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=9
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=10",
    "previous": "https://api.open5e.com/v2/spells/?format=api&ordering=-level&page=8",
    "results": [
        {
            "key": "deepm_conjure-forest-defender",
            "document": {
                "name": "Deep Magic for 5th Edition",
                "key": "deepm",
                "type": "SOURCE",
                "display_name": "Deep Magic for 5th Edition",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://koboldpress.com/kpstore/product/deep-magic-for-5th-edition-hardcover/"
            },
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null,
                    "concentration": null,
                    "shape_size": null,
                    "desc": null
                },
                {
                    "type": "slot_level_7",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null,
                    "concentration": null,
                    "shape_size": null,
                    "desc": null
                },
                {
                    "type": "slot_level_8",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null,
                    "concentration": null,
                    "shape_size": null,
                    "desc": null
                },
                {
                    "type": "slot_level_9",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null,
                    "concentration": null,
                    "shape_size": null,
                    "desc": null
                }
            ],
            "school": {
                "name": "Conjuration",
                "key": "conjuration"
            },
            "classes": [],
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Conjure Forest Defender",
            "desc": "When you cast this spell in a forest, you fasten sticks and twigs around a body. The body comes to life as a [forest defender](https://api.open5e.com/monsters/forest-defender). The forest defender is friendly to you and your companions. Roll initiative for the forest defender, which has its own turns. It obeys any verbal or mental commands that you issue to it (no action required by you), as long as you remain within its line of sight. If you don’t issue any commands to the forest defender, if you are out of its line of sight, or if you are unconscious, it defends itself from hostile creatures but otherwise takes no actions. A body sacrificed to form the forest defender is permanently destroyed and can be restored to life only by means of a [true resurrection](https://api.open5e.com/spells/true-resurrection) or a [wish](https://api.open5e.com/spells/wish) spell. You can have only one forest defender under your control at a time. If you cast this spell again, the previous forest defender crumbles to dust.\n",
            "level": 6,
            "higher_level": "When you cast this spell using a 9th‐level spell slot, you summon two forest defenders instead of one, and you can control up to two forest defenders at a time.",
            "target_type": "creature",
            "range_text": "30 feet",
            "range": 30,
            "ritual": false,
            "casting_time": "1hour",
            "reaction_condition": null,
            "verbal": true,
            "somatic": true,
            "material": true,
            "material_specified": "one humanoid body, which the spell consumes",
            "material_cost": null,
            "material_consumed": false,
            "target_count": 1,
            "saving_throw_ability": "",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [],
            "duration": "until destroyed",
            "shape_type": null,
            "shape_size": null,
            "concentration": false,
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "deepm_curse-of-boreas",
            "document": {
                "name": "Deep Magic for 5th Edition",
                "key": "deepm",
                "type": "SOURCE",
                "display_name": "Deep Magic for 5th Edition",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://koboldpress.com/kpstore/product/deep-magic-for-5th-edition-hardcover/"
            },
            "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 Boreas",
            "desc": "You designate a creature within range that you can see. If the target fails a Charisma saving throw, it and its equipment are frozen solid, becoming an inert statue of ice. The creature is effectively paralyzed, but mental activity does not cease, and signs of life are detectable; the creature still breathes and its heart continues to beat, though both acts are almost imperceptible. If the ice statue is broken or damaged while frozen, the creature will have matching damage or injury when returned to its original state. [Dispel magic](https://api.open5e.com/spells/dispel-magic) can’t end this spell, but it can allow the target to speak (but not move or cast spells) for a number of rounds equal to the spell slot used. [Greater restoration](https://api.open5e.com/spells/greater-restoration) or more potent magic is needed to free a creature from the ice.",
            "level": 6,
            "higher_level": "",
            "target_type": "creature",
            "range_text": "100 feet",
            "range": 100,
            "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": "charisma",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [],
            "duration": "permanent",
            "shape_type": null,
            "shape_size": null,
            "concentration": false,
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "deepm_enchant-ring",
            "document": {
                "name": "Deep Magic for 5th Edition",
                "key": "deepm",
                "type": "SOURCE",
                "display_name": "Deep Magic for 5th Edition",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://koboldpress.com/kpstore/product/deep-magic-for-5th-edition-hardcover/"
            },
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null,
                    "concentration": null,
                    "shape_size": null,
                    "desc": null
                }
            ],
            "school": {
                "name": "Enchantment",
                "key": "enchantment"
            },
            "classes": [],
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Enchant Ring",
            "desc": "You enchant a ring you touch that isn’t being worn or carried. The next creature that willingly wears the ring becomes charmed by you for 1 week or until it is harmed by you or one of your allies. If the creature dons the ring while directly threatened by you or one of your allies, the spell fails.\n\nThe charmed creature regards you as a friend. When the spell ends, it doesn’t know it was charmed by you, but it does realize that its attitude toward you has changed (possibly greatly) in a short time. How the creature reacts to you and regards you in the future is up to the GM.",
            "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": "500 gp worth of diamond dust, which the spell consumes",
            "material_cost": null,
            "material_consumed": false,
            "target_count": 1,
            "saving_throw_ability": "",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [],
            "duration": "permanent until discharged",
            "shape_type": null,
            "shape_size": null,
            "concentration": false,
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "deepm_encroaching-shadows",
            "document": {
                "name": "Deep Magic for 5th Edition",
                "key": "deepm",
                "type": "SOURCE",
                "display_name": "Deep Magic for 5th Edition",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://koboldpress.com/kpstore/product/deep-magic-for-5th-edition-hardcover/"
            },
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null,
                    "concentration": null,
                    "shape_size": null,
                    "desc": null
                },
                {
                    "type": "ritual",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null,
                    "concentration": null,
                    "shape_size": null,
                    "desc": null
                },
                {
                    "type": "slot_level_7",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": "24 hours",
                    "range": null,
                    "concentration": null,
                    "shape_size": null,
                    "desc": null
                },
                {
                    "type": "slot_level_8",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": "36 hours",
                    "range": null,
                    "concentration": null,
                    "shape_size": null,
                    "desc": null
                },
                {
                    "type": "slot_level_9",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": "48 hours",
                    "range": null,
                    "concentration": null,
                    "shape_size": null,
                    "desc": null
                }
            ],
            "school": {
                "name": "Illusion",
                "key": "illusion"
            },
            "classes": [],
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Encroaching Shadows",
