": {
                "name": "System Reference Document 5.1",
                "key": "srd-2014",
                "type": "SOURCE",
                "display_name": "5e 2014 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null,
                    "concentration": null,
                    "shape_size": null,
                    "desc": null
                }
            ],
            "school": {
                "name": "Conjuration",
                "key": "conjuration"
            },
            "classes": [
                {
                    "name": "Bard",
                    "key": "srd_bard"
                },
                {
                    "name": "Sorcerer",
                    "key": "srd_sorcerer"
                },
                {
                    "name": "Wizard",
                    "key": "srd_wizard"
                }
            ],
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Teleport",
            "desc": "This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can't be held or carried by an unwilling creature. The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls d100 and consults the table.\n\n**Familiarity.** \"Permanent circle\" means a permanent teleportation circle whose sigil sequence you know. \"Associated object\" means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard's library, bed linen from a royal suite, or a chunk of marble from a lich's secret tomb. \"Very familiar\" is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the spell. \"Seen casually\" is someplace you have seen more than once but with which you aren't very familiar. \"Viewed once\" is a place you have seen once, possibly using magic. \"Description\" is a place whose location and appearance you know through someone else's description, perhaps from a map. \"False destination\" is a place that doesn't exist. Perhaps you tried to scry an enemy's sanctum but instead viewed an illusion, or you are attempting to teleport to a familiar location that no longer exists.\n\n**On Target.** You and your group (or the target object) appear where you want to.\n\n**Off Target.** You and your group (or the target object) appear a random distance away from the destination in a random direction. Distance off target is 1d10 × 1d10 percent of the distance that was to be traveled. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two d10s, then you would be off target by 15 percent, or 18 miles. The GM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a coastal city and wound up 18 miles out at sea, you could be in trouble.\n\n**Similar Area.** You and your group (or the target object) wind up in a different area that's visually or thematically similar to the target area. If you are heading for your home laboratory, for example, you might wind up in another wizard's laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally, you appear in the closest similar place, but since the spell has no range limit, you could conceivably wind up anywhere on the plane.\n\n**Mishap.** The spell's unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 force damage, and the GM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).",
            "level": 7,
            "higher_level": "",
            "target_type": "creature",
            "range_text": "10 feet",
            "range": 10,
            "ritual": false,
            "casting_time": "action",
            "reaction_condition": null,
            "verbal": true,
            "somatic": false,
            "material": false,
            "material_specified": "",
            "material_cost": null,
            "material_consumed": false,
            "target_count": 1,
            "saving_throw_ability": "",
            "attack_roll": false,
            "damage_roll": "3d10",
            "damage_types": [
                "force"
            ],
            "duration": "instantaneous",
            "shape_type": "cube",
            "shape_size": 10,
            "concentration": false,
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd-2024_arcane-sword",
            "document": {
                "name": "System Reference Document 5.2",
                "key": "srd-2024",
                "type": "SOURCE",
                "display_name": "5e 2024 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast"
                },
                "gamesystem": {
                    "name": "5th Edition 2024",
                    "key": "5e-2024"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "casting_options": [],
            "school": {
                "name": "Evocation",
                "key": "evocation"
            },
            "classes": [
                {
                    "name": "Bard",
                    "key": "srd-2024_bard"
                },
                {
                    "name": "Wizard",
                    "key": "srd-2024_wizard"
                }
            ],
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Arcane Sword",
            "desc": "You create a spectral sword that hovers within range. It lasts for the duration. When the sword appears, you make a melee spell attack against a target within 5 feet of the sword. On a hit, the target takes Force damage equal to 4d12 plus your spellcasting ability modifier. On your later turns, you can take a Bonus Action to move the sword up to 30 feet to a spot you can see and repeat the attack against the same target or a different one.",
            "level": 7,
            "higher_level": "",
            "target_type": "creature",
            "range_text": "90 feet",
            "range": 90,
            "ritual": false,
            "casting_time": "action",
            "reaction_condition": null,
            "verbal": true,
            "somatic": true,
            "material": true,
            "material_specified": "a miniature sword worth 250+ GP",
            "material_cost": null,
            "material_consumed": true,
            "target_count": 1,
            "saving_throw_ability": "",
            "attack_roll": true,
            "damage_roll": "4d12",
            "damage_types": [
                "force"
            ],
            "duration": "1 minute",
            "shape_type": null,
            "shape_size": null,
            "concentration": true,
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd-2024_conjure-celestial",
            "document": {
                "name": "System Reference Document 5.2",
                "key": "srd-2024",
                "type": "SOURCE",
                "display_name": "5e 2024 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast"
                },
                "gamesystem": {
                    "name": "5th Edition 2024",
                    "key": "5e-2024"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "casting_options": [
                {
                    "type": "slot_level_8",
                    "damage_roll": "2d12",
                    "target_count": null,
                    "duration": null,
                    "range": null,
                    "concentration": null,
                    "shape_size": null,
                    "desc": "Healing and damage increase by 1d12."
                },
                {
                    "type": "slot_level_9",
                    "damage_roll": "3d12",
                    "target_count": null,
                    "duration": null,
                    "range": null,
                    "concentration": null,
                    "shape_size": null,
                    "desc": "Healing and damage increase by 2d12."
                }
            ],
            "school": {
                "name": "Conjuration",
                "key": "conjuration"
            },
            "classes": [
                {
                    "name": "Cleric",
                    "key": "srd-2024_cleric"
                }
            ],
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Conjure Celestial",
            "desc": "You conjure a spirit from the Upper Planes, which manifests as a pillar of light in a 10-foot-radius, 40-foot-high Cylinder centered on a point within range. For each creature you can see in the Cylinder, choose which of these lights shines on it: Until the spell ends, Bright Light fills the Cylinder, and when you move on your turn, you can also move the Cylinder up to 30 feet. Whenever the Cylinder moves into the space of a creature you can see and whenever a creature you can see enters the Cylinder or ends its turn there, you can bathe it in one of the lights. A creature can be affected by this spell only once per turn.",
            "level": 7,
            "higher_level": "The healing and damage increase by 1d12 for each spell slot level above 7.",
            "target_type": "creature",
            "range_text": "90 feet",
            "range": 90,
            "ritual": false,
            "casting_time": "action",
            "reaction_condition": null,
            "verbal": true,
            "somatic": true,
            "material": false,
            "material_specified": "",
            "material_cost": null,
            "material_consumed": false,
            "target_count": 1,
            "saving_throw_ability": "",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [],
            "duration": "10 minutes",
            "shape_type": null,
            "shape_size": null,
            "concentration": true,
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd-2024_delayed-blast-fireball",
            "document": {
                "name": "System Reference Document 5.2",
                "key": "srd-2024",
                "type": "SOURCE",
                "display_name": "5e 2024 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast"
                },
                "gamesystem": {
                    "name": "5th Edition 2024",
                    "key": "5e-2024"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "casting_options": [
                {
                    "type": "slot_level_8",
                    "damage_roll": "13d6",
                    "target_count": null,
                    "duration": null,
                    "range": null,
                    "concentration": null,
                    "shape_size": null,
                    "desc": null
                },
                {
                    "type": "slot_level_9",
                    "damage_roll": "14d6",
                    "target_count": null,
                    "duration": null,
                    "range": null,
                    "concentration": null,
                    "shape_size": null,
                    "desc": null
                }
            ],
            "school": {
                "name": "Evocation",
                "key": "evocation"
            },
            "classes": [
                {
                    "name": "Sorcerer",
                    "key": "srd-2024_sorcerer"
                },
                {
                    "name": "Wizard",
                    "key": "srd-2024_wizard"
                }
            ],
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Delayed Blast Fireball",
            "desc": "A beam of yellow light flashes from you, then condenses at a chosen point within range as a glowing bead for the duration. When the spell ends, the bead explodes, and each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw. A creature takes Fire damage equal to the total accumulated damage on a failed save or half as much damage on a successful one. The spell's base damage is 12d6, and the damage increases by 1d6 whenever your turn ends and the spell hasn't ended. If a creature touches the glowing bead before the spell ends, that creature makes a Dexterity saving throw. On a failed save, the spell ends, causing the bead to explode. On a successful save, the creature can throw the bead up to 40 feet. If the thrown bead enters a creature's space or collides with a solid object, the spell ends, and the bead explodes. When the bead explodes, flammable objects in the explosion that aren't being worn or carried start burning.",
            "level": 7,
            "higher_level": "The base damage increases by 1d6 for each spell slot level above 7.",
            "target_type": "creature",
            "range_text": "150 feet",
            "range": 150,
            "ritual": false,
            "casting_time": "action",
            "reaction_condition": null,
            "verbal": true,
            "somatic": true,
            "material": true,
            "material_specified": "a ball of bat guano and sulfur",
            "material_cost": null,
            "material_consumed": false,
            "target_count": 1,
            "saving_throw_ability": "dexterity",
            "attack_roll": false,
            "damage_roll": "12d6",
            "damage_types": [
                "fire"
            ],
            "duration": "1 minute",
            "shape_type": "sphere",
            "shape_size": 20,
            "concentration": true,
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd-2024_divine-word",
            "document": {
                "name": "System Reference Document 5.2",
                "key": "srd-2024",
                "type": "SOURCE",
                "display_name": "5e 2024 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast"
                },
                "gamesystem": {
                    "name": "5th Edition 2024",
                    "key": "5e-2024"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "casting_options": [],
            "school": {
                "name": "Evocation",
                "key": "evocation"
            },
            "classes": [
                {
                    "name": "Cleric",
                    "key": "srd-2024_cleric"
                }
            ],
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Divine Word",
            "desc": "You utter a word imbued with power from the Upper Planes. Each creature of your choice in range makes a Charisma saving throw. On a failed save, a target that has 50 Hit Points or fewer suffers an effect based on its current Hit Points, as shown in the Divine Word Effects table. Regardless of its Hit Points, a Celestial, an Elemental, a Fey, or a Fiend target that fails its save is forced back to its plane of origin (if it isn't there already) and can't return to the current plane for 24 hours by any means short of a Wish spell.\n\n| Hit Points | Effect |\n|---|---|\n| 0–20 | The target dies. |\n| 21–30 | The target has the Blinded, Deafened, and Stunned conditions for 1 hour. |\n| 31–40 | The target has the Blinded and Deafened conditions for 10 minutes. |\n| 41–50 | The target has the Deafened condition for 1 minute. |",
