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

GET /v2/spells/?format=api&ordering=-higher_level&page=21
HTTP 200 OK
Allow: GET, HEAD, OPTIONS
Content-Type: application/json
Vary: Accept

{
    "count": 1435,
    "next": "https://api-beta.open5e.com/v2/spells/?format=api&ordering=-higher_level&page=22",
    "previous": "https://api-beta.open5e.com/v2/spells/?format=api&ordering=-higher_level&page=20",
    "results": [
        {
            "url": "https://api-beta.open5e.com/v2/spells/toh_eruption/?format=api",
            "key": "toh_eruption",
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                }
            ],
            "school": {
                "key": "conjuration",
                "name": "Conjuration",
                "desc": "**Conjuration** spells involve the transportation of objects and creatures from one location to another. Some spells summon creatures or objects to the caster’s side, whereas others allow the caster to teleport to another location. Some conjurations create objects or effects out of nothing.",
                "document": "srd"
            },
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Eruption",
            "desc": "You create a furiously erupting volcano centered on a point you can see within range. The ground heaves violently as a cinder cone that is 2 feet wide and 5 feet tall bursts up from it. Each creature within 30 feet of the cinder cone when it appears must make a Strength saving throw. On a failed save, a creature takes 8d6 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone.\n  Each round you maintain concentration on this spell, the cinder cone produces additional effects on your turn.\n  ***Round 2.*** Smoke pours from the cinder cone. Each creature within 10 feet of the cinder cone when the smoke appears takes 4d6 poison damage. Afterwards, each creature that enters the smoky area for the first time on a turn or starts its turn there takes 2d6 poison damage. The smoke spreads around corners, and its area is heavily obscured. A wind of moderate or greater speed (at least 10 miles per hour) disperses the smoke until the start of your next turn, when the smoke reforms.\n  ***Round 3.*** Lava bubbles out from the cinder cone, spreading out to cover the ground within 20 feet of the cinder cone. Each creature and object in the area when the lava appears takes 10d10 fire damage and is on fire. Afterwards, each creature that enters the lava for the first time on a turn or starts its turn there takes 5d10 fire damage. In addition, the smoke spreads to fill a 20-foot-radius sphere centered on the cinder cone.\n  ***Round 4.*** The lava continues spreading and covers the ground within 30 feet of the cinder cone in lava that is 1-foot-deep. The lava-covered ground becomes difficult terrain. In addition, the smoke fills a 30-footradius sphere centered on the cinder cone.\n  ***Round 5.*** The lava expands to cover the ground within 40 feet of the cinder cone, and the smoke fills a 40-foot radius sphere centered on the cinder cone. In addition, the cinder cone begins spewing hot rocks. Choose up to three creatures within 90 feet of the cinder cone. Each target must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and 3d6 fire damage.\n  ***Rounds 6-10.*** The lava and smoke continue to expand in size by 10 feet each round. In addition, each round you can direct the cinder cone to spew hot rocks at three targets, as described in Round 5.\n  When the spell ends, the volcano ceases erupting, but the smoke and lava remain for 1 minute before cooling and dispersing. The landscape is permanently altered by the spell.",
            "level": 9,
            "higher_level": "",
            "target_type": "point",
            "range_text": "120 feet",
            "range": 120.0,
            "ritual": false,
            "casting_time": "action",
            "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": "8d6",
            "damage_types": [
                "bludgeoning"
            ],
            "duration": "1 minute",
            "shape_type": "sphere",
            "shape_size": 20.0,
            "concentration": true,
            "document": "https://api-beta.open5e.com/v2/documents/toh/?format=api",
            "classes": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/toh_feint/?format=api",
            "key": "toh_feint",
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                }
            ],
            "school": {
                "key": "illusion",
                "name": "Illusion",
                "desc": "**Illusion** spells deceive the senses or minds of others. They cause people to see things that are not there, to miss things that are there, to hear phantom noises, or to remember things that never happened. Some illusions create phantom images that any creature can see, but the most insidious illusions plant an image directly in the mind of a creature.",
                "document": "srd"
            },
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Feint",
            "desc": "You create a momentary, flickering duplicate of yourself just as you make an attack against a creature. You have advantage on the next attack roll you make against the target before the end of your next turn as it's distracted by your illusory copy.",
            "level": 1,
            "higher_level": "",
            "target_type": "creature",
            "range_text": "30 feet",
            "range": 30.0,
            "ritual": false,
            "casting_time": "action",
            "verbal": true,
            "somatic": false,
            "material": false,
            "material_specified": "",
            "material_cost": null,