            "desc": "You cause menacing shadows to invade an area 200 feet on a side and 50 feet high, centered on a point within range. Illumination in the area drops one step (from bright light to dim, or from dim light to darkness). Any spell that creates light in the area that is cast using a lower-level spell slot than was used to cast encroaching shadows is dispelled, and a spell that creates light doesn’t function in the area if that spell is cast using a spell slot of 5th level or lower. Nonmagical effects can’t increase the level of illumination in the affected area.\n\nA spell that creates darkness or shadow takes effect in the area as if the spell slot expended was one level higher than the spell slot actually used.\n",
            "level": 6,
            "higher_level": "When you cast this spell using a spell slot of 7th level or higher, the effect lasts for an additional 12 hours for each slot level above 6th.\n\n***Ritual Focus.*** If you expend your ritual focus, the spell’s duration increases by 12 hours, and it cannot be dispelled by a spell that creates light, even if that spell is cast using a higher-level spell slot.",
            "target_type": "area",
            "range_text": "150 feet",
            "range": 150,
            "ritual": true,
            "casting_time": "1hour",
            "reaction_condition": null,
            "verbal": true,
            "somatic": true,
            "material": true,
            "material_specified": "a drop of blood smeared on a silver rod worth 100 gp",
            "material_cost": null,
            "material_consumed": false,
            "target_count": 1,
            "saving_throw_ability": "",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [],
            "duration": "12 hours",
            "shape_type": null,
            "shape_size": null,
            "concentration": false,
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "deepm_entomb",
            "document": {
                "name": "Deep Magic for 5th Edition",
                "key": "deepm",
                "type": "SOURCE",
                "display_name": "Deep Magic for 5th Edition",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://koboldpress.com/kpstore/product/deep-magic-for-5th-edition-hardcover/"
            },
            "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": "Entomb",
            "desc": "You cause slabs of rock to burst out of the ground or other stone surface to form a hollow, 10-foot cube within range. A creature inside the cube when it forms must make a successful Dexterity saving throw or be trapped inside the stone tomb. The tomb is airtight, with enough air for a single Medium or Small creature to breathe for 8 hours. If more than one creature is trapped inside, divide the time evenly between all the occupants. A Large creature counts as four Medium creatures. If the creature is still trapped inside when the air runs out, it begins to suffocate.\n\nThe tomb has AC 18 and 50 hit points. It is resistant to fire, cold, lightning, bludgeoning, and slashing damage, is immune to poison and psychic damage, and is vulnerable to thunder damage. When reduced to 0 hit points, the tomb crumbles into harmless powder.",
            "level": 6,
            "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 chip of granite",
            "material_cost": null,
            "material_consumed": false,
            "target_count": 1,
            "saving_throw_ability": "dexterity",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [],
            "duration": "8 hours",
            "shape_type": "cube",
            "shape_size": 10,
            "concentration": false,
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "deepm_extract-knowledge",
            "document": {
                "name": "Deep Magic for 5th Edition",
                "key": "deepm",
                "type": "SOURCE",
                "display_name": "Deep Magic for 5th Edition",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://koboldpress.com/kpstore/product/deep-magic-for-5th-edition-hardcover/"
            },
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null,
                    "concentration": null,
                    "shape_size": null,
                    "desc": null
                },
                {
                    "type": "ritual",
                    "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": "Extract Knowledge",
            "desc": "By touching a recently deceased corpse, you gain one specific bit of knowledge from it that was known to the creature in life. You must form a question in your mind as part of casting the spell; if the corpse has an answer to your question, it reveals the information to you telepathically. The answer is always brief—no more than a sentence—and very specific to the framed question. It doesn’t matter whether the creature was your friend or enemy; the spell compels it to answer in any case.",
            "level": 6,
            "higher_level": "",
            "target_type": "creature",
            "range_text": "Touch",
            "range": 0,
            "ritual": true,
            "casting_time": "action",
            "reaction_condition": null,
            "verbal": true,
            "somatic": true,
            "material": true,
            "material_specified": "a blank page",
            "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": "deepm_fault-line",
            "document": {
                "name": "Deep Magic for 5th Edition",
                "key": "deepm",
                "type": "SOURCE",
                "display_name": "Deep Magic for 5th Edition",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://koboldpress.com/kpstore/product/deep-magic-for-5th-edition-hardcover/"
            },
            "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": [],
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Fault Line",
            "desc": "The ground thrusts sharply upward along a 5-foot-wide, 60‐foot-long line that you designate. All spaces affected by the spell become difficult terrain. In addition, all creatures in the affected area are knocked prone and take 8d6 bludgeoning damage. Creatures that make a successful Dexterity saving throw take half as much damage and are not knocked prone. This spell doesn’t damage permanent structures.",
            "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": "",
            "damage_types": [],
            "duration": "permanent",
            "shape_type": null,
            "shape_size": null,
            "concentration": false,
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "deepm_firewalk",
            "document": {
                "name": "Deep Magic for 5th Edition",
                "key": "deepm",
                "type": "SOURCE",
                "display_name": "Deep Magic for 5th Edition",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://koboldpress.com/kpstore/product/deep-magic-for-5th-edition-hardcover/"
            },
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null,
                    "concentration": null,
                    "shape_size": null,
                    "desc": null
                },
                {
                    "type": "slot_level_7",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null,
                    "concentration": null,
                    "shape_size": null,
                    "desc": null
                },
                {
                    "type": "slot_level_8",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null,
                    "concentration": null,
                    "shape_size": null,
                    "desc": null
                },
                {
                    "type": "slot_level_9",
                    "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": "Firewalk",
            "desc": "The creature you cast **firewalk** on becomes immune to fire damage. In addition, that creature can walk along any burning surface, such as a burning wall or burning oil spread on water, as if it were solid and horizontal. Even if there is no other surface to walk on, the creature can walk along the tops of the flames.\n",
            "level": 6,
            "higher_level": "When you cast this spell using a spell slot of 7th level or higher, two additional creatures can be affected for each slot level above 6th.",
            "target_type": "creature",
            "range_text": "Touch",
            "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": "10 minutes",
            "shape_type": null,
            "shape_size": null,
            "concentration": true,
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "deepm_heavenly-crown",
            "document": {
                "name": "Deep Magic for 5th Edition",
                "key": "deepm",
                "type": "SOURCE",
                "display_name": "Deep Magic for 5th Edition",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://koboldpress.com/kpstore/product/deep-magic-for-5th-edition-hardcover/"
            },
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null,
                    "concentration": null,
                    "shape_size": null,
                    "desc": null
                }
            ],
            "school": {
                "name": "Enchantment",
                "key": "enchantment"
            },
            "classes": [],
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Heavenly Crown",
            "desc": "A glowing, golden crown appears on your head and sheds dim light in a 30-foot radius. When you cast the spell (and as a bonus action on subsequent turns, until the spell ends), you can target one willing creature within 30 feet of you that you can see. If the target can hear you, it can use its reaction to make one melee weapon attack and then move up to half its speed, or vice versa.",
            "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 golden crown worth 50 gp",