            "level": 7,
            "higher_level": "",
            "target_type": "creature",
            "range_text": "30 feet",
            "range": 30,
            "ritual": false,
            "casting_time": "bonus-action",
            "reaction_condition": null,
            "verbal": true,
            "somatic": false,
            "material": false,
            "material_specified": "",
            "material_cost": null,
            "material_consumed": false,
            "target_count": 1,
            "saving_throw_ability": "charisma",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [],
            "duration": "instantaneous",
            "shape_type": null,
            "shape_size": null,
            "concentration": false,
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd-2024_etherealness",
            "document": {
                "name": "System Reference Document 5.2",
                "key": "srd-2024",
                "type": "SOURCE",
                "display_name": "5e 2024 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast"
                },
                "gamesystem": {
                    "name": "5th Edition 2024",
                    "key": "5e-2024"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "casting_options": [
                {
                    "type": "slot_level_8",
                    "damage_roll": null,
                    "target_count": 3,
                    "duration": null,
                    "range": null,
                    "concentration": null,
                    "shape_size": null,
                    "desc": null
                },
                {
                    "type": "slot_level_9",
                    "damage_roll": null,
                    "target_count": 6,
                    "duration": null,
                    "range": null,
                    "concentration": null,
                    "shape_size": null,
                    "desc": null
                }
            ],
            "school": {
                "name": "Conjuration",
                "key": "conjuration"
            },
            "classes": [
                {
                    "name": "Bard",
                    "key": "srd-2024_bard"
                },
                {
                    "name": "Cleric",
                    "key": "srd-2024_cleric"
                },
                {
                    "name": "Sorcerer",
                    "key": "srd-2024_sorcerer"
                },
                {
                    "name": "Warlock",
                    "key": "srd-2024_warlock"
                },
                {
                    "name": "Wizard",
                    "key": "srd-2024_wizard"
                }
            ],
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Etherealness",
            "desc": "You step into the border regions of the Ethereal Plane, where it overlaps with your current plane. You remain in the Border Ethereal for the duration. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can perceive the plane you left, which looks gray, and you can't see anything there more than 60 feet away. While on the Ethereal Plane, you can affect and be affected only by creatures, objects, and effects on that plane. Creatures that aren't on the Ethereal Plane can't perceive or interact with you unless a feature gives them the ability to do so. When the spell ends, you return to the plane you left in the spot that corresponds to your space in the Border Ethereal. If you appear in an occupied space, you are shunted to the nearest unoccupied space and take Force damage equal to twice the number of feet you are moved. This spell ends instantly if you cast it while you are on the Ethereal Plane or a plane that doesn't border it, such as one of the Outer Planes.",
            "level": 7,
            "higher_level": "You can target up to three willing creatures (including yourself) for each spell slot level above 7. The creatures must be within 10 feet of you when you cast the spell.",
            "target_type": "creature",
            "range_text": "Self",
            "range": 0,
            "ritual": false,
            "casting_time": "action",
            "reaction_condition": null,
            "verbal": true,
            "somatic": true,
            "material": false,
            "material_specified": "",
            "material_cost": null,
            "material_consumed": false,
            "target_count": 1,
            "saving_throw_ability": "",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [
                "force"
            ],
            "duration": "8 hours",
            "shape_type": null,
            "shape_size": null,
            "concentration": false,
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd-2024_finger-of-death",
            "document": {
                "name": "System Reference Document 5.2",
                "key": "srd-2024",
                "type": "SOURCE",
                "display_name": "5e 2024 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast"
                },
                "gamesystem": {
                    "name": "5th Edition 2024",
                    "key": "5e-2024"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "casting_options": [],
            "school": {
                "name": "Necromancy",
                "key": "necromancy"
            },
            "classes": [
                {
                    "name": "Sorcerer",
                    "key": "srd-2024_sorcerer"
                },
                {
                    "name": "Warlock",
                    "key": "srd-2024_warlock"
                },
                {
                    "name": "Wizard",
                    "key": "srd-2024_wizard"
                }
            ],
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Finger of Death",
            "desc": "You unleash negative energy toward a creature you can see within range. The target makes a Constitution saving throw, taking 7d8 + 30 Necrotic damage on a failed save or half as much damage on a successful one. A Humanoid killed by this spell rises at the start of your next turn as a Zombie (see \"Monsters\") that follows your verbal orders.",
            "level": 7,
            "higher_level": "",
            "target_type": "creature",
            "range_text": "60 feet",
            "range": 60,
            "ritual": false,
            "casting_time": "action",
            "reaction_condition": null,
            "verbal": true,
            "somatic": true,
            "material": false,
            "material_specified": "",
            "material_cost": null,
            "material_consumed": false,
            "target_count": 1,
            "saving_throw_ability": "constitution",
            "attack_roll": false,
            "damage_roll": "7d8 + 30",
            "damage_types": [
                "necrotic"
            ],
            "duration": "instantaneous",
            "shape_type": null,
            "shape_size": null,
            "concentration": false,
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd-2024_fire-storm",
            "document": {
                "name": "System Reference Document 5.2",
                "key": "srd-2024",
                "type": "SOURCE",
                "display_name": "5e 2024 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast"
                },
                "gamesystem": {
                    "name": "5th Edition 2024",
                    "key": "5e-2024"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "casting_options": [],
            "school": {
                "name": "Evocation",
                "key": "evocation"
            },
            "classes": [
                {
                    "name": "Cleric",
                    "key": "srd-2024_cleric"
                },
                {
                    "name": "Druid",
                    "key": "srd-2024_druid"
                },
                {
                    "name": "Sorcerer",
                    "key": "srd-2024_sorcerer"
                }
            ],
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Fire Storm",
            "desc": "A storm of fire appears within range. The area of the storm consists of up to ten 10-foot Cubes, which you arrange as you like. Each Cube must be contiguous with at least one other Cube. Each creature in the area makes a Dexterity saving throw, taking 7d10 Fire damage on a failed save or half as much damage on a successful one. Flammable objects in the area that aren't being worn or carried start burning.",
            "level": 7,
            "higher_level": "",
            "target_type": "creature",
            "range_text": "150 feet",
            "range": 150,
            "ritual": false,
            "casting_time": "action",
            "reaction_condition": null,
            "verbal": true,
            "somatic": true,
            "material": false,
            "material_specified": "",
            "material_cost": null,
            "material_consumed": false,
            "target_count": 1,
            "saving_throw_ability": "dexterity",
            "attack_roll": false,
            "damage_roll": "7d10",
            "damage_types": [
                "fire"
            ],
            "duration": "instantaneous",
            "shape_type": "cube",
            "shape_size": 10,
            "concentration": false,
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd-2024_forcecage",
            "document": {
                "name": "System Reference Document 5.2",
                "key": "srd-2024",
                "type": "SOURCE",
                "display_name": "5e 2024 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast"
                },
                "gamesystem": {
                    "name": "5th Edition 2024",
                    "key": "5e-2024"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "casting_options": [],
            "school": {
                "name": "Evocation",
                "key": "evocation"
            },
            "classes": [
                {
                    "name": "Bard",
                    "key": "srd-2024_bard"
                },
                {
                    "name": "Warlock",
                    "key": "srd-2024_warlock"
                },
                {
                    "name": "Wizard",
                    "key": "srd-2024_wizard"
                }
            ],
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Forcecage",
            "desc": "An immobile, Invisible, Cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose.\n\nA prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart. A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area.\n\nWhen you cast the spell, any creature that is completely inside the cage's area is trapped. Creatures only partially within the area, or those too large to fit inside it, are pushed away from the center of the area until they are completely outside it.\n\nA creature inside the cage can't leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave, it must first make a Charisma saving throw. On a successful save, the creature can use that magic to exit the cage. On a failed save, the creature doesn't exit the cage and wastes the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel.\n\nThis spell can't be dispelled by Dispel Magic.",
            "level": 7,
            "higher_level": "",
            "target_type": "creature",
            "range_text": "100 feet",
            "range": 100,
            "ritual": false,
            "casting_time": "action",
            "reaction_condition": null,
            "verbal": true,
            "somatic": true,
            "material": true,
            "material_specified": "ruby dust worth 1,500+ GP, which the spell consumes",
            "material_cost": null,
            "material_consumed": true,
            "target_count": 1,
            "saving_throw_ability": "charisma",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [],
            "duration": "1 hour",
            "shape_type": null,
            "shape_size": null,
            "concentration": true,
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd-2024_magnificent-mansion",
            "document": {
                "name": "System Reference Document 5.2",
                "key": "srd-2024",
                "type": "SOURCE",
                "display_name": "5e 2024 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast"
                },
                "gamesystem": {
                    "name": "5th Edition 2024",
                    "key": "5e-2024"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "casting_options": [],
            "school": {
                "name": "Conjuration",
                "key": "conjuration"
            },
            "classes": [
                {
                    "name": "Bard",
                    "key": "srd-2024_bard"
                },
                {
                    "name": "Wizard",
                    "key": "srd-2024_wizard"
                }
            ],
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Magnificent Mansion",
            "desc": "You conjure a shimmering door in range that lasts for the duration. The door leads to an extradimensional dwelling and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the door remains open. You can open or close it (no action required) if you are within 30 feet of it. While closed, the door is imperceptible. Beyond the door is a magnificent foyer with numerous chambers beyond. The dwelling's atmosphere is clean, fresh, and warm. You can create any floor plan you like for the dwelling, but it can't exceed 50 contiguous 10-foot Cubes. The place is furnished and decorated as you choose. It contains sufficient food to serve a ninecourse banquet for up to 100 people. Furnishings and other objects created by this spell dissipate into smoke if removed from it. A staff of 100 near-transparent servants attends all who enter. You determine the appearance of these servants and their attire. They are invulnerable and obey your commands. Each servant can perform tasks that a human could perform, but they can't attack or take any action that would directly harm another creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can't leave the dwelling. When the spell ends, any creatures or objects left inside the extradimensional space are expelled into the unoccupied spaces nearest to the entrance.",
            "level": 7,
            "higher_level": "",
            "target_type": "creature",