            "material_consumed": false,
            "target_count": 1,
            "saving_throw_ability": "",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [],
            "duration": "1 round",
            "shape_type": null,
            "shape_size": null,
            "concentration": false,
            "document": "https://api-beta.open5e.com/v2/documents/toh/?format=api",
            "classes": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/toh_furious-wail/?format=api",
            "key": "toh_furious-wail",
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                }
            ],
            "school": {
                "key": "evocation",
                "name": "Evocation",
                "desc": "**Evocation** spells manipulate magical energy to produce a desired effect. Some call up blasts of fire or lightning. Others channel positive energy to heal wounds.",
                "document": "srd"
            },
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Furious Wail",
            "desc": "You let out a scream of white-hot fury that pierces the minds of up to five creatures within range. Each target must make a Charisma saving throw. On a failed save, it takes 10d10 + 30 psychic damage and is stunned until the end of its next turn. On a success, it takes half as much damage.",
            "level": 9,
            "higher_level": "",
            "target_type": "creature",
            "range_text": "120 feet",
            "range": 120.0,
            "ritual": false,
            "casting_time": "action",
            "verbal": true,
            "somatic": true,
            "material": false,
            "material_specified": "",
            "material_cost": null,
            "material_consumed": false,
            "target_count": 5,
            "saving_throw_ability": "charisma",
            "attack_roll": false,
            "damage_roll": "10d10+30",
            "damage_types": [
                "psychic"
            ],
            "duration": "instantaneous",
            "shape_type": null,
            "shape_size": null,
            "concentration": false,
            "document": "https://api-beta.open5e.com/v2/documents/toh/?format=api",
            "classes": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/toh_gale/?format=api",
            "key": "toh_gale",
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                }
            ],
            "school": {
                "key": "conjuration",
                "name": "Conjuration",
                "desc": "**Conjuration** spells involve the transportation of objects and creatures from one location to another. Some spells summon creatures or objects to the caster’s side, whereas others allow the caster to teleport to another location. Some conjurations create objects or effects out of nothing.",
                "document": "srd"
            },
            "range_unit": "miles",
            "shape_size_unit": "feet",
            "name": "Gale",
            "desc": "You summon a storm to batter your oncoming enemies. Until the spell ends, freezing rain and turbulent winds fill a 20-foot-tall cylinder with a 300- foot radius centered on a point you choose within range. You must be outdoors to cast this spell. Moving to a place where you don't have a clear path to the sky ends the spell early.\n  The spell's area is heavily obscured, and exposed flames in the area are doused. The ground in the area becomes slick, difficult terrain, and a flying creature in the area must land at the end of its turn or fall. When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a Constitution saving throw as the wind and rain assail it. On a failed save, the creature takes 1d6 cold damage.\n  If a creature is concentrating in the spell's area, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration.",
            "level": 6,
            "higher_level": "",
            "target_type": "point",
            "range_text": "1 mile",
            "range": 1.0,
            "ritual": false,
            "casting_time": "action",
            "verbal": true,
            "somatic": true,
            "material": true,
            "material_specified": "",
            "material_cost": null,
            "material_consumed": false,
            "target_count": 1,
            "saving_throw_ability": "constitution",
            "attack_roll": false,
            "damage_roll": "1d6",
            "damage_types": [
                "cold"
            ],
            "duration": "instantaneous",
            "shape_type": null,
            "shape_size": null,
            "concentration": false,
            "document": "https://api-beta.open5e.com/v2/documents/toh/?format=api",
            "classes": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/toh_glare/?format=api",
            "key": "toh_glare",
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                }
            ],
            "school": {
                "key": "enchantment",
                "name": "Enchantment",
                "desc": "**Enchantment** spells affect the minds of others, influencing or controlling their behavior. Such spells can make enemies see the caster as a friend, force creatures to take a course of action, or even control another creature like a puppet.",
                "document": "srd"
            },
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Glare",
            "desc": "You cast a disdainful glare at up to two creatures you can see within range. Each target must succeed on a Wisdom saving throw or take no actions on its next turn as it reassesses its life choices. If a creature fails the saving throw by 5 or more, it can't take actions on its next two turns.",