            "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": "deepm_icy-manipulation",
            "document": {
                "name": "Deep Magic for 5th Edition",
                "key": "deepm",
                "type": "SOURCE",
                "display_name": "Deep Magic for 5th Edition",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://koboldpress.com/kpstore/product/deep-magic-for-5th-edition-hardcover/"
            },
            "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": "Icy Manipulation",
            "desc": "One creature you can see within range must make a Constitution saving throw. On a failed save, the creature is petrified (frozen solid). A petrified creature can repeat the saving throw at the end of each of its turns, ending the effect on itself if it makes two successful saves. If a petrified creature gets two failures on the saving throw (not counting the original failure that caused the petrification), the petrification becomes permenant.\n\nThe petrification also becomes permanent if you maintain concentration on this spell for a full minute. A permanently petrified/frozen creature can be restored to normal with [greater restoration](https://api.open5e.com/spells/greater-restoration) or comparable magic, or by casting this spell on the creature again and maintaining concentration for a full minute.\n\nIf the frozen creature is damaged or broken before it recovers from being petrified, the injury carries over to its normal state.",
            "level": 6,
            "higher_level": "",
            "target_type": "creature",
            "range_text": "60 feet",
            "range": 60,
            "ritual": false,
            "casting_time": "action",
            "reaction_condition": null,
            "verbal": true,
            "somatic": true,
            "material": true,
            "material_specified": "a piece of ice preserved from the plane of elemental ice",
            "material_cost": null,
            "material_consumed": false,
            "target_count": 1,
            "saving_throw_ability": "constitution",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [],
            "duration": "1 minute",
            "shape_type": null,
            "shape_size": null,
            "concentration": true,
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "deepm_life-drain",
            "document": {
                "name": "Deep Magic for 5th Edition",
                "key": "deepm",
                "type": "SOURCE",
                "display_name": "Deep Magic for 5th Edition",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://koboldpress.com/kpstore/product/deep-magic-for-5th-edition-hardcover/"
            },
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null,
                    "concentration": null,
                    "shape_size": null,
                    "desc": null
                },
                {
                    "type": "slot_level_7",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null,
                    "concentration": null,
                    "shape_size": null,
                    "desc": null
                },
                {
                    "type": "slot_level_8",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null,
                    "concentration": null,
                    "shape_size": null,
                    "desc": null
                },
                {
                    "type": "slot_level_9",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null,
                    "concentration": null,
                    "shape_size": null,
                    "desc": null
                }
            ],
            "school": {
                "name": "Evocation",
                "key": "evocation"
            },
            "classes": [],
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Life Drain",
            "desc": "With a snarled word of Void Speech, you create a swirling vortex of purple energy. Choose a point you can see within range. Creatures within 15 feet of the point take 10d6 necrotic damage, or half that damage with a successful Constitution saving throw. For each creature damaged by the spell, you can choose one other creature within range, including yourself, that is not a construct or undead. The secondary targets regain hit points equal to half the necrotic damage you dealt.\n",
            "level": 6,
            "higher_level": "When you cast this spell using a spell slot of 7th level or higher, the vortex’s damage increases by 1d6 for each slot level above 6th.",
            "target_type": "point",
            "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": "constitution",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [],
            "duration": "instantaneous",
            "shape_type": null,
            "shape_size": null,
            "concentration": false,
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "deepm_time-loop",
            "document": {
                "name": "Deep Magic for 5th Edition",
                "key": "deepm",
                "type": "SOURCE",
                "display_name": "Deep Magic for 5th Edition",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://koboldpress.com/kpstore/product/deep-magic-for-5th-edition-hardcover/"
            },
            "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": "Time Loop",
            "desc": "You capture a creature within range in a loop of time. The target is teleported to the space where it began its most recent turn. The target then makes a Wisdom saving throw. On a successful save, the spell ends. On a failed save, the creature must repeat the activities it undertook on its previous turn, following the sequence of moves and actions to the best of its ability. It doesn’t need to move along the same path or attack the same target, but if it moved and then attacked on its previous turn, its only option is to move and then attack on this turn. If the space where the target began its previous turn is occupied or if it’s impossible for the target to take the same action (if it cast a spell but is now unable to do so, for example), the target becomes incapacitated.\n\nAn affected target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. For as long as the spell lasts, the target teleports back to its starting point at the start of each of its turns, and it must repeat the same sequence of moves and actions.",
            "level": 6,
            "higher_level": "",
            "target_type": "creature",
            "range_text": "30 feet",
            "range": 30,
            "ritual": false,
            "casting_time": "action",
            "reaction_condition": null,
            "verbal": true,
            "somatic": true,
            "material": true,
            "material_specified": "a metal loop",
            "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": "deepm_walk-the-twisted-path",
            "document": {
                "name": "Deep Magic for 5th Edition",
                "key": "deepm",
                "type": "SOURCE",
                "display_name": "Deep Magic for 5th Edition",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://koboldpress.com/kpstore/product/deep-magic-for-5th-edition-hardcover/"
            },
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null,
                    "concentration": null,
                    "shape_size": null,
                    "desc": null
                },
                {
                    "type": "slot_level_7",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null,
                    "concentration": null,
                    "shape_size": null,
                    "desc": null
                },
                {
                    "type": "slot_level_8",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null,
                    "concentration": null,
                    "shape_size": null,
                    "desc": null
                },
                {
                    "type": "slot_level_9",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null,
                    "concentration": null,
                    "shape_size": null,
                    "desc": null
                }
            ],
            "school": {
                "name": "Conjuration",
                "key": "conjuration"
            },
            "classes": [],
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Walk the Twisted Path",
            "desc": "When you cast this spell, you and up to five creatures you can see within 20 feet of you enter a shifting landscape of endless walls and corridors that connect to many places throughout the world.\n\nYou can find your way to a destination within 100 miles, as long as you know for certain that your destination exists (though you don’t need to have seen or visited it before), and you must make a successful DC 20 Intelligence check. If you have the ability to retrace a path you have previously taken without making a check (as a minotaur or a goristro can), this check automatically succeeds. On a failed check, you don't find your path this round, and you and your companions each take 4d6 psychic damage as the madness of the shifting maze exacts its toll. You must repeat the check at the start of each of your turns until you find your way to your destination or until you die. In either event, the spell ends.\n\nWhen the spell ends, you and those traveling with you appear in a safe location at your destination.\n",
            "level": 6,
            "higher_level": "When you cast this spell using a spell slot of 7th level or higher, you can bring along two additional creatures or travel an additional 100 miles for each slot level above 6th.",