            "range_text": "300 feet",
            "range": 300,
            "ritual": false,
            "casting_time": "1minute",
            "reaction_condition": null,
            "verbal": true,
            "somatic": true,
            "material": true,
            "material_specified": "a miniature door worth 15+ GP",
            "material_cost": null,
            "material_consumed": true,
            "target_count": 1,
            "saving_throw_ability": "",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [],
            "duration": "24 hours",
            "shape_type": "cube",
            "shape_size": 10,
            "concentration": false,
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd-2024_mirage-arcane",
            "document": {
                "name": "System Reference Document 5.2",
                "key": "srd-2024",
                "type": "SOURCE",
                "display_name": "5e 2024 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast"
                },
                "gamesystem": {
                    "name": "5th Edition 2024",
                    "key": "5e-2024"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "casting_options": [],
            "school": {
                "name": "Illusion",
                "key": "illusion"
            },
            "classes": [
                {
                    "name": "Bard",
                    "key": "srd-2024_bard"
                },
                {
                    "name": "Druid",
                    "key": "srd-2024_druid"
                },
                {
                    "name": "Wizard",
                    "key": "srd-2024_wizard"
                }
            ],
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Mirage Arcane",
            "desc": "You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other rough or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Similarly, you can alter the appearance of structures or add them where none are present. The spell doesn't disguise, conceal, or add creatures. The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into Difficult Terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell's area disappears immediately. Creatures with Truesight can see through the illusion to the terrain's true form; however, all other elements of the illusion remain, so while the creature is aware of the illusion's presence, the creature can still physically interact with the illusion.",
            "level": 7,
            "higher_level": "",
            "target_type": "creature",
            "range_text": "Sight",
            "range": 0,
            "ritual": false,
            "casting_time": "1minute",
            "reaction_condition": null,
            "verbal": true,
            "somatic": true,
            "material": false,
            "material_specified": "",
            "material_cost": null,
            "material_consumed": false,
            "target_count": 1,
            "saving_throw_ability": "",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [],
            "duration": "10 days",
            "shape_type": null,
            "shape_size": null,
            "concentration": false,
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd-2024_plane-shift",
            "document": {
                "name": "System Reference Document 5.2",
                "key": "srd-2024",
                "type": "SOURCE",
                "display_name": "5e 2024 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast"
                },
                "gamesystem": {
                    "name": "5th Edition 2024",
                    "key": "5e-2024"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "casting_options": [],
            "school": {
                "name": "Conjuration",
                "key": "conjuration"
            },
            "classes": [
                {
                    "name": "Cleric",
                    "key": "srd-2024_cleric"
                },
                {
                    "name": "Druid",
                    "key": "srd-2024_druid"
                },
                {
                    "name": "Sorcerer",
                    "key": "srd-2024_sorcerer"
                },
                {
                    "name": "Warlock",
                    "key": "srd-2024_warlock"
                },
                {
                    "name": "Wizard",
                    "key": "srd-2024_wizard"
                }
            ],
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Plane Shift",
            "desc": "You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as a specific city on the Elemental Plane of Fire or palace on the second level of the Nine Hells, and you appear in or near that destination, as determined by the GM. Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.",
            "level": 7,
            "higher_level": "",
            "target_type": "creature",
            "range_text": "Touch",
            "range": 0,
            "ritual": false,
            "casting_time": "action",
            "reaction_condition": null,
            "verbal": true,
            "somatic": true,
            "material": true,
            "material_specified": "a forked, metal rod worth 250+ GP and attuned to a plane of existence",
            "material_cost": null,
            "material_consumed": true,
            "target_count": 1,
            "saving_throw_ability": "",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [],
            "duration": "instantaneous",
            "shape_type": null,
            "shape_size": null,
            "concentration": false,
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd-2024_prismatic-spray",
            "document": {
                "name": "System Reference Document 5.2",
                "key": "srd-2024",
                "type": "SOURCE",
                "display_name": "5e 2024 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast"
                },
                "gamesystem": {
                    "name": "5th Edition 2024",
                    "key": "5e-2024"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "casting_options": [],
            "school": {
                "name": "Evocation",
                "key": "evocation"
            },
            "classes": [
                {
                    "name": "Bard",
                    "key": "srd-2024_bard"
                },
                {
                    "name": "Sorcerer",
                    "key": "srd-2024_sorcerer"
                },
                {
                    "name": "Wizard",
                    "key": "srd-2024_wizard"
                }
            ],
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Prismatic Spray",
            "desc": "Eight rays of light flash from you in a 60-foot Cone. Each creature in the Cone makes a Dexterity saving throw. For each target, roll 1d8 to determine which color ray affects it, consulting the Prismatic Rays table.\n\n| 1d8 | Ray |\n|---|---|\n| 1 | **Red.** *Failed Save:* 12d6 Fire damage. *Successful Save:* Half as much damage. |\n| 2 | **Orange.** *Failed Save:* 12d6 Acid damage. *Successful Save:* Half as much damage. |\n| 3 | **Yellow.** *Failed Save:* 12d6 Lightning damage. *Successful Save:* Half as much damage. |\n| 4 | **Green.** *Failed Save:* 12d6 Poison damage. *Successful Save:* Half as much damage. |\n| 5 | **Blue.** *Failed Save:* 12d6 Cold damage. *Successful Save:* Half as much damage. |\n| 6 | **Indigo.** *Failed Save:* The target has the Restrained condition and makes a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the condition ends. If it fails three times, it has the Petrified condition until it is freed by an effect like the Greater Restoration spell. The successes and failures needn't be consecutive; keep track of both until the target collects three of a kind. |\n| 7 | **Violet.** *Failed Save:* The target has the Blinded condition and makes a Wisdom saving throw at the start of your next turn. On a successful save, the condition ends. On a failed save, the condition ends, and the creature teleports to another plane of existence (GM's choice). |\n| 8 | **Special.** The target is struck by two rays. Roll twice, rerolling any 8. |",
            "level": 7,
            "higher_level": "",
            "target_type": "creature",
            "range_text": "Self",
            "range": 0,
            "ritual": false,
            "casting_time": "action",
            "reaction_condition": null,
            "verbal": true,
            "somatic": true,
            "material": false,
            "material_specified": "",
            "material_cost": null,
            "material_consumed": false,
            "target_count": 1,
            "saving_throw_ability": "dexterity",
            "attack_roll": false,
            "damage_roll": "1d8",
            "damage_types": [
                "lightning",
                "fire",
                "poison",
                "acid",
                "cold"
            ],
            "duration": "instantaneous",
            "shape_type": "cone",
            "shape_size": 60,
            "concentration": false,
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd-2024_project-image",
            "document": {
                "name": "System Reference Document 5.2",
                "key": "srd-2024",
                "type": "SOURCE",
                "display_name": "5e 2024 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast"
                },
                "gamesystem": {
                    "name": "5th Edition 2024",
                    "key": "5e-2024"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "casting_options": [],
            "school": {
                "name": "Illusion",
                "key": "illusion"
            },
            "classes": [
                {
                    "name": "Bard",
                    "key": "srd-2024_bard"
                },
                {
                    "name": "Wizard",
                    "key": "srd-2024_wizard"
                }
            ],
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Project Image",
            "desc": "You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you, but it is intangible. If the illusion takes any damage, it disappears, and the spell ends. You can see through the illusion's eyes and hear through its ears as if you were in its space. As a Magic action, you can move it up to 60 feet and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly. Physical interaction with the image reveals it to be illusory, since things can pass through it. A creature that takes the Study action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.",
            "level": 7,
            "higher_level": "",
            "target_type": "creature",
            "range_text": "500 miles",
            "range": 2640000,
            "ritual": false,
            "casting_time": "action",
            "reaction_condition": null,
            "verbal": true,
            "somatic": true,
            "material": true,
            "material_specified": "a statuette of yourself worth 5+ GP",
            "material_cost": null,
            "material_consumed": true,
            "target_count": 1,
            "saving_throw_ability": "",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [],
            "duration": "1 day",
            "shape_type": null,
            "shape_size": null,
            "concentration": true,
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd-2024_regenerate",
            "document": {
                "name": "System Reference Document 5.2",
                "key": "srd-2024",
                "type": "SOURCE",
                "display_name": "5e 2024 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast"
                },
                "gamesystem": {
                    "name": "5th Edition 2024",
                    "key": "5e-2024"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "casting_options": [],
            "school": {
                "name": "Transmutation",
                "key": "transmutation"
            },
            "classes": [
                {
                    "name": "Bard",
                    "key": "srd-2024_bard"
                },
                {
                    "name": "Cleric",
                    "key": "srd-2024_cleric"
                },
                {
                    "name": "Druid",
                    "key": "srd-2024_druid"
                }
            ],
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Regenerate",
            "desc": "A creature you touch regains 4d8 + 15 Hit Points. For the duration, the target regains 1 Hit Point at the start of each of its turns, and any severed body parts regrow after 2 minutes.",
            "level": 7,
            "higher_level": "",
            "target_type": "creature",
            "range_text": "Touch",
            "range": 0,
            "ritual": false,
            "casting_time": "1minute",
            "reaction_condition": null,
            "verbal": true,
            "somatic": true,
            "material": true,
            "material_specified": "a prayer wheel",
            "material_cost": null,
            "material_consumed": false,
            "target_count": 1,
            "saving_throw_ability": "",
            "attack_roll": false,
            "damage_roll": "4d8 + 15",
            "damage_types": [],
            "duration": "1 hour",
            "shape_type": null,
            "shape_size": null,
            "concentration": false,
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd-2024_resurrection",
            "document": {
                "name": "System Reference Document 5.2",
                "key": "srd-2024",
                "type": "SOURCE",
                "display_name": "5e 2024 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast"
                },
                "gamesystem": {
                    "name": "5th Edition 2024",
                    "key": "5e-2024"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "casting_options": [],
            "school": {
                "name": "Necromancy",
                "key": "necromancy"
            },
            "classes": [
                {
                    "name": "Bard",
                    "key": "srd-2024_bard"
                },
                {
                    "name": "Cleric",
                    "key": "srd-2024_cleric"
                }
            ],
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Resurrection",