            "level": 1,
            "higher_level": "",
            "target_type": "creature",
            "range_text": "30 feet",
            "range": 30.0,
            "ritual": false,
            "casting_time": "action",
            "verbal": true,
            "somatic": true,
            "material": false,
            "material_specified": "",
            "material_cost": null,
            "material_consumed": false,
            "target_count": 2,
            "saving_throw_ability": "wisdom",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [],
            "duration": "1 minute",
            "shape_type": null,
            "shape_size": null,
            "concentration": true,
            "document": "https://api-beta.open5e.com/v2/documents/toh/?format=api",
            "classes": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/toh_immolating-gibbet/?format=api",
            "key": "toh_immolating-gibbet",
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                }
            ],
            "school": {
                "key": "transmutation",
                "name": "Transmutation",
                "desc": "**Transmutation** spells change the properties of a creature, object, or environment. They might turn an enemy into a harmless creature, bolster the strength of an ally, make an object move at the caster’s command, or enhance a creature’s innate healing abilities to rapidly recover from injury.",
                "document": "srd"
            },
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Immolating Gibbet",
            "desc": "You cause up to three creatures you can see within range to be yanked into the air where their blood turns to fire, burning them from within. Each target must succeed on a Dexterity saving throw or be magically pulled up to 60 into the air. The creature is restrained there until the spell ends. A restrained creature must make a Constitution saving throw at the start of each of its turns. The creature takes 7d6 fire damage on a failed save, or half as much damage on a successful one.\n  At the end of each of its turns, a restrained creature can make another Dexterity saving throw. On a success, the spell ends on the creature, and the creature falls to the ground, taking falling damage as normal. Alternatively, the restrained creature or someone else who can reach it can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect ends, and the creature falls to the ground, taking falling damage as normal.",
            "level": 7,
            "higher_level": "",
            "target_type": "creature",
            "range_text": "30 feet",
            "range": 30.0,
            "ritual": false,
            "casting_time": "action",
            "verbal": true,
            "somatic": true,
            "material": true,
            "material_specified": "",
            "material_cost": null,
            "material_consumed": false,
            "target_count": 3,
            "saving_throw_ability": "dexterity",
            "attack_roll": false,
            "damage_roll": "7d6",
            "damage_types": [
                "fire"
            ],
            "duration": "1 minute",
            "shape_type": null,
            "shape_size": null,
            "concentration": true,
            "document": "https://api-beta.open5e.com/v2/documents/toh/?format=api",
            "classes": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/toh_inexorable-summons/?format=api",
            "key": "toh_inexorable-summons",
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                }
            ],
            "school": {
                "key": "transmutation",
                "name": "Transmutation",
                "desc": "**Transmutation** spells change the properties of a creature, object, or environment. They might turn an enemy into a harmless creature, bolster the strength of an ally, make an object move at the caster’s command, or enhance a creature’s innate healing abilities to rapidly recover from injury.",
                "document": "srd"
            },
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Inexorable Summons",
            "desc": "You reach out toward a creature and call to it. The target teleports to an unoccupied space that you can see within 5 feet of you. An unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn't affected by this spell. You can't teleport a target into dangerous terrain, such as lava, and the target must be teleported to a space on the ground or on a floor.",
            "level": 3,
            "higher_level": "",
            "target_type": "creature",
            "range_text": "30 feet",
            "range": 30.0,
            "ritual": false,
            "casting_time": "action",
            "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": "instantaneous",
            "shape_type": null,
            "shape_size": null,
            "concentration": false,
            "document": "https://api-beta.open5e.com/v2/documents/toh/?format=api",
            "classes": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/toh_instant-armored-vehicle/?format=api",
            "key": "toh_instant-armored-vehicle",
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                }
            ],
            "school": {
                "key": "transmutation",
                "name": "Transmutation",
                "desc": "**Transmutation** spells change the properties of a creature, object, or environment. They might turn an enemy into a harmless creature, bolster the strength of an ally, make an object move at the caster’s command, or enhance a creature’s innate healing abilities to rapidly recover from injury.",