            "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 map",
            "material_cost": null,
            "material_consumed": false,
            "target_count": 5,
            "saving_throw_ability": "",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [],
            "duration": "special",
            "shape_type": null,
            "shape_size": null,
            "concentration": false,
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "deepm_warp-mind-and-matter",
            "document": {
                "name": "Deep Magic for 5th Edition",
                "key": "deepm",
                "type": "SOURCE",
                "display_name": "Deep Magic for 5th Edition",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://koboldpress.com/kpstore/product/deep-magic-for-5th-edition-hardcover/"
            },
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null,
                    "concentration": null,
                    "shape_size": null,
                    "desc": null
                },
                {
                    "type": "ritual",
                    "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": "Warp Mind and Matter",
            "desc": "A creature you can see within range undergoes a baleful transmogrification. The target must make a successful Wisdom saving throw or suffer a flesh warp and be afflicted with a form of indefinite madness.",
            "level": 6,
            "higher_level": "",
            "target_type": "creature",
            "range_text": "30 feet",
            "range": 30,
            "ritual": true,
            "casting_time": "action",
            "reaction_condition": null,
            "verbal": true,
            "somatic": true,
            "material": true,
            "material_specified": "root of deadly nightshade and a drop of the caster’s blood",
            "material_cost": null,
            "material_consumed": false,
            "target_count": 1,
            "saving_throw_ability": "wisdom",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [],
            "duration": "until cured or dispelled",
            "shape_type": null,
            "shape_size": null,
            "concentration": false,
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "deepm_winterdark",
            "document": {
                "name": "Deep Magic for 5th Edition",
                "key": "deepm",
                "type": "SOURCE",
                "display_name": "Deep Magic for 5th Edition",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://koboldpress.com/kpstore/product/deep-magic-for-5th-edition-hardcover/"
            },
            "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": "Winterdark",
            "desc": "This spell invokes the deepest part of night on the winter solstice. You target a 40-foot-radius, 60-foot-high cylinder centered on a point within range, which is plunged into darkness and unbearable cold. Each creature in the area when you cast the spell and at the start of its turn must make a successful Constitution saving throw or take 1d6 cold damage and gain one level of exhaustion. Creatures immune to cold damage are also immune to the exhaustion effect, as are creatures wearing cold weather gear or otherwise adapted for a cold environment.\n\nAs a bonus action, you can move the center of the effect 20 feet.",
            "level": 6,
            "higher_level": "",
            "target_type": "point",
            "range_text": "120 feet",
            "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": 1,
            "saving_throw_ability": "constitution",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [],
            "duration": "1 hour",
            "shape_type": null,
            "shape_size": null,
            "concentration": true,
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "deepm_winters-radiance",
            "document": {
                "name": "Deep Magic for 5th Edition",
                "key": "deepm",
                "type": "SOURCE",
                "display_name": "Deep Magic for 5th Edition",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://koboldpress.com/kpstore/product/deep-magic-for-5th-edition-hardcover/"
            },
            "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": [],
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Winter's Radiance",
            "desc": "When you cast this spell, the piercing rays of a day’s worth of sunlight reflecting off fresh snow blankets the area. A creature caught in the spell’s area must succeed on a Constitution saving throw or have disadvantage on ranged attacks and Wisdom (Perception) checks for the duration of the spell. In addition, an affected creature’s vision is hampered such that foes it targets are treated as having three-quarters cover.",
            "level": 6,
            "higher_level": "",
            "target_type": "area",
            "range_text": "400 feet",
            "range": 400,
            "ritual": false,
            "casting_time": "action",
            "reaction_condition": null,
            "verbal": true,
            "somatic": true,
            "material": true,
            "material_specified": "a piece of polished glass",
            "material_cost": null,
            "material_consumed": false,
            "target_count": 1,
            "saving_throw_ability": "constitution",
            "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": "a5e-ag_animate-objects",
            "document": {
                "name": "Adventurer's Guide",
                "key": "a5e-ag",
                "type": "SOURCE",
                "display_name": "Adventurer's Guide",
                "publisher": {
                    "name": "EN Publishing",
                    "key": "en-publishing"
                },
                "gamesystem": {
                    "name": "Advanced 5th Edition",
                    "key": "a5e"
                },
                "permalink": "https://a5esrd.com/a5esrd"
            },
            "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": "Animate Objects",
            "desc": "Objects come to life at your command just like you dreamt of when you were an apprentice! Choose up to 6 unattended nonmagical Small or Tiny objects. You may also choose larger objects; treat Medium objects as 2 objects, Large objects as 3 objects, and Huge objects as 6 objects. You can't animate objects larger than Huge.\n\nUntil the spell ends or a target is reduced to 0 hit points, you animate the targets and turn them into constructs under your control.\n\nEach construct has Constitution 10, Intelligence 3, Wisdom 3, and Charisma 1, as well as a flying speed of 30 feet and the ability to hover (if securely fastened to something larger, it has a Speed of 0), and blindsight to a range of 30 feet (blind beyond that distance). Otherwise a construct's statistics are determined by its size.\n\nIf you animate 4 or more Small or Tiny objects, instead of controlling each construct individually they function as a construct swarm. Add together all swarm's total hit points. Attacks against a construct swarm deal half damage. The construct swarm reverts to individual constructs when it is reduced to 15 hit points or less.\n\nYou can use a bonus action to mentally command any construct made with this spell while it is within 500 feet. When you command multiple constructs using this spell, you may simultaneously give them all the same command. You decide the action the construct takes and where it moves during its next turn, or you can issue a general command, such as guarding an area. Without commands the construct only defends itself. The construct continues to follow a command until its task is complete.\n\nWhen you command a construct to attack, it makes a single slam melee attack against a creature within 5 feet of it. On a hit the construct deals bludgeoning, piercing, or slashing damage appropriate to its shape.\n\nWhen the construct drops to 0 hit points, any excess damage carries over to its normal object form.",
            "level": 5,
            "higher_level": "You can animate 2 additional Small or Tiny objects for each slot level above 5th.",
            "target_type": "object",
            "range_text": "120 feet",
            "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": 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": "a5e-ag_antilife-shell",
            "document": {
                "name": "Adventurer's Guide",
                "key": "a5e-ag",
                "type": "SOURCE",
                "display_name": "Adventurer's Guide",
                "publisher": {
                    "name": "EN Publishing",
                    "key": "en-publishing"
                },
                "gamesystem": {
                    "name": "Advanced 5th Edition",
                    "key": "a5e"
                },
                "permalink": "https://a5esrd.com/a5esrd"
            },
            "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": [],
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Antilife Shell",
            "desc": "A barrier that glimmers with an oily rainbow hue pops into existence around you. The barrier moves with you and prevents creatures other than undead and constructs from passing or reaching through its surface.\n\nThe barrier does not prevent spells or attacks with ranged or reach weapons from passing through the barrier.\n\nThe spell ends if you move so that a Tiny or larger living creature is forced to pass through the barrier.",
            "level": 5,
            "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 hour",
            "shape_type": null,
            "shape_size": null,
            "concentration": true,
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "a5e-ag_arcane-hand",