            "desc": "With a touch, you revive a dead creature that has been dead for no more than a century, didn't die of old age, and wasn't Undead when it died. The creature returns to life with all its Hit Points. This spell also neutralizes any poisons that affected the creature at the time of death. This spell closes all mortal wounds and restores any missing body parts. Coming back from the dead is an ordeal. The target takes a −4 penalty to D20 Tests. Every time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0. Casting this spell to revive a creature that has been dead for 365 days or longer taxes you. Until you finish a Long Rest, you can't cast spells again, and you have Disadvantage on D20 Tests.",
            "level": 7,
            "higher_level": "",
            "target_type": "creature",
            "range_text": "Touch",
            "range": 0,
            "ritual": false,
            "casting_time": "1hour",
            "reaction_condition": null,
            "verbal": true,
            "somatic": true,
            "material": true,
            "material_specified": "a diamond worth 1,000+ GP, which the spell consumes",
            "material_cost": null,
            "material_consumed": true,
            "target_count": 1,
            "saving_throw_ability": "",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [],
            "duration": "instantaneous",
            "shape_type": null,
            "shape_size": null,
            "concentration": false,
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd-2024_reverse-gravity",
            "document": {
                "name": "System Reference Document 5.2",
                "key": "srd-2024",
                "type": "SOURCE",
                "display_name": "5e 2024 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast"
                },
                "gamesystem": {
                    "name": "5th Edition 2024",
                    "key": "5e-2024"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "casting_options": [],
            "school": {
                "name": "Transmutation",
                "key": "transmutation"
            },
            "classes": [
                {
                    "name": "Druid",
                    "key": "srd-2024_druid"
                },
                {
                    "name": "Sorcerer",
                    "key": "srd-2024_sorcerer"
                },
                {
                    "name": "Wizard",
                    "key": "srd-2024_wizard"
                }
            ],
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Reverse Gravity",
            "desc": "This spell reverses gravity in a 50-foot-radius, 100 foot high Cylinder centered on a point within range. All creatures and objects in that area that aren't anchored to the ground fall upward and reach the top of the Cylinder. A creature can make a Dexterity saving throw to grab a fixed object it can reach, thus avoiding the fall upward. If a ceiling or an anchored object is encountered in this upward fall, creatures and objects strike it just as they would during a downward fall. If an affected creature or object reaches the Cylinder's top without striking anything, it hovers there for the duration. When the spell ends, affected objects and creatures fall downward.",
            "level": 7,
            "higher_level": "",
            "target_type": "creature",
            "range_text": "100 feet",
            "range": 100,
            "ritual": false,
            "casting_time": "action",
            "reaction_condition": null,
            "verbal": true,
            "somatic": true,
            "material": true,
            "material_specified": "a lodestone and iron filings",
            "material_cost": null,
            "material_consumed": false,
            "target_count": 1,
            "saving_throw_ability": "dexterity",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [],
            "duration": "1 minute",
            "shape_type": null,
            "shape_size": null,
            "concentration": true,
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd-2024_sequester",
            "document": {
                "name": "System Reference Document 5.2",
                "key": "srd-2024",
                "type": "SOURCE",
                "display_name": "5e 2024 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast"
                },
                "gamesystem": {
                    "name": "5th Edition 2024",
                    "key": "5e-2024"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "casting_options": [],
            "school": {
                "name": "Transmutation",
                "key": "transmutation"
            },
            "classes": [
                {
                    "name": "Wizard",
                    "key": "srd-2024_wizard"
                }
            ],
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Sequester",
            "desc": "With a touch, you magically sequester an object or a willing creature. For the duration, the target has the Invisible condition and can't be targeted by Divination spells, detected by magic, or viewed remotely with magic. If the target is a creature, it enters a state of suspended animation; it has the Unconscious condition, doesn't age, and doesn't need food, water, or air. You can set a condition for the spell to end early. The condition can be anything you choose, but it must occur or be visible within 1 mile of the target. Examples include \"after 1,000 years\" or \"when the tarrasque awakens.\" This spell also ends if the target takes any damage.",
            "level": 7,
            "higher_level": "",
            "target_type": "creature",
            "range_text": "Touch",
            "range": 0,
            "ritual": false,
            "casting_time": "action",
            "reaction_condition": null,
            "verbal": true,
            "somatic": true,
            "material": true,
            "material_specified": "gem dust worth 5,000+ GP, which the spell consumes",
            "material_cost": null,
            "material_consumed": true,
            "target_count": 1,
            "saving_throw_ability": "",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [],
            "duration": "until dispelled",
            "shape_type": null,
            "shape_size": null,
            "concentration": false,
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd-2024_simulacrum",
            "document": {
                "name": "System Reference Document 5.2",
                "key": "srd-2024",
                "type": "SOURCE",
                "display_name": "5e 2024 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast"
                },
                "gamesystem": {
                    "name": "5th Edition 2024",
                    "key": "5e-2024"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "casting_options": [],
            "school": {
                "name": "Illusion",
                "key": "illusion"
            },
            "classes": [
                {
                    "name": "Wizard",
                    "key": "srd-2024_wizard"
                }
            ],
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Simulacrum",
            "desc": "You create a simulacrum of one Beast or Humanoid that is within 10 feet of you for the entire casting of the spell. You finish the casting by touching both the creature and a pile of ice or snow that is the same size as that creature, and the pile turns into the simulacrum, which is a creature. It uses the game statistics of the original creature at the time of casting, except it is a Construct, its Hit Point maximum is half as much, and it can't cast this spell. The simulacrum is Friendly to you and creatures you designate. It obeys your commands and acts on your turn in combat. The simulacrum can't gain levels, and it can't take Short or Long Rests. If the simulacrum takes damage, the only way to restore its Hit Points is to repair it as you take a Long Rest, during which you expend components worth 100 GP per Hit Point restored. The simulacrum must stay within 5 feet of you for the repair. The simulacrum lasts until it drops to 0 Hit Points, at which point it reverts to snow and melts away. If you cast this spell again, any simulacrum you created with this spell is instantly destroyed.",
            "level": 7,
            "higher_level": "",
            "target_type": "creature",
            "range_text": "Touch",
            "range": 0,
            "ritual": false,
            "casting_time": "1hour",
            "reaction_condition": null,
            "verbal": true,
            "somatic": true,
            "material": true,
            "material_specified": "powdered ruby worth 1,500+ GP, which the spell consumes",
            "material_cost": null,
            "material_consumed": true,
            "target_count": 1,
            "saving_throw_ability": "",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [],
            "duration": "until dispelled",
            "shape_type": null,
            "shape_size": null,
            "concentration": false,
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd-2024_symbol",
            "document": {
                "name": "System Reference Document 5.2",
                "key": "srd-2024",
                "type": "SOURCE",
                "display_name": "5e 2024 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast"
                },
                "gamesystem": {
                    "name": "5th Edition 2024",
                    "key": "5e-2024"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "casting_options": [],
            "school": {
                "name": "Abjuration",
                "key": "abjuration"
            },
            "classes": [
                {
                    "name": "Bard",
                    "key": "srd-2024_bard"
                },
                {
                    "name": "Cleric",
                    "key": "srd-2024_cleric"
                },
                {
                    "name": "Druid",
                    "key": "srd-2024_druid"
                },
                {
                    "name": "Wizard",
                    "key": "srd-2024_wizard"
                }
            ],
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Symbol",
            "desc": "You inscribe a harmful glyph either on a surface (such as a section of floor or wall) or within an object that can be closed (such as a book or chest). The glyph can cover an area no larger than 10 feet in diameter. If you choose an object, it must remain in place; if it is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.\n\nThe glyph is nearly imperceptible and requires a successful Wisdom (Perception) check against your spell save DC to notice.\n\nWhen you inscribe the glyph, you set its trigger and choose which effect the symbol bears: Death, Discord, Fear, Pain, Sleep, or Stunning. Each one is explained below.\n\n**_Set the Trigger._** You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, common triggers include touching or stepping on the glyph, removing another object covering it, or approaching within a certain distance of it. For glyphs inscribed within an object, common triggers include opening that object or seeing the glyph.\n\nYou can refine the trigger so that only creatures of certain types activate it (for example, the glyph could be set to affect Aberrations). You can also set conditions for creatures that don't trigger the glyph, such as those who say a certain password.\n\nOnce triggered, the glyph glows, filling a 60-foot-radius Sphere with Dim Light for 10 minutes, after which time the spell ends. Each creature in the Sphere when the glyph activates is targeted by its effect, as is a creature that enters the Sphere for the first time on a turn or ends its turn there. A creature is targeted only once per turn.\n\n**_Death._** Each target makes a Constitution saving throw, taking 10d10 Necrotic damage on a failed save or half as much damage on a successful save.\n\n**_Discord._** Each target makes a Wisdom saving throw. On a failed save, a target argues with other creatures for 1 minute. During this time, it is incapable of meaningful communication and has Disadvantage on attack rolls and ability checks.\n\n**_Fear._** Each target must succeed on a Wisdom saving throw or have the Frightened condition for 1 minute. While Frightened, the target must move at least 30 feet away from the glyph on each of its turns, if able.\n\n**_Pain._** Each target must succeed on a Constitution saving throw or have the Incapacitated condition for 1 minute.\n\n**_Sleep._** Each target must succeed on a Wisdom saving throw or have the Unconscious condition for 10 minutes. A creature awakens if it takes damage or if someone takes an action to shake it awake.\n\n**_Stunning._** Each target must succeed on a Wisdom saving throw or have the Stunned condition for 1 minute.",
            "level": 7,
            "higher_level": "",
            "target_type": "creature",
            "range_text": "Touch",
            "range": 0,
            "ritual": false,
            "casting_time": "1minute",
            "reaction_condition": null,
            "verbal": true,
            "somatic": true,
            "material": true,
            "material_specified": "powdered diamond worth 1,000+ GP, which the spell consumes",
            "material_cost": null,
            "material_consumed": true,
            "target_count": 1,
            "saving_throw_ability": "",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [],
            "duration": "until dispelled or triggered",
            "shape_type": "sphere",
            "shape_size": 60,
            "concentration": false,
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd-2024_teleport",
            "document": {
                "name": "System Reference Document 5.2",
                "key": "srd-2024",
                "type": "SOURCE",
                "display_name": "5e 2024 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast"
                },
                "gamesystem": {
                    "name": "5th Edition 2024",
                    "key": "5e-2024"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "casting_options": [],
            "school": {
                "name": "Conjuration",
                "key": "conjuration"
            },
            "classes": [
                {
                    "name": "Bard",
                    "key": "srd-2024_bard"
                },
                {
                    "name": "Sorcerer",
                    "key": "srd-2024_sorcerer"