                "document": "srd"
            },
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Instant Armored Vehicle",
            "desc": "You transform a handful of materials into a Huge armored vehicle. The vehicle can take whatever form you want, but it has AC 18 and 100 hit points. If it is reduced to 0 hit points, it is destroyed. If it is a ground vehicle, it has a speed of 90 feet. If it is an airborne vehicle, it has a flying speed of 45 feet. If it is a waterborne vehicle, it has a speed of 2 miles per hour. The vehicle can hold up to four Medium creatures within it.\n  A creature inside it has three-quarters cover from attacks outside the vehicle, which contains arrow slits, portholes, and other small openings. A creature piloting the armored vehicle can take the Careen action. To do so, the vehicle must move at least 10 feet in a straight line and enter or pass through the space of at least one Large or smaller creature. This movement doesn't provoke opportunity attacks. Each creature in the armored vehicle's path must make a Dexterity saving throw against your spell save DC. On a failed save, the creature takes 5d8 bludgeoning damage and is knocked prone. On a successful save, the creature can choose to be pushed 5 feet away from the space through which the vehicle passed. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. If the creature piloting the armored vehicle isn't proficient in land, water, or air vehicles (whichever is appropriate for the vehicle's type), each target has advantage on the saving throw against the Careen action.",
            "level": 6,
            "higher_level": "",
            "target_type": "point",
            "range_text": "60 feet",
            "range": 60.0,
            "ritual": false,
            "casting_time": "action",
            "verbal": true,
            "somatic": true,
            "material": true,
            "material_specified": "",
            "material_cost": null,
            "material_consumed": false,
            "target_count": 1,
            "saving_throw_ability": "dexterity",
            "attack_roll": false,
            "damage_roll": "5d8",
            "damage_types": [
                "bludgeoning"
            ],
            "duration": "instantaneous",
            "shape_type": null,
            "shape_size": null,
            "concentration": false,
            "document": "https://api-beta.open5e.com/v2/documents/toh/?format=api",
            "classes": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/toh_invested-champion/?format=api",
            "key": "toh_invested-champion",
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                }
            ],
            "school": {
                "key": "evocation",
                "name": "Evocation",
                "desc": "**Evocation** spells manipulate magical energy to produce a desired effect. Some call up blasts of fire or lightning. Others channel positive energy to heal wounds.",
                "document": "srd"
            },
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Invested Champion",
            "desc": "You touch one creature and choose either to become its champion, or for it to become yours. If you choose a creature to become your champion, it fights on your behalf. While this spell is in effect, you can cast any spell with a range of touch on your champion as if the spell had a range of 60 feet. Your champion's attacks are considered magical, and you can use a bonus action on your turn to encourage your champion, granting it advantage on its next attack roll.\n  If you become the champion of another creature, you gain advantage on all attack rolls against creatures that have attacked your charge within the last round. If you are wielding a shield, and a creature within 5 feet of you attacks your charge, you can use your reaction to impose disadvantage on the attack roll, as if you had the Protection fighting style. If you already have the Protection fighting style, then in addition to imposing disadvantage, you can also push an enemy 5 feet in any direction away from your charge when you take your reaction. You can use a bonus action on your turn to reroll the damage for any successful attack against a creature that is threatening your charge.\n  Whichever version of the spell is cast, if the distance between the champion and its designated ally increases to more than 60 feet, the spell ends.",
            "level": 3,
            "higher_level": "",
            "target_type": "creature",
            "range_text": "Touch",
            "range": 0.1,
            "ritual": false,
            "casting_time": "action",
            "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,
            "document": "https://api-beta.open5e.com/v2/documents/toh/?format=api",
            "classes": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/toh_jarring-growl/?format=api",
            "key": "toh_jarring-growl",
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                }
            ],
            "school": {
                "key": "enchantment",
                "name": "Enchantment",
                "desc": "**Enchantment** spells affect the minds of others, influencing or controlling their behavior. Such spells can make enemies see the caster as a friend, force creatures to take a course of action, or even control another creature like a puppet.",
                "document": "srd"
            },
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Jarring Growl",