            "document": {
                "name": "Adventurer's Guide",
                "key": "a5e-ag",
                "type": "SOURCE",
                "display_name": "Adventurer's Guide",
                "publisher": {
                    "name": "EN Publishing",
                    "key": "en-publishing"
                },
                "gamesystem": {
                    "name": "Advanced 5th Edition",
                    "key": "a5e"
                },
                "permalink": "https://a5esrd.com/a5esrd"
            },
            "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": [],
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Arcane Hand",
            "desc": "You create a Large hand of shimmering, translucent force that mimics the appearance and movements of your own hand.\n\nThe hand doesn't fill its space and has AC 20, Strength 26 (+8), Dexterity 10 (+0), maneuver DC 18, and hit points equal to your hit point maximum. The spell ends early if it is dropped to 0 hit points.\n\nWhen you cast the spell and as a bonus action on subsequent turns, you can move the hand up to 60 feet and then choose one of the following.\n\n* **_Shove:_** The hand makes a Strength saving throw against the maneuver DC of a creature within 5 feet of it, with advantage if the creature is Medium or smaller. On a success, the hand pushes the creature in a direction of your choosing for up to 5 feet plus a number of feet equal to 5 times your spellcasting ability modifier, and remains within 5 feet of it.\n* **_Smash:_** Make a melee spell attack against a creature or object within 5 feet of the hand. On a hit, the hand deals 4d8 force damage.\n* **_Snatch:_** The hand makes a Strength saving throw against the maneuver DC of a creature within 5 feet of it, with advantage if the creature is Medium or smaller. On a success, the creature is grappled by the hand. You can use a bonus action to crush a creature grappled by the hand, dealing bludgeoning damage equal to 2d6 + your spellcasting ability modifier.\n* **_Stop:_** Until the hand is given another command it moves to stay between you and a creature of your choice, providing you with three-quarters cover against the chosen creature. A creature with a Strength score of 26 or less cannot move through the hand's space, and stronger creatures treat the hand as difficult terrain.",
            "level": 5,
            "higher_level": "The damage from Smash increases by 2d8 and the damage from Snatch increases by 2d6 for each slot level above 5th.",
            "target_type": "point",
            "range_text": "120 feet",
            "range": 120,
            "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": "strength",
            "attack_roll": true,
            "damage_roll": "",
            "damage_types": [],
            "duration": "1 minute",
            "shape_type": null,
            "shape_size": null,
            "concentration": true,
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "a5e-ag_awaken",
            "document": {
                "name": "Adventurer's Guide",
                "key": "a5e-ag",
                "type": "SOURCE",
                "display_name": "Adventurer's Guide",
                "publisher": {
                    "name": "EN Publishing",
                    "key": "en-publishing"
                },
                "gamesystem": {
                    "name": "Advanced 5th Edition",
                    "key": "a5e"
                },
                "permalink": "https://a5esrd.com/a5esrd"
            },
            "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": "Awaken",
            "desc": "You impart sentience in the target, granting it an Intelligence of 10 and proficiency in a language you know. A plant targeted by this spell gains the ability to move, as well as senses identical to those of a human. The Narrator assigns awakened plant statistics (such as an awakened shrub or awakened tree).\n\nThe target is charmed by you for 30 days or until you or your companions harm it. Depending on how you treated the target while it was charmed, when the condition ends the awakened creature may choose to remain friendly to you.",
            "level": 5,
            "higher_level": "Target an additional creature for each slot level above 5th. Each target requires its own material component.",
            "target_type": "creature",
            "range_text": "Touch",
            "range": 0,
            "ritual": false,
            "casting_time": "8hours",
            "reaction_condition": null,
            "verbal": true,
            "somatic": true,
            "material": true,
            "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": "a5e-ag_cloudkill",
            "document": {
                "name": "Adventurer's Guide",
                "key": "a5e-ag",
                "type": "SOURCE",
                "display_name": "Adventurer's Guide",
                "publisher": {
                    "name": "EN Publishing",
                    "key": "en-publishing"
                },
                "gamesystem": {
                    "name": "Advanced 5th Edition",
                    "key": "a5e"
                },
                "permalink": "https://a5esrd.com/a5esrd"
            },
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null,
                    "concentration": null,
                    "shape_size": null,
                    "desc": null
                },
                {
                    "type": "slot_level_6",
                    "damage_roll": "6d8",
                    "target_count": null,
                    "duration": null,
                    "range": null,
                    "concentration": null,
                    "shape_size": null,
                    "desc": null
                },
                {
                    "type": "slot_level_7",
                    "damage_roll": "7d8",
                    "target_count": null,
                    "duration": null,
                    "range": null,
                    "concentration": null,
                    "shape_size": null,
                    "desc": null
                },
                {
                    "type": "slot_level_8",
                    "damage_roll": "8d8",
                    "target_count": null,
                    "duration": null,
                    "range": null,
                    "concentration": null,
                    "shape_size": null,
                    "desc": null
                },
                {
                    "type": "slot_level_9",
                    "damage_roll": "9d8",
                    "target_count": null,
                    "duration": null,
                    "range": null,
                    "concentration": null,
                    "shape_size": null,
                    "desc": null
                }
            ],
            "school": {
                "name": "Conjuration",
                "key": "conjuration"
            },
            "classes": [],
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Cloudkill",
            "desc": "You create a sphere of poisonous, sickly green fog, which can spread around corners but not change shape. The area is heavily obscured. A strong wind disperses the fog, ending the spell early.\n\nUntil the spell ends, when a creature enters the area for the first time on its turn or starts its turn there, it takes 5d8 poison damage.\n\nThe fog moves away from you 10 feet at the start of each of your turns, flowing along the ground. The fog is thicker than air, sinks to the lowest level in the land, and can even flow down openings and pits.",
            "level": 5,
            "higher_level": "The damage increases by 1d8 for each slot level above 5th.",
            "target_type": "area",
            "range_text": "120 feet",
            "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": 1,
            "saving_throw_ability": "",
            "attack_roll": false,
            "damage_roll": "5d8",
            "damage_types": [
                "poison"
            ],
            "duration": "10 minutes",
            "shape_type": null,
            "shape_size": null,
            "concentration": true,
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "a5e-ag_commune",
            "document": {
                "name": "Adventurer's Guide",
                "key": "a5e-ag",
                "type": "SOURCE",
                "display_name": "Adventurer's Guide",
                "publisher": {
                    "name": "EN Publishing",
                    "key": "en-publishing"
                },
                "gamesystem": {
                    "name": "Advanced 5th Edition",
                    "key": "a5e"
                },
                "permalink": "https://a5esrd.com/a5esrd"
            },
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null,
                    "concentration": null,
                    "shape_size": null,
                    "desc": null
                },
                {
                    "type": "ritual",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null,
                    "concentration": null,
                    "shape_size": null,
                    "desc": null
                }
            ],
            "school": {
                "name": "Divination",
                "key": "divination"
            },
            "classes": [],
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Commune",