                },
                {
                    "name": "Wizard",
                    "key": "srd-2024_wizard"
                }
            ],
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Teleport",
            "desc": "This spell instantly transports you and up to eight willing creatures that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be Large or smaller, and it can't be held or carried by an unwilling creature. The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The GM rolls 1d100 and consults the Teleportation Outcome table and the explanations after it.\n\n| Familiarity | Mishap | Similar Area | Off Target | On Target |\n|---|---|---|---|---|\n| Permanent circle | — | — | — | 01–00 |\n| Linked object | — | — | — | 01–00 |\n| Very familiar | 01–05 | 06–13 | 14–24 | 25–00 |\n| Seen casually | 01–33 | 34–43 | 44–53 | 54–00 |\n| Viewed once or described | 01–43 | 44–53 | 54–73 | 74–00 |\n| False destination | 01–50 | 51–00 | — | — |\n\n- \"Permanent circle\" means a permanent teleportation circle whose sigil sequence you know.\n- \"Linked object\" means you possess an object taken from the desired destination within the last six months, such as a book from a wizard's library.\n- \"Very familiar\" is a place you have visited often, a place you have carefully studied, or a place you can see when you cast the spell.\n- \"Seen casually\" is a place you have seen more than once but with which you aren't very familiar.\n- \"Viewed once or described\" is a place you have seen once, possibly using magic, or a place you know through someone else's description, perhaps from a map.\n- \"False destination\" is a place that doesn't exist. Perhaps you tried to scry an enemy's sanctum but instead viewed an illusion, or you are attempting to teleport to a location that no longer exists.\n\n**Mishap.** The spell's unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 Force damage, and the GM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).\n\n**Similar Area.** You and your group (or the target object) appear in a different area that's visually or thematically similar to the target area. You appear in the closest similar place. If you are heading for your home laboratory, for example, you might appear in another person's laboratory in the same city.\n\n**Off Target.** You and your group (or the target object) appear 2d12 miles away from the destination in a random direction. Roll 1d8 for the direction: 1, east; 2, southeast; 3, south; 4, southwest; 5, west; 6, northwest; 7, north; or 8, northeast.\n\n**On Target.** You and your group (or the target object) appear where you intended.",
            "level": 7,
            "higher_level": "",
            "target_type": "creature",
            "range_text": "10 feet",
            "range": 10,
            "ritual": false,
            "casting_time": "action",
            "reaction_condition": null,
            "verbal": true,
            "somatic": false,
            "material": false,
            "material_specified": "",
            "material_cost": null,
            "material_consumed": false,
            "target_count": 1,
            "saving_throw_ability": "",
            "attack_roll": false,
            "damage_roll": "1d100",
            "damage_types": [],
            "duration": "instantaneous",
            "shape_type": null,
            "shape_size": null,
            "concentration": false,
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "open5e_eye-bite",
            "document": {
                "name": "Open5e Originals",
                "key": "open5e",
                "type": "SOURCE",
                "display_name": "Open5e Originals",
                "publisher": {
                    "name": "Open5e",
                    "key": "open5e"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://open5e.com/"
            },
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null,
                    "concentration": null,
                    "shape_size": null,
                    "desc": null
                }
            ],
            "school": {
                "name": "Necromancy",
                "key": "necromancy"
            },
            "classes": [],
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Eye bite",
            "desc": "For the spell's Duration, your eyes turn black and veins of dark energy lace your cheeks. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the listed Effects of your choice for the Duration. On each of your turns until the spell ends, you can use your action to target another creature but can't target a creature again if it has succeeded on a saving throw against this casting of Eyebite.\n\nAsleep: The target is rendered Unconscious. It wakes up if it takes any damage or if another creature uses its action to jostle the sleeper awake.\n\nPanicked: The target is Frightened of you. On each of its turns, the Frightened creature must take the Dash action and move away from you by the safest and shortest possible route, unless there is no place to move. If the target is at least 60 feet away from you and can no longer see you, this effect ends.\n\nSickened: The target has disadvantage on Attack rolls and Ability Checks. At the end of each of its turns, it can make another Wisdom saving throw. If it succeeds, the effect ends.\n\n*(This Open5e spell replaces a like-named non-SRD spell from an official source.*",
            "level": 6,
            "higher_level": "",
            "target_type": "creature",
            "range_text": "Self",
            "range": 0,
            "ritual": false,
            "casting_time": "action",
            "reaction_condition": null,
            "verbal": true,
            "somatic": true,
            "material": false,
            "material_specified": "",
            "material_cost": null,
            "material_consumed": false,
            "target_count": 1,
            "saving_throw_ability": "wisdom",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [],
            "duration": "1 minute",
            "shape_type": null,
            "shape_size": null,
            "concentration": true,
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "spells-that-dont-suck_alter-weather",
            "document": {
                "name": "Spells That Don't Suck",
                "key": "spells-that-dont-suck",
                "type": "SOURCE",
                "display_name": "Spells That Don't Suck",
                "publisher": {
                    "name": "Somanyrobots",
                    "key": "somanyrobots"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://www.somanyrobots.com/s/Spells-That-Dont-Suck-compressed.pdf"
            },
            "casting_options": [],
            "school": {
                "name": "Transmutation",
                "key": "transmutation"
            },
            "classes": [
                {
                    "name": "Cleric",
                    "key": "srd_cleric"
                },
                {
                    "name": "Druid",
                    "key": "srd_druid"
                },
                {
                    "name": "Wizard",
                    "key": "srd_wizard"
                }
            ],
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Alter Weather",
            "desc": "You seize the air currents above you, taking control of the local weather. You must have clear sight of the sky to cast this spell, and the spell ends early if you end your turn unable to see it.\n\nWhen you cast the spell, you can choose to shift the precipitation, temperature, and wind each by one stage on the charts below. It takes 30 minutes for the conditions to change, after which you can change them again. The charts suggest weather effects, and your GM may determine any additional effects resulting from the change in weather. Your GM may rule that fire or cold resistance, hot or cold weather gear, or other measures partly or completely protect a creature against the effects. After the spell ends, the weather returns to its original state, changing at the same rate. The spell ends if you cast it again or dismiss it as an action.\n\n##### Precipitation\n\nHigher stages include all the effects of lower stages.\n<table>\n<thead><tr>\n<th>Stage</th>\n<th>Condition</th>\n<th>Effects</th>\n</tr></thead>\n<tbody>\n<tr>\n<td>1</td>\n<td>Clear</td>\n<td>—</td>\n</tr>\n<tr>\n<td>2</td>\n<td>Light clouds</td>\n<td>—</td>\n</tr>\n<tr>\n<td>3</td>\n<td>Overcast or ground fog</td>\n<td>The area lacks sunlight, for effects or traits dependent on it.</td>\n</tr>\n<tr>\n<td>4</td>\n<td>Rain, hail, or snow</td>\n<td>Objects and creatures are lightly obscured more than 60 feet away.</td>\n</tr>\n<tr>\n<td>5</td>\n<td>Torrential rain, driving hail, or blizzard</td>\n<td>Objects and creatures are heavily obscured more than 30 feet away, and all terrain is difficult terrain.</td>\n</tr>\n</tbody>\n</table>\n<h5>Temperature</h5>\nStage 1 includes the effects of stage 2, and stage 7 includes the effects of stage 6.\n<table>\n<thead><tr>\n<th>Stage</th>\n<th>Condition</th>\n<th>Effects</th>\n</tr></thead>\n<tbody>\n<tr>\n<td>1</td>\n<td>Unbearable heat</td>\n<td>All creatures must make a DC 10 Constitution saving throw every hour or suffer one level of exhaustion.</td>\n</tr>\n<tr>\n<td>2</td>\n<td>Hot</td>\n<td>All creatures suffer disadvantage on all Constitution saves except against weather effects.</td>\n</tr>\n<tr>\n<td>3</td>\n<td>Warm</td>\n<td>—</td>\n</tr>\n<tr>\n<td>4</td>\n<td>Pleasant</td>\n<td>—</td>\n</tr>\n<tr>\n<td>5</td>\n<td>Cool</td>\n<td>—</td>\n</tr>\n<tr>\n<td>6</td>\n<td>Cold</td>\n<td>All creatures suffer disadvantage on Dexterity checks.</td>\n</tr>\n<tr>\n<td>7</td>\n<td>Bitter cold</td>\n<td>All creatures must make a DC 10 Constitution saving throw every hour or suffer one level of exhaustion.</td>\n</tr>\n</tbody>\n</table>\n<h5>Wind</h5>\nHigher stages include all the effects of lower stages.\n<table>\n<thead><tr>\n<th>Stage</th>\n<th>Condition</th>\n<th>Effects</th>\n</tr></thead>\n<tbody>\n<tr>\n<td>1</td>\n<td>Calm</td>\n<td>—</td>\n</tr>\n<tr>\n<td>2</td>\n<td>Moderate wind</td>\n<td>—</td>\n</tr>\n<tr>\n<td>3</td>\n<td>Strong wind</td>\n<td>Ranged attacks are made at disadvantage.</td>\n</tr>\n<tr>\n<td>4</td>\n<td>Gale</td>\n<td>All creatures have resistance to damage from ranged attacks.</td>\n</tr>\n<tr>\n<td>5</td>\n<td>Hurricane</td>\n<td>Ranged attacks are impossible, and all movement against the wind costs twice as much.</td>\n</tr>\n</tbody>\n</table>\n<em><strong>At Higher Levels.</strong></em> When you cast this spell using a spell slot of 7th level, the duration is 8 hours, and the area increases to a 5-mile radius. When you cast this spell using a spell slot of 8th level, the duration is 24 hours, and the area increases to a 10-mile radius. When you cast this spell using a spell slot of 9th level, the duration is 7 days, and the area increases to a 25-mile radius.",
            "level": 6,
            "higher_level": "",
            "target_type": null,
            "range_text": "Self (1-mile radius)",
            "range": 0,
            "ritual": false,
            "casting_time": "action",
            "reaction_condition": null,
            "verbal": true,
            "somatic": true,
            "material": true,
            "material_specified": "a silver dish and a glass tube filled with quicksilver",
            "material_cost": "0.00",
            "material_consumed": false,
            "target_count": null,
            "saving_throw_ability": "",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [],
            "duration": "1 hour",
            "shape_type": null,
            "shape_size": null,
            "concentration": true,
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "spells-that-dont-suck_call-for-aid",
            "document": {
                "name": "Spells That Don't Suck",
                "key": "spells-that-dont-suck",
                "type": "SOURCE",
                "display_name": "Spells That Don't Suck",
                "publisher": {
                    "name": "Somanyrobots",
                    "key": "somanyrobots"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://www.somanyrobots.com/s/Spells-That-Dont-Suck-compressed.pdf"
            },
            "casting_options": [],
            "school": {
                "name": "Conjuration",
                "key": "conjuration"
            },
            "classes": [
                {
                    "name": "Cleric",
                    "key": "srd_cleric"
                }
            ],
            "range_unit": "ft",
            "shape_size_unit": "feet",
            "name": "Call for Aid",
            "desc": "You seek assistance from a mighty extraplanar being — a god, archdevil, or other legendary and powerful creature. It sends one of its loyal servants to aid you, which appears in an unoccupied space within range.\n\nWhen the creature appears, it is friendly but under no obligation to help you. It speaks at least one language you speak. It typically demands payment for its aid, in a form appropriate to the creature (for example, tithes for a celestial or sacrifices for a fiend). When payment has monetary value, it usually is 50 gp per minute, 500 gp per hour, or 5,000 gp per day. It may be decreased or increased as much as 50% depending on whether the extraplanar being endorses the task, or on the danger of the task. The cost usually increases when repeatedly summoning the same extraplanar being and may be free the first time if the being favors you.\n\nServices can be anything appropriate to the creature summoned. Creatures will rarely agree to tasks that are suicidal, impossible, abhorrent, or especially lengthy. After the creature completes the task, or you are unable to satisfy its payment, it returns to its home plane.",
            "level": 6,
            "higher_level": "",
            "target_type": "creature",
            "range_text": "30 ft",
            "range": 30,
            "ritual": false,
            "casting_time": "1minute",
            "reaction_condition": null,
            "verbal": true,
            "somatic": true,
            "material": false,
            "material_specified": "",
            "material_cost": null,
            "material_consumed": false,
            "target_count": 1,
            "saving_throw_ability": "",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [],
            "duration": "instantaneous",
            "shape_type": null,
            "shape_size": null,
            "concentration": false,