            "desc": "You contact your deity, a divine proxy, or a personified source of divine power and ask up to 3 questions that could be answered with a yes or a no. You must complete your questions before the spell ends. You receive a correct answer for each question, unless the being does not know. When the being does not know, you receive \"unclear\" as an answer. The being does not try to deceive, and the Narrator may offer a short phrase as an answer if necessary.\n\nWhen you cast this spell again before finishing a long rest, the chance of getting a no answer increases.\n\nThe Narrator makes the following roll in secret: second casting —25%, third casting —50%, fourth casting—75%, fifth casting—100%.",
            "level": 5,
            "higher_level": "",
            "target_type": "creature",
            "range_text": "Self",
            "range": 0,
            "ritual": true,
            "casting_time": "1minute",
            "reaction_condition": null,
            "verbal": true,
            "somatic": true,
            "material": true,
            "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": false,
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "a5e-ag_commune-with-nature",
            "document": {
                "name": "Adventurer's Guide",
                "key": "a5e-ag",
                "type": "SOURCE",
                "display_name": "Adventurer's Guide",
                "publisher": {
                    "name": "EN Publishing",
                    "key": "en-publishing"
                },
                "gamesystem": {
                    "name": "Advanced 5th Edition",
                    "key": "a5e"
                },
                "permalink": "https://a5esrd.com/a5esrd"
            },
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null,
                    "concentration": null,
                    "shape_size": null,
                    "desc": null
                },
                {
                    "type": "ritual",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null,
                    "concentration": null,
                    "shape_size": null,
                    "desc": null
                }
            ],
            "school": {
                "name": "Divination",
                "key": "divination"
            },
            "classes": [],
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Commune with Nature",
            "desc": "Until the spell ends, your spirit bonds with that of nature and you learn about the surrounding land.\n\nWhen cast outdoors the spell reaches 3 miles around you, and in natural underground settings it reaches only 300 feet. The spell fails if you are in a heavily constructed area, such as a dungeon or town.\n\nYou learn up to 3 facts of your choice about the surrounding area:\n\n* Terrain and bodies of water\n* Common flora, fauna, minerals, and peoples\n* Any unnatural creatures in the area\n* Weaknesses in planar boundaries\n* Built structures",
            "level": 5,
            "higher_level": "",
            "target_type": "area",
            "range_text": "Self",
            "range": 0,
            "ritual": true,
            "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": "a5e-ag_cone-of-cold",
            "document": {
                "name": "Adventurer's Guide",
                "key": "a5e-ag",
                "type": "SOURCE",
                "display_name": "Adventurer's Guide",
                "publisher": {
                    "name": "EN Publishing",
                    "key": "en-publishing"
                },
                "gamesystem": {
                    "name": "Advanced 5th Edition",
                    "key": "a5e"
                },
                "permalink": "https://a5esrd.com/a5esrd"
            },
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null,
                    "concentration": null,
                    "shape_size": null,
                    "desc": null
                },
                {
                    "type": "slot_level_6",
                    "damage_roll": "9d8",
                    "target_count": null,
                    "duration": null,
                    "range": null,
                    "concentration": null,
                    "shape_size": null,
                    "desc": null
                },
                {
                    "type": "slot_level_7",
                    "damage_roll": "10d8",
                    "target_count": null,
                    "duration": null,
                    "range": null,
                    "concentration": null,
                    "shape_size": null,
                    "desc": null
                },
                {
                    "type": "slot_level_8",
                    "damage_roll": "11d8",
                    "target_count": null,
                    "duration": null,
                    "range": null,
                    "concentration": null,
                    "shape_size": null,
                    "desc": null
                },
                {
                    "type": "slot_level_9",
                    "damage_roll": "12d8",
                    "target_count": null,
                    "duration": null,
                    "range": null,
                    "concentration": null,
                    "shape_size": null,
                    "desc": null
                }
            ],
            "school": {
                "name": "Evocation",
                "key": "evocation"
            },
            "classes": [],
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Cone of Cold",
            "desc": "Frigid cold blasts from your hands. Each creature in the area takes 8d8 cold damage. Creatures killed by this spell become frozen statues until they thaw.",
            "level": 5,
            "higher_level": "The damage increases by 1d8 for each slot level above 5th.",
            "target_type": "creature",
            "range_text": "Self",
            "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": "",
            "attack_roll": false,
            "damage_roll": "8d8",
            "damage_types": [
                "cold"
            ],
            "duration": "instantaneous",
            "shape_type": null,
            "shape_size": null,
            "concentration": false,
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "a5e-ag_conjure-elemental",
            "document": {
                "name": "Adventurer's Guide",
                "key": "a5e-ag",
                "type": "SOURCE",
                "display_name": "Adventurer's Guide",
                "publisher": {
                    "name": "EN Publishing",
                    "key": "en-publishing"
                },
                "gamesystem": {
                    "name": "Advanced 5th Edition",
                    "key": "a5e"
                },
                "permalink": "https://a5esrd.com/a5esrd"
            },
            "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": [],
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Conjure Elemental",
            "desc": "You summon a creature from the Elemental Planes. This creature uses the statistics of a conjured elemental creature (detailed below) with certain traits determined by your choice of its type: air, earth, fire, or water.\n\nThe creature is friendly to you and your companions and takes its turn immediately after yours.\n\nIt obeys your verbal commands. Without such commands, the creature only defends itself.\n\nThe creature disappears when reduced to 0 hit points. If your concentration is broken before the spell ends, you lose control of the elemental creature, which becomes hostile and might attack you and your companions. An uncontrolled creature disappears 1 hour after you summoned it.",
            "level": 5,
            "higher_level": "For each slot level above 5th the elemental creature's AC increases by 1, its hit points increase by 10, and when it deals damage with an attack it deals 1d4 extra damage.",
            "target_type": "creature",
            "range_text": "60 feet",
            "range": 60,
            "ritual": false,
            "casting_time": "1minute",
            "reaction_condition": null,
            "verbal": true,
            "somatic": true,
            "material": true,
            "material_specified": "",
            "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": true,
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "a5e-ag_contact-other-plane",
            "document": {
                "name": "Adventurer's Guide",
                "key": "a5e-ag",
                "type": "SOURCE",
                "display_name": "Adventurer's Guide",
                "publisher": {
                    "name": "EN Publishing",
                    "key": "en-publishing"
                },
                "gamesystem": {
                    "name": "Advanced 5th Edition",
                    "key": "a5e"
                },
                "permalink": "https://a5esrd.com/a5esrd"
            },
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null,
                    "concentration": null,
                    "shape_size": null,
                    "desc": null
                },
                {
                    "type": "ritual",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null,
                    "concentration": null,
                    "shape_size": null,
                    "desc": null
                }
            ],
            "school": {
                "name": "Divination",
                "key": "divination"
            },
            "classes": [],
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Contact Other Plane",
            "desc": "You consult an otherworldly entity, risking your very mind in the process. Make a DC 15 Intelligence saving throw. On a failure, you take 6d6 psychic damage and suffer four levels of strife until you finish a long rest. A _greater restoration_ spell ends this effect.\n\nOn a successful save, you can ask the entity up to 5 questions before the spell ends. When possible the entity responds with one-word answers: yes, no, maybe, never, irrelevant, or unclear. At the Narrator's discretion, it may instead provide a brief but truthful answer when necessary.",
            "level": 5,
            "higher_level": "",
            "target_type": "creature",
            "range_text": "Self",
            "range": 0,
            "ritual": true,
            "casting_time": "1minute",
            "reaction_condition": null,
            "verbal": true,
            "somatic": false,
            "material": false,
            "material_specified": "",
            "material_cost": null,
            "material_consumed": false,
            "target_count": 1,
            "saving_throw_ability": "intelligence",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [],
            "duration": "1 minute",
            "shape_type": null,
            "shape_size": null,
            "concentration": false,
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "a5e-ag_contagion",
            "document": {
                "name": "Adventurer's Guide",
                "key": "a5e-ag",
                "type": "SOURCE",
                "display_name": "Adventurer's Guide",
                "publisher": {
                    "name": "EN Publishing",
                    "key": "en-publishing"
                },
                "gamesystem": {
                    "name": "Advanced 5th Edition",
                    "key": "a5e"
                },
                "permalink": "https://a5esrd.com/a5esrd"
            },
            "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": "Contagion",
            "desc": "Your touch inflicts a hideous disease. Make a melee spell attack. On a hit, you afflict the target with a disease chosen from the list below.\n\nThe target must make a Constitution saving throw at the end of each of its turns. After three failed saves, the disease lasts for the duration and the creature stops making saves, or after three successful saves, the creature recovers and the spell ends. A greater restoration spell or similar effect also ends the disease.\n\n* **Blinding Sickness:** The target's eyes turn milky white. It is blinded and has disadvantage on Wisdom checks and saving throws.\n* **Filth Fever:** The target is wracked by fever. It has disadvantage when using Strength for an ability check, attack roll, or saving throw.\n* **Flesh Rot:** The target's flesh rots. It has disadvantage on Charisma ability checks and becomes vulnerable to all damage.\n* **Mindfire:** The target hallucinates. During combat it is confused, and it has disadvantage when using Intelligence for an ability check or saving throw.\n* **Rattling Cough:** The target becomes discombobulated as it hacks with body-wracking coughs. It is rattled and has disadvantage when using Dexterity for an ability check, attack roll, or saving throw.\n* **Slimy Doom:** The target bleeds uncontrollably. It has disadvantage when using Constitution for an ability check or saving throw. Whenever it takes damage, the target is stunned until the end of its next turn.",
            "level": 5,
            "higher_level": "",
            "target_type": "creature",
            "range_text": "Touch",
            "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": true,
            "damage_roll": "",
            "damage_types": [],
            "duration": "7 days",
            "shape_type": null,
            "shape_size": null,
            "concentration": false,
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "a5e-ag_creation",
            "document": {
                "name": "Adventurer's Guide",
                "key": "a5e-ag",
                "type": "SOURCE",
                "display_name": "Adventurer's Guide",
                "publisher": {
                    "name": "EN Publishing",
                    "key": "en-publishing"
                },
                "gamesystem": {
                    "name": "Advanced 5th Edition",
                    "key": "a5e"
                },
                "permalink": "https://a5esrd.com/a5esrd"
            },
            "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": [],
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Creation",
            "desc": "You weave raw magic into a mundane physical object no larger than a 5-foot cube. The object must be of a form and material you have seen before. Using the object as a material component for another spell causes that spell to fail.\n\nThe spell's duration is determined by the object's material. An object composed of multiple materials uses the shortest duration.",
            "level": 5,
            "higher_level": "The size of the cube increases by 5 feet for each slot level above 5th.",
            "target_type": "object",
            "range_text": "30 feet",
            "range": 30,
            "ritual": false,
            "casting_time": "1minute",
            "reaction_condition": null,
            "verbal": true,
            "somatic": true,
            "material": true,
            "material_specified": "",
            "material_cost": null,
            "material_consumed": false,
            "target_count": 1,
            "saving_throw_ability": "",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [],
            "duration": "special",
            "shape_type": "cube",
            "shape_size": 5,
            "concentration": false,
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "a5e-ag_dispel-evil-and-good",
            "document": {
                "name": "Adventurer's Guide",
                "key": "a5e-ag",
                "type": "SOURCE",
                "display_name": "Adventurer's Guide",
                "publisher": {
                    "name": "EN Publishing",
                    "key": "en-publishing"
                },
                "gamesystem": {
                    "name": "Advanced 5th Edition",
                    "key": "a5e"
                },
                "permalink": "https://a5esrd.com/a5esrd"
            },
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null,
                    "concentration": null,
                    "shape_size": null,
                    "desc": null
                },
                {
                    "type": "slot_level_6",
                    "damage_roll": "8d8",
                    "target_count": 2,
                    "duration": null,
                    "range": null,
                    "concentration": null,
                    "shape_size": null,
                    "desc": null
                },
                {
                    "type": "slot_level_7",
                    "damage_roll": "9d8",
                    "target_count": 3,
                    "duration": null,
                    "range": null,
                    "concentration": null,
                    "shape_size": null,
                    "desc": null
                },
                {
                    "type": "slot_level_8",
                    "damage_roll": "10d8",
                    "target_count": 4,
                    "duration": null,
                    "range": null,
                    "concentration": null,
                    "shape_size": null,
                    "desc": null
                },
                {
                    "type": "slot_level_9",
                    "damage_roll": "11d8",
                    "target_count": 5,
                    "duration": null,
                    "range": null,
                    "concentration": null,
                    "shape_size": null,
                    "desc": null
                }
            ],
            "school": {
                "name": "Abjuration",
                "key": "abjuration"
            },
            "classes": [],
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Dispel Evil and Good",
            "desc": "A nimbus of power surrounds you, making you more able to resist and destroy beings from beyond the realms material.\n\nUntil the spell ends, celestials, elementals, fey, fiends, and undead have disadvantage on attack rolls against you.\n\nYou can end the spell early by using an action to do either of the following.\n\n* **Mental Resistance:** Choose up to 3 friendly creatures within 60 feet. Each of those creatures that is charmed, frightened, or possessed by a celestial, elemental, fey, fiend, or undead may make an immediate saving throw with advantage against the condition or possession, ending it on a success.\n* **Retribution:** Make a melee spell attack against a celestial, elemental, fey, fiend, or undead within reach. On a hit, the creature takes 7d8 radiant or necrotic damage (your choice) and is stunned until the beginning of your next turn.",
            "level": 5,
            "higher_level": "Mental Resistance targets one additional creature for each slot level above 5th, and Retribution's damage increases by 1d8 for each slot level above 5th.",
            "target_type": "creature",
            "range_text": "Self",
            "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": "",
            "attack_roll": true,
            "damage_roll": "7d8",
            "damage_types": [
                "necrotic",
                "radiant"
            ],
            "duration": "1 minute",
            "shape_type": null,
            "shape_size": null,
            "concentration": true,
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "a5e-ag_dominate-person",
            "document": {
                "name": "Adventurer's Guide",
                "key": "a5e-ag",
                "type": "SOURCE",
                "display_name": "Adventurer's Guide",