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "spells-that-dont-suck_divine-temple",
            "document": {
                "name": "Spells That Don't Suck",
                "key": "spells-that-dont-suck",
                "type": "SOURCE",
                "display_name": "Spells That Don't Suck",
                "publisher": {
                    "name": "Somanyrobots",
                    "key": "somanyrobots"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://www.somanyrobots.com/s/Spells-That-Dont-Suck-compressed.pdf"
            },
            "casting_options": [],
            "school": {
                "name": "Conjuration",
                "key": "conjuration"
            },
            "classes": [
                {
                    "name": "Cleric",
                    "key": "srd_cleric"
                }
            ],
            "range_unit": "ft",
            "shape_size_unit": "ft",
            "name": "Divine Temple",
            "desc": "You create a holy sanctuary at an empty point on the ground you can see within range. The temple occupies a cube up to 60 feet on each side.\n\nThe temple has at least one door and is enclosed by wood and stone floors, walls, and a roof. You determine all other aspects of its appearance (as long as it conforms to the deity represented by the holy symbol used in the casting) such as altars, idols, illumination, rooms, scent, temperature, and windows.\n\nDivination spells of 6th level and below can't target creatures within the temple or create sensors inside of it.\n\nWhen you cast the spell, choose one or more of the following creature types for the temple to oppose: aberrations, celestials, elementals, fey, fiends, or undead. If such a creature attempts to enter the temple, it must make a Charisma saving throw. On a failure, it can't enter the temple for 24 hours. On a success, whenever it makes an attack roll, an ability check, or a saving throw inside the temple, it must roll a d4 and subtract the number rolled from the d20 roll.\n\nCasting this spell on the same spot every day for a year makes this effect permanent.\n\n_**At Higher Levels**_. When you cast this spell using a spell slot of 7th level or higher, the casting time increases by 1 hour and the temple's size increases by 60 feet on each side for each spell level above 6th. The temple counters divination spells of a level less than or equal to the slot level used.",
            "level": 6,
            "higher_level": "",
            "target_type": "point",
            "range_text": "120 ft",
            "range": 120,
            "ritual": false,
            "casting_time": "1hour",
            "reaction_condition": null,
            "verbal": true,
            "somatic": true,
            "material": true,
            "material_specified": "a holy symbol worth at least 5 gp",
            "material_cost": "0.00",
            "material_consumed": false,
            "target_count": 1,
            "saving_throw_ability": "",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [],
            "duration": "24 hours",
            "shape_type": "cube",
            "shape_size": 60,
            "concentration": false,
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "spells-that-dont-suck_elemental-shield",
            "document": {
                "name": "Spells That Don't Suck",
                "key": "spells-that-dont-suck",
                "type": "SOURCE",
                "display_name": "Spells That Don't Suck",
                "publisher": {
                    "name": "Somanyrobots",
                    "key": "somanyrobots"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://www.somanyrobots.com/s/Spells-That-Dont-Suck-compressed.pdf"
            },
            "casting_options": [],
            "school": {
                "name": "Abjuration",
                "key": "abjuration"
            },
            "classes": [
                {
                    "name": "Druid",
                    "key": "srd_druid"
                }
            ],
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Elemental Shield",
            "desc": "You create a whirling shield of elemental power around yourself. When you cast this spell, select one of the following damage types: acid, cold, fire, lightning, or thunder. Until the spell ends, you gain immunity to that damage type, and creatures of your choice within 5 feet of you gain resistance to it. As a bonus action, you can change the shield’s damage type.",
            "level": 6,
            "higher_level": "",
            "target_type": "creature",
            "range_text": "Self",
            "range": 0,
            "ritual": false,
            "casting_time": "action",
            "reaction_condition": null,
            "verbal": true,
            "somatic": true,
            "material": false,
            "material_specified": "",
            "material_cost": null,
            "material_consumed": false,
            "target_count": 1,
            "saving_throw_ability": "",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [],
            "duration": "1 minute",
            "shape_type": null,
            "shape_size": null,
            "concentration": true,
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "spells-that-dont-suck_fleeting-portals",
            "document": {
                "name": "Spells That Don't Suck",
                "key": "spells-that-dont-suck",
                "type": "SOURCE",
                "display_name": "Spells That Don't Suck",
                "publisher": {
                    "name": "Somanyrobots",
                    "key": "somanyrobots"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://www.somanyrobots.com/s/Spells-That-Dont-Suck-compressed.pdf"
            },
            "casting_options": [],
            "school": {
                "name": "Conjuration",
                "key": "conjuration"
            },
            "classes": [
                {
                    "name": "Sorcerer",
                    "key": "srd_sorcerer"
                },
                {
                    "name": "Warlock",
                    "key": "srd_warlock"
                },
                {
                    "name": "Wizard",
                    "key": "srd_wizard"
                }
            ],
            "range_unit": "ft",
            "shape_size_unit": "feet",
            "name": "Fleeting Portals",
            "desc": "You create linked magical gates that you can control for the duration. Select two unoccupied points on the ground that you can see within 500 feet of you. Glowing 10-foot diameter gates open over each point.\n\nYou choose whether the gates are visible and usable from both sides or only one side. Any creature or object entering one gate exits the other as if the two were adjacent to each other. You can use a bonus action to close, open, and move one or both gates up to 60 feet. The spell ends if a gate moves more than 500 feet from the caster’s original location.",
            "level": 6,
            "higher_level": "",
            "target_type": "area",
            "range_text": "500 ft",
            "range": 500,
            "ritual": false,
            "casting_time": "action",
            "reaction_condition": null,
            "verbal": true,
            "somatic": true,
            "material": false,
            "material_specified": "",
            "material_cost": null,
            "material_consumed": false,
            "target_count": 2,
            "saving_throw_ability": "",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [],
            "duration": "10 minutes",
            "shape_type": null,
            "shape_size": null,
            "concentration": true,
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "spells-that-dont-suck_form-of-fire",
            "document": {
                "name": "Spells That Don't Suck",
                "key": "spells-that-dont-suck",
                "type": "SOURCE",
                "display_name": "Spells That Don't Suck",
                "publisher": {
                    "name": "Somanyrobots",
                    "key": "somanyrobots"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://www.somanyrobots.com/s/Spells-That-Dont-Suck-compressed.pdf"
            },
            "casting_options": [],
            "school": {
                "name": "Transmutation",
                "key": "transmutation"
            },
            "classes": [
                {
                    "name": "Druid",
                    "key": "srd_druid"
                },
                {
                    "name": "Sorcerer",
                    "key": "srd_sorcerer"
                },
                {
                    "name": "Warlock",
                    "key": "srd_warlock"
                },
                {
                    "name": "Wizard",
                    "key": "srd_wizard"
                }
            ],
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Form of Fire",
            "desc": "You become elemental fire, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Until the spell ends, you gain the following benefits:\n\n -  You are immune to fire damage.\n\n -  You can move through the space of other creatures and ignore difficult terrain. The first time on your turn you enter the space of another creature, it takes 2d6 fire damage.\n\n -  If a creature within 5 feet hits you with a melee attack, it takes 2d6 fire damage.\n\n -  You can use your action to create a line of fire 30 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 6d6 fire damage on a failed save, or half as much damage on a successful one.\n\n -  During your turn, if you roll fire damage, you can maximize one die of the fire damage dealt.",
            "level": 6,
            "higher_level": "",
            "target_type": "creature",
            "range_text": "Self",
            "range": 0,
            "ritual": false,
            "casting_time": "action",
            "reaction_condition": null,
            "verbal": true,
            "somatic": true,
            "material": false,
            "material_specified": "",
            "material_cost": null,
            "material_consumed": false,
            "target_count": 1,
            "saving_throw_ability": "dexterity",
            "attack_roll": false,
            "damage_roll": "6d6",
            "damage_types": [
                "fire"
            ],
            "duration": "10 minutes",
            "shape_type": null,
            "shape_size": null,
            "concentration": true,
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "spells-that-dont-suck_form-of-ice",
            "document": {
                "name": "Spells That Don't Suck",
                "key": "spells-that-dont-suck",
                "type": "SOURCE",
                "display_name": "Spells That Don't Suck",
                "publisher": {
                    "name": "Somanyrobots",
                    "key": "somanyrobots"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://www.somanyrobots.com/s/Spells-That-Dont-Suck-compressed.pdf"
            },
            "casting_options": [],
            "school": {
                "name": "Transmutation",
                "key": "transmutation"
            },
            "classes": [
                {
                    "name": "Druid",
                    "key": "srd_druid"
                },
                {
                    "name": "Sorcerer",
                    "key": "srd_sorcerer"
                },
                {
                    "name": "Warlock",
                    "key": "srd_warlock"
                },
                {
                    "name": "Wizard",
                    "key": "srd_wizard"
                }
            ],
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Form of Ice",
            "desc": "You freeze over, taking on a form of elemental ice. Until the spell ends, you gain the following benefits:\n\n -  You are immune to cold damage.\n\n -  You can move across difficult terrain created by ice or snow without spending extra movement.\n\n -  The ground in a 15-foot radius around you is icy and is difficult terrain for creatures other than you. The radius moves with you.\n\n -  You can use your action to create a 30-foot cone of freezing wind extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes 4d8 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn.\n\n -  During your turn, if you roll cold damage, you gain temporary hit points equal to one die rolled (your choice).",
            "level": 6,
            "higher_level": "",
            "target_type": "creature",
            "range_text": "Self",
            "range": 0,
            "ritual": false,
            "casting_time": "action",
            "reaction_condition": null,
            "verbal": true,
            "somatic": true,
            "material": false,
            "material_specified": "",
            "material_cost": null,
            "material_consumed": false,
            "target_count": 1,
            "saving_throw_ability": "constitution",
            "attack_roll": false,
            "damage_roll": "4d8",
            "damage_types": [
                "cold"
            ],
            "duration": "10 minutes",
            "shape_type": null,
            "shape_size": null,
            "concentration": true,
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "spells-that-dont-suck_form-of-stone",
            "document": {
                "name": "Spells That Don't Suck",
                "key": "spells-that-dont-suck",
                "type": "SOURCE",
                "display_name": "Spells That Don't Suck",
                "publisher": {
                    "name": "Somanyrobots",
                    "key": "somanyrobots"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://www.somanyrobots.com/s/Spells-That-Dont-Suck-compressed.pdf"
            },
            "casting_options": [],
            "school": {
                "name": "Transmutation",
                "key": "transmutation"
            },
            "classes": [
                {
                    "name": "Druid",
                    "key": "srd_druid"
                },
                {
                    "name": "Sorcerer",
                    "key": "srd_sorcerer"
                },
                {
                    "name": "Warlock",
                    "key": "srd_warlock"
                },
                {
                    "name": "Wizard",
                    "key": "srd_wizard"
                }
            ],
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Form of Stone",
            "desc": "You become made of stone. Until the spell ends, you gain the following benefits:\n\n -  You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.\n\n -  You can move across difficult terrain made of earth or stone without spending extra movement. You can move through solid earth or stone as if it was air and without destabilizing it, but you can’t end your movement there. If you do so, you are ejected to the nearest unoccupied space, this spell ends, and you are stunned until the end of your next turn.\n\n -  You can use your action to call spikes of stone to raise from the ground. All creatures of your choice within 15 feet of you must make a Dexterity saving throw. A creature takes 4d8 piercing damage on a failed save, or half as much on a successful one. Its space becomes difficult terrain either way.",
            "level": 6,
            "higher_level": "",
            "target_type": "creature",
            "range_text": "Self",
            "range": 0,
            "ritual": false,
            "casting_time": "action",
            "reaction_condition": null,
            "verbal": true,
            "somatic": true,
            "material": false,
            "material_specified": "",
            "material_cost": null,
            "material_consumed": false,
            "target_count": 1,
            "saving_throw_ability": "dexterity",
            "attack_roll": false,
            "damage_roll": "4d8",
            "damage_types": [
                "piercing"
            ],
            "duration": "10 minutes",
            "shape_type": null,
            "shape_size": null,
            "concentration": true,
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "spells-that-dont-suck_form-of-water",
            "document": {
                "name": "Spells That Don't Suck",
                "key": "spells-that-dont-suck",
                "type": "SOURCE",
                "display_name": "Spells That Don't Suck",
                "publisher": {
                    "name": "Somanyrobots",
                    "key": "somanyrobots"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://www.somanyrobots.com/s/Spells-That-Dont-Suck-compressed.pdf"
            },
            "casting_options": [],
            "school": {
                "name": "Transmutation",
                "key": "transmutation"
            },
            "classes": [
                {
                    "name": "Druid",
                    "key": "srd_druid"
                },
                {
                    "name": "Sorcerer",
                    "key": "srd_sorcerer"
                },
                {
                    "name": "Warlock",
                    "key": "srd_warlock"
                },
                {
                    "name": "Wizard",
                    "key": "srd_wizard"
                }
            ],
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Form of Water",
            "desc": "You become a surge of elemental water. Until the spell ends, you gain the following benefits:\n\n -  You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.\n- You can move through the space of other creatures and ignore difficult terrain; the first time you move through a Large or smaller creature, it must pass a Strength saving throw or be knocked prone.\n- You can use your action to unleash a blast of water 15 feet long and 5 feet wide extending from you in a direction of your choice. Each creature in the line must make a Strength saving throw. A creature takes 5d6 bludgeoning damage and is knocked prone on a failed save, or half as much and isn't knocked prone on a successful one.",
            "level": 6,
            "higher_level": "",
            "target_type": "creature",
            "range_text": "Self",
            "range": 0,
            "ritual": false,
            "casting_time": "action",
            "reaction_condition": null,
            "verbal": true,
            "somatic": true,
            "material": false,
            "material_specified": "",
            "material_cost": null,
            "material_consumed": false,
            "target_count": 1,
            "saving_throw_ability": "strength",
            "attack_roll": false,
            "damage_roll": "5d6",
            "damage_types": [
                "bludgeoning"
            ],
            "duration": "10 minutes",
            "shape_type": null,
            "shape_size": null,
            "concentration": true,
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "spells-that-dont-suck_form-of-wind",
            "document": {
                "name": "Spells That Don't Suck",
                "key": "spells-that-dont-suck",
                "type": "SOURCE",
                "display_name": "Spells That Don't Suck",
                "publisher": {
                    "name": "Somanyrobots",
                    "key": "somanyrobots"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://www.somanyrobots.com/s/Spells-That-Dont-Suck-compressed.pdf"
            },
            "casting_options": [],
            "school": {
                "name": "Transmutation",
                "key": "transmutation"
            },
            "classes": [
                {
                    "name": "Druid",
                    "key": "srd_druid"
                },
                {
                    "name": "Sorcerer",
                    "key": "srd_sorcerer"
                },
                {
                    "name": "Warlock",
                    "key": "srd_warlock"
                },
                {
                    "name": "Wizard",
                    "key": "srd_wizard"
                }
            ],
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Form of Wind",
            "desc": "You become a gust of elemental wind. Until the spell ends, you gain the following benefits:\n\n -  You have a flying speed of 60 feet.\n\n -  You can move through and occupy the space of other creatures, and you ignore difficult terrain.\n\n -  You are invisible.\n\n -  You can use your action to unleash a powerful blast of wind in a 30 foot cone. Each creature in the cone must make a Strength saving throw. A creature takes 4d8 bludgeoning damage and is knocked 15 feet away from you on a failed save, or takes half as much damage and isn’t knocked backward on a successful one.",
            "level": 6,
            "higher_level": "",
            "target_type": "creature",
            "range_text": "Self",
            "range": 0,
            "ritual": false,
            "casting_time": "action",
            "reaction_condition": null,
            "verbal": true,
            "somatic": true,
            "material": false,
            "material_specified": "",
            "material_cost": null,
            "material_consumed": false,
            "target_count": 1,
            "saving_throw_ability": "strength",
            "attack_roll": false,
            "damage_roll": "4d8",
            "damage_types": [
                "bludgeoning"
            ],
            "duration": "10 minutes",
            "shape_type": null,
            "shape_size": null,
            "concentration": true,
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "spells-that-dont-suck_glacial-orbs",
            "document": {
                "name": "Spells That Don't Suck",
                "key": "spells-that-dont-suck",
                "type": "SOURCE",
                "display_name": "Spells That Don't Suck",
                "publisher": {
                    "name": "Somanyrobots",
                    "key": "somanyrobots"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://www.somanyrobots.com/s/Spells-That-Dont-Suck-compressed.pdf"
            },
            "casting_options": [],
            "school": {
                "name": "Conjuration",
                "key": "conjuration"
            },
            "classes": [
                {
                    "name": "Wizard",
                    "key": "srd_wizard"
                }
            ],
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Glacial Orbs",
            "desc": "You conjure five bitterly cold balls in your hand. A creature can hold a ball, hand it to another creature, throw it up to 60 feet, or use it as ammunition for a sling or appropriate weapon. A ball shatters on impact and explodes in a 15-foot radius.\n\nEach creature within the area must make a Dexterity saving throw. On a failure, it takes 3d8 cold damage and its speed is halved until the end of its next turn. On a success, it takes half as much damage and suffers no other effects. When the spell ends, any remaining orbs evaporate.",
            "level": 6,
            "higher_level": "When you cast this spell using a spell slot of 7th level or higher, you create an additional ball for each level above 6th.",
            "target_type": "creature",
            "range_text": "Self (60 feet)",
            "range": 0,
            "ritual": false,
            "casting_time": "action",
            "reaction_condition": null,
            "verbal": true,
            "somatic": true,
            "material": true,
            "material_specified": "a pinch of blue sand",
            "material_cost": "0.00",
            "material_consumed": false,
            "target_count": 1,
            "saving_throw_ability": "dexterity",
            "attack_roll": false,
            "damage_roll": "3d8",
            "damage_types": [
                "cold"
            ],
            "duration": "10 minutes",
            "shape_type": null,
            "shape_size": null,
            "concentration": true,
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "spells-that-dont-suck_impaling-spires",
            "document": {
                "name": "Spells That Don't Suck",
                "key": "spells-that-dont-suck",
                "type": "SOURCE",
                "display_name": "Spells That Don't Suck",
                "publisher": {
                    "name": "Somanyrobots",
                    "key": "somanyrobots"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://www.somanyrobots.com/s/Spells-That-Dont-Suck-compressed.pdf"
            },
            "casting_options": [],
            "school": {
                "name": "Transmutation",
                "key": "transmutation"
            },
            "classes": [
                {
                    "name": "Druid",
                    "key": "srd_druid"
                }
            ],
            "range_unit": "ft",
            "shape_size_unit": "feet",
            "name": "Impaling Spires",
            "desc": "You haul up to six mighty spikes of rock out of the ground, erupting at locations you can see within range. Each spike occupies a 5-foot space, is up to 30 feet tall, and has AC 11 and 30 hit points. Any creature above a spike when the spell is cast must make a Dexterity saving throw. On a failure, it takes 5d10 piercing damage and is impaled if it is Large or smaller, becoming restrained at the top of the spike. Huge creatures can be restrained if targeted with two or more spikes, and Gargantuan creatures with six or more. On a success, a target suffers half as much damage and no other effects. A creature in the area of more than one spike is only damaged once.\n\nAn impaled target can use its action to attempt to free itself with a Strength (Athletics) or Dexterity (Acrobatics) check against your spell save DC. On a success, it is no longer restrained and falls. A target is also freed if all spikes impaling it are destroyed.\n\nIf a creature is slammed into a ceiling or other obstacle when it gets impaled, it takes an additional 2d10 bludgeoning damage, and attempts to free itself are made with disadvantage.\n\nThe spikes crumble back into the earth after 1 hour.",
            "level": 6,
            "higher_level": "When you cast this spell using a spell slot of 7th level or higher, you can create two additional spikes for each slot level above 6th.",
            "target_type": null,
            "range_text": "120 ft",
            "range": 120,
            "ritual": false,
            "casting_time": "action",
            "reaction_condition": null,
            "verbal": true,
            "somatic": true,
            "material": false,
            "material_specified": "",
            "material_cost": null,
            "material_consumed": false,
            "target_count": null,
            "saving_throw_ability": "dexterity",
            "attack_roll": false,
            "damage_roll": "5d10",
            "damage_types": [
                "piercing"
            ],
            "duration": "instantaneous",
            "shape_type": null,
            "shape_size": null,
            "concentration": false,
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "spells-that-dont-suck_martial-transformation",
            "document": {
                "name": "Spells That Don't Suck",
                "key": "spells-that-dont-suck",
                "type": "SOURCE",
                "display_name": "Spells That Don't Suck",
                "publisher": {
                    "name": "Somanyrobots",
                    "key": "somanyrobots"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://www.somanyrobots.com/s/Spells-That-Dont-Suck-compressed.pdf"
            },
            "casting_options": [],
            "school": {
                "name": "Transmutation",
                "key": "transmutation"
            },
            "classes": [
                {
                    "name": "Wizard",
                    "key": "srd_wizard"
                }
            ],
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Martial Transformation",
            "desc": "You empower yourself with the physical prowess and battle knowledge of famous warriors. Until the spell ends, you can’t cast spells or concentrate on them, and you gain the following benefits:\n\n -  You gain 50 temporary hit points for the duration.\n\n -  You have advantage on all weapon attacks, and when you hit a target with a weapon attack, it takes an extra 2d12 force damage.\n\n -  You have proficiency in all armor, shields, simple weapons, martial weapons, and with Strength and Constitution saving throws.\n\n -  You can attack twice, instead of once, when you take the Attack action on your turn, unless you already have a feature (such as Extra Attack) which gives you extra attacks.\n\n -  You can conjure and equip (as part of the action used to cast the spell) any armor and any simple or martial weapon of your choice. These items have no strength requirements and are magical in nature, but otherwise have the same properties as their nonmagical counterparts. The equipment vanishes when the spell ends.\n\nImmediately after the spell ends, you must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion. You can end the spell as a bonus action.",