                "publisher": {
                    "name": "EN Publishing",
                    "key": "en-publishing"
                },
                "gamesystem": {
                    "name": "Advanced 5th Edition",
                    "key": "a5e"
                },
                "permalink": "https://a5esrd.com/a5esrd"
            },
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null,
                    "concentration": null,
                    "shape_size": null,
                    "desc": null
                },
                {
                    "type": "slot_level_6",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": "10 minutes",
                    "range": null,
                    "concentration": null,
                    "shape_size": null,
                    "desc": null
                },
                {
                    "type": "slot_level_7",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": "1 hour",
                    "range": null,
                    "concentration": null,
                    "shape_size": null,
                    "desc": null
                },
                {
                    "type": "slot_level_8",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": "8 hours",
                    "range": null,
                    "concentration": null,
                    "shape_size": null,
                    "desc": null
                },
                {
                    "type": "slot_level_9",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": "8 hours",
                    "range": null,
                    "concentration": null,
                    "shape_size": null,
                    "desc": null
                }
            ],
            "school": {
                "name": "Enchantment",
                "key": "enchantment"
            },
            "classes": [],
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Dominate Person",
            "desc": "You assert control over the target humanoid's mind and it is charmed for the duration. If it is engaged in combat with you or creatures friendly to you, it has advantage on its saving throw.\n\nUntil the charmed condition ends, you establish a telepathic link with it while you are on the same plane. You may issue commands through this link and the target does its best to obey. No action is required to issue commands, which can be a simple and general course of action such as \"Attack that target, \" \"Go over there, \" or \"Bring me that object.\" Without commands the target only defends itself. The target continues to follow a command until its task is complete.\n\nYou can use your action to assume direct control of the target. Until the end of your next turn, you decide all of the target's actions and it does nothing you do not allow it to. While a target is directly controlled in this way, you can also cause it to use a reaction, but this requires you to use your own reaction as well.\n\nEach time the target takes damage, it makes a new saving throw against the spell, ending the spell on a success.",
            "level": 5,
            "higher_level": "The spell's duration is extended: 6th-level—Concentration (10 minutes), 7th-level —Concentration (1 hour), 8th-level —Concentration (8 hours).",
            "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": "",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [],
            "duration": "1 minute",
            "shape_type": null,
            "shape_size": null,
            "concentration": true,
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "a5e-ag_dream",
            "document": {
                "name": "Adventurer's Guide",
                "key": "a5e-ag",
                "type": "SOURCE",
                "display_name": "Adventurer's Guide",
                "publisher": {
                    "name": "EN Publishing",
                    "key": "en-publishing"
                },
                "gamesystem": {
                    "name": "Advanced 5th Edition",
                    "key": "a5e"
                },
                "permalink": "https://a5esrd.com/a5esrd"
            },
            "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": [],
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Dream",
            "desc": "Until the spell ends, you manipulate the dreams of another creature. You designate a messenger, which may be you or a willing creature you touch, to enter a trance. The messenger remains aware of its surroundings while in the trance but cannot take actions or move.\n\nIf the target is sleeping the messenger appears in its dreams and can converse with the target as long as it remains asleep and the spell remains active. The messenger can also manipulate the dream, creating objects, landscapes, and various other sensory sensations. The messenger can choose to end the trance at any time, ending the spell. The target remembers the dream in perfect detail when it wakes. The messenger knows if the target is awake when you cast the spell and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the spell works as described.\n\nYou can choose to let the messenger terrorize the target. The messenger can deliver a message of 10 words or fewer and the target must make a Wisdom saving throw. If you have a portion of the target's body (some hair or a drop of blood) it has disadvantage on its saving throw. On a failed save, echoes of the messenger's fearful aspect create a nightmare that lasts the duration of the target's sleep and prevents it from gaining any benefit from the rest. In addition, upon waking the target suffers a level of fatigue or strife (your choice), up to a maximum of 3 in either condition.\n\nCreatures that don't sleep or don't dream (such as elves) cannot be contacted by this spell.",
            "level": 5,
            "higher_level": "",
            "target_type": "creature",
            "range_text": "Special",
            "range": 0,
            "ritual": false,
            "casting_time": "1minute",
            "reaction_condition": null,
            "verbal": true,
            "somatic": true,
            "material": true,
            "material_specified": "",
            "material_cost": null,
            "material_consumed": false,
            "target_count": 1,
            "saving_throw_ability": "wisdom",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [],
            "duration": "8 hours",
            "shape_type": null,
            "shape_size": null,
            "concentration": false,
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "a5e-ag_eldritch-cube",
            "document": {
                "name": "Adventurer's Guide",
                "key": "a5e-ag",
                "type": "SOURCE",
                "display_name": "Adventurer's Guide",
                "publisher": {
                    "name": "EN Publishing",
                    "key": "en-publishing"
                },
                "gamesystem": {
                    "name": "Advanced 5th Edition",
                    "key": "a5e"
                },
                "permalink": "https://a5esrd.com/a5esrd"
            },
            "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": [],
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Eldritch Cube",
            "desc": "A black, nonreflective, incorporeal 10-foot cube appears in an unoccupied space that you can see. Its space can be in midair if you so desire. When a creature starts its turn in the cube or enters the cube for the first time on its turn it must make an Intelligence saving throw, taking 5d6 psychic damage on a failed save, or half damage on a success.\n\nAs a bonus action, you can move the cube up to 10 feet in any direction to a space you can see. The cube cannot be made to pass through other creatures in this way.",
            "level": 5,
            "higher_level": "",
            "target_type": "creature",
            "range_text": "120 feet",
            "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": 1,
            "saving_throw_ability": "intelligence",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [],
            "duration": "1 minute",
            "shape_type": "cube",
            "shape_size": 10,
            "concentration": true,
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "a5e-ag_flame-strike",
            "document": {
                "name": "Adventurer's Guide",
                "key": "a5e-ag",
                "type": "SOURCE",
                "display_name": "Adventurer's Guide",
                "publisher": {
                    "name": "EN Publishing",
                    "key": "en-publishing"
                },
                "gamesystem": {
                    "name": "Advanced 5th Edition",
                    "key": "a5e"
                },
                "permalink": "https://a5esrd.com/a5esrd"
            },
            "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": [],
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Flame Strike",
            "desc": "A column of divine flame deals 4d6 fire damage and 4d6 radiant damage to creatures in the area.",
            "level": 5,
            "higher_level": "Increase either the fire damage or the radiant damage by 1d6 for each slot level above 5th.",
            "target_type": "creature",
            "range_text": "60 feet",
            "range": 60,
            "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": "",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [],
            "duration": "instantaneous",
            "shape_type": null,
            "shape_size": null,
            "concentration": false,
            "crossreferences": {
                "to": []
            }
        }
    ]
}