            "level": 6,
            "higher_level": "",
            "target_type": "creature",
            "range_text": "Self",
            "range": 0,
            "ritual": false,
            "casting_time": "action",
            "reaction_condition": null,
            "verbal": true,
            "somatic": true,
            "material": true,
            "material_specified": "a small statuette of a warrior",
            "material_cost": "0.00",
            "material_consumed": false,
            "target_count": 1,
            "saving_throw_ability": "",
            "attack_roll": false,
            "damage_roll": "2d12",
            "damage_types": [
                "force"
            ],
            "duration": "10 minutes",
            "shape_type": null,
            "shape_size": null,
            "concentration": false,
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "spells-that-dont-suck_necrotic-sphere",
            "document": {
                "name": "Spells That Don't Suck",
                "key": "spells-that-dont-suck",
                "type": "SOURCE",
                "display_name": "Spells That Don't Suck",
                "publisher": {
                    "name": "Somanyrobots",
                    "key": "somanyrobots"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://www.somanyrobots.com/s/Spells-That-Dont-Suck-compressed.pdf"
            },
            "casting_options": [],
            "school": {
                "name": "Necromancy",
                "key": "necromancy"
            },
            "classes": [
                {
                    "name": "Sorcerer",
                    "key": "srd_sorcerer"
                },
                {
                    "name": "Warlock",
                    "key": "srd_warlock"
                },
                {
                    "name": "Wizard",
                    "key": "srd_wizard"
                }
            ],
            "range_unit": "ft",
            "shape_size_unit": "feet",
            "name": "Necrotic Sphere",
            "desc": "You send a pulse of necromantic power radiating outward in a 60-foot radius from a point you can see within range. The pulse rips the life force out of up to eight creatures, starting from the center of the area and moving outward (prioritizing targets with fewer hit points). Each affected creature must make a Constitution saving throw, taking 8d8 necrotic damage on a failure or half as much on a success.",
            "level": 6,
            "higher_level": "When you cast this spell using a spell slot of 7th level or higher, the number of creatures affected increases by four for each slot level above 6th.",
            "target_type": "creature",
            "range_text": "150 ft",
            "range": 150,
            "ritual": false,
            "casting_time": "action",
            "reaction_condition": null,
            "verbal": true,
            "somatic": true,
            "material": true,
            "material_specified": "a lead nail",
            "material_cost": "0.00",
            "material_consumed": false,
            "target_count": 8,
            "saving_throw_ability": "constitution",
            "attack_roll": false,
            "damage_roll": "8d8",
            "damage_types": [
                "necrotic"
            ],
            "duration": "instantaneous",
            "shape_type": null,
            "shape_size": null,
            "concentration": false,
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "spells-that-dont-suck_petrify",
            "document": {
                "name": "Spells That Don't Suck",
                "key": "spells-that-dont-suck",
                "type": "SOURCE",
                "display_name": "Spells That Don't Suck",
                "publisher": {
                    "name": "Somanyrobots",
                    "key": "somanyrobots"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://www.somanyrobots.com/s/Spells-That-Dont-Suck-compressed.pdf"
            },
            "casting_options": [],
            "school": {
                "name": "Transmutation",
                "key": "transmutation"
            },
            "classes": [
                {
                    "name": "Druid",
                    "key": "srd_druid"
                },
                {
                    "name": "Sorcerer",
                    "key": "srd_sorcerer"
                },
                {
                    "name": "Warlock",
                    "key": "srd_warlock"
                },
                {
                    "name": "Wizard",
                    "key": "srd_wizard"
                }
            ],
            "range_unit": "ft",
            "shape_size_unit": "feet",
            "name": "Petrify",
            "desc": "You attempt to petrify a creature that you can see within range. If the target’s body is made of flesh, the creature must make a Constitution saving throw. If it fails its saving throw by 5 or more, the creature is instantly petrified; otherwise, a creature that fails the save begins to turn to stone and is restrained.\n\nA creature restrained by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends; if it fails its save, it is petrified.\n\nThe petrification lasts until the creature is freed by the greater restoration spell or other magic.\n\nIf the creature is physically broken while petrified, it suffers from similar damage if it reverts to its original state.",
            "level": 6,
            "higher_level": "",
            "target_type": "creature",
            "range_text": "60 ft",
            "range": 60,
            "ritual": false,
            "casting_time": "action",
            "reaction_condition": null,
            "verbal": true,
            "somatic": true,
            "material": true,
            "material_specified": "a pinch of chalk, water, and dirt",
            "material_cost": "0.00",
            "material_consumed": false,
            "target_count": 1,
            "saving_throw_ability": "constitution",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [],
            "duration": "3 rounds",
            "shape_type": null,
            "shape_size": null,
            "concentration": true,
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "spells-that-dont-suck_sky-omen",
            "document": {
                "name": "Spells That Don't Suck",
                "key": "spells-that-dont-suck",
                "type": "SOURCE",
                "display_name": "Spells That Don't Suck",
                "publisher": {
                    "name": "Somanyrobots",
                    "key": "somanyrobots"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://www.somanyrobots.com/s/Spells-That-Dont-Suck-compressed.pdf"
            },
            "casting_options": [],
            "school": {
                "name": "Illusion",
                "key": "illusion"
            },
            "classes": [
                {
                    "name": "Bard",
                    "key": "srd_bard"
                },
                {
                    "name": "Druid",
                    "key": "srd_druid"
                },
                {
                    "name": "Wizard",
                    "key": "srd_wizard"
                }
            ],
            "range_unit": "miles",
            "shape_size_unit": "feet",
            "name": "Sky Omen",
            "desc": "You create a gigantic stationary symbol in a part of the sky you can see. You control the appearance of this omen, which displays animations up to 10 minutes in length. The image is visible for a radius of 1 mile. It is obviously unnatural and cannot be mistaken for a real object.\n\nThe first time a creature sees the omen, it must make a Wisdom saving throw. A creature can choose to fail its saving throw if it interprets the omen positively. On a failure, it suffers one of the following effects (or another appropriate effect upon its confidence or morale, as determined by the GM). At the end of every day, a creature can repeat its saving throw against this spell.\n\n| \n\nTerror\n\n | A creature failing the save is frightened of the omen. |\n| \n\nAwe\n\n | A creature failing the save is charmed and will not willingly move anywhere it cannot see the omen. |\n| \n\nCourage\n\n | A creature has advantage on saving throws against fear and charm effects while it can see the omen. |",
            "level": 6,
            "higher_level": "If you cast this spell using a 7th-level spell slot, the radius is 6 miles and the duration is concentration, up to 8 hours. If you use an 8th-level spell slot, the radius is 12 miles and the duration is concentration, up to 24 hours. If you use a 9th-level spell slot, the radius is 18 miles, the spell no longer requires concentration, and it lasts until dispelled.",
            "target_type": "creature",
            "range_text": "1 mile",
            "range": 1,
            "ritual": false,
            "casting_time": "action",
            "reaction_condition": null,
            "verbal": true,
            "somatic": true,
            "material": false,
            "material_specified": "",
            "material_cost": null,
            "material_consumed": false,
            "target_count": 1,
            "saving_throw_ability": "wisdom",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [],
            "duration": "1 hour",
            "shape_type": null,
            "shape_size": null,
            "concentration": true,
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "spells-that-dont-suck_wound",
            "document": {
                "name": "Spells That Don't Suck",
                "key": "spells-that-dont-suck",
                "type": "SOURCE",
                "display_name": "Spells That Don't Suck",
                "publisher": {
                    "name": "Somanyrobots",
                    "key": "somanyrobots"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://www.somanyrobots.com/s/Spells-That-Dont-Suck-compressed.pdf"
            },
            "casting_options": [],
            "school": {
                "name": "Necromancy",
                "key": "necromancy"
            },
            "classes": [
                {
                    "name": "Cleric",
                    "key": "srd_cleric"
                }
            ],
            "range_unit": "ft",
            "shape_size_unit": "feet",
            "name": "Wound",
            "desc": "You send a surge of negative energy into a creature that you can see within range. The target must make a Constitution saving throw. On a failure, it takes 14d6 necrotic damage, or half as much damage on a success. The target’s hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took.",
            "level": 6,
            "higher_level": "",
            "target_type": "creature",
            "range_text": "60 ft",
            "range": 60,
            "ritual": false,
            "casting_time": "action",
            "reaction_condition": null,
            "verbal": true,
            "somatic": true,
            "material": false,
            "material_specified": "",
            "material_cost": null,
            "material_consumed": false,
            "target_count": 1,
            "saving_throw_ability": "constitution",
            "attack_roll": false,
            "damage_roll": "14d6",
            "damage_types": [
                "necrotic"
            ],
            "duration": "instantaneous",
            "shape_type": null,
            "shape_size": null,
            "concentration": false,
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "kp_curse-of-formlessness",
            "document": {
                "name": "Kobold Press Compilation",
                "key": "kp",
                "type": "SOURCE",
                "display_name": "Kobold Press Compilation",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://koboldpress.com/"
            },
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null,
                    "concentration": null,
                    "shape_size": null,
                    "desc": null
                }
            ],
            "school": {
                "name": "Transmutation",
                "key": "transmutation"
            },
            "classes": [],
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Curse of Formlessness",
            "desc": "A creature you touch must make a successful Constitution saving throw or be cursed with a shifting, amorphous form. Spells that change the target creature's shape (such as polymorph) do not end the curse, but they do hold the creature in a stable form, temporarily mitigating it until the end of that particular spell's duration; shapechange and stoneskin have similar effects. While under the effect of the curse of formlessness, the target creature is resistant to slashing and piercing damage and ignores the additional damage done by critical hits, but it can neither hold nor use any item, nor can it cast spells or activate magic items. Its movement is halved, and winged flight becomes impossible. Any armor, clothing, helmet, or ring becomes useless. Large items that are carried or worn, such as armor, backpacks, or clothing, become hindrances, so the target has disadvantage on Dexterity checks and saving throws while such items are in place. A creature under the effect of a curse of formlessness can try to hold itself together through force of will. The afflicted creature uses its action to repeat the saving throw; if it succeeds, the afflicted creature negates the penalties from the spell until the start of its next turn.",
            "level": 6,
            "higher_level": "",
            "target_type": "creature",
            "range_text": "Touch",
            "range": 0,
            "ritual": false,
            "casting_time": "action",
            "reaction_condition": null,
            "verbal": true,
            "somatic": true,
            "material": true,
            "material_specified": "",
            "material_cost": null,
            "material_consumed": false,
            "target_count": 1,
            "saving_throw_ability": "constitution",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [],
            "duration": "permanent",
            "shape_type": null,
            "shape_size": null,
            "concentration": false,
            "crossreferences": {
                "to": []
            }
        }
    ]
}