            "desc": "You loose a growl from deep within the pit of your stomach, causing others who can hear it to become unnerved. You have advantage on Charisma (Intimidation) checks you make before the beginning of your next turn. In addition, each creature within 5 feet of you must make a Wisdom saving throw. On a failure, you have advantage on attack rolls against that creature until the end of your turn. You are aware of which creatures failed their saving throws.",
            "level": 1,
            "higher_level": "",
            "target_type": "creature",
            "range_text": "Self",
            "range": 0.0,
            "ritual": false,
            "casting_time": "action",
            "verbal": true,
            "somatic": false,
            "material": false,
            "material_specified": "",
            "material_cost": null,
            "material_consumed": false,
            "target_count": 1,
            "saving_throw_ability": "charisma",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [],
            "duration": "instantaneous",
            "shape_type": null,
            "shape_size": null,
            "concentration": false,
            "document": "https://api-beta.open5e.com/v2/documents/toh/?format=api",
            "classes": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/toh_lance/?format=api",
            "key": "toh_lance",
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                }
            ],
            "school": {
                "key": "conjuration",
                "name": "Conjuration",
                "desc": "**Conjuration** spells involve the transportation of objects and creatures from one location to another. Some spells summon creatures or objects to the caster’s side, whereas others allow the caster to teleport to another location. Some conjurations create objects or effects out of nothing.",
                "document": "srd"
            },
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Lance",
            "desc": "You create a shimmering lance of force and hurl it toward a creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 5d6 force damage, and it is restrained by the lance until the end of its next turn.",
            "level": 2,
            "higher_level": "",
            "target_type": "creature",
            "range_text": "30 feet",
            "range": 30.0,
            "ritual": false,
            "casting_time": "action",
            "verbal": true,
            "somatic": true,
            "material": false,
            "material_specified": "",
            "material_cost": null,
            "material_consumed": false,
            "target_count": 1,
            "saving_throw_ability": "",
            "attack_roll": true,
            "damage_roll": "5d6",
            "damage_types": [
                "force"
            ],
            "duration": "instantaneous",
            "shape_type": null,
            "shape_size": null,
            "concentration": false,
            "document": "https://api-beta.open5e.com/v2/documents/toh/?format=api",
            "classes": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/toh_life-burst/?format=api",
            "key": "toh_life-burst",
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                }
            ],
            "school": {
                "key": "evocation",
                "name": "Evocation",
                "desc": "**Evocation** spells manipulate magical energy to produce a desired effect. Some call up blasts of fire or lightning. Others channel positive energy to heal wounds.",
                "document": "srd"
            },
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Life Burst",
            "desc": "You make a jubilant shout when you cast this spell, releasing your stores of divine energy in a wave of healing. You distribute the remaining power of your Lay on Hands to allies within 30 feet of you, restoring hit points and curing diseases and poisons. This healing energy removes diseases and poisons first (starting with the nearest ally), removing 5 hit points from the hit point total for each disease or poison cured, until all the points are spent or all diseases and poisons are cured. If any hit points remain, you regain hit points equal to that amount.\n  This spell expends all of the healing energy in your Lay on Hands, which replenishes, as normal, when you finish a long rest.",
            "level": 5,
            "higher_level": "",
            "target_type": "point",
            "range_text": "Self",
            "range": 0.0,
            "ritual": false,
            "casting_time": "action",
            "verbal": true,
            "somatic": false,
            "material": false,
            "material_specified": "",
            "material_cost": null,
            "material_consumed": false,
            "target_count": 1,
            "saving_throw_ability": "",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [],
            "duration": "instantaneous",
            "shape_type": null,
            "shape_size": null,
            "concentration": false,
            "document": "https://api-beta.open5e.com/v2/documents/toh/?format=api",
            "classes": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/toh_long-game/?format=api",
            "key": "toh_long-game",
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                }
            ],
            "school": {
                "key": "enchantment",
                "name": "Enchantment",
                "desc": "**Enchantment** spells affect the minds of others, influencing or controlling their behavior. Such spells can make enemies see the caster as a friend, force creatures to take a course of action, or even control another creature like a puppet.",
                "document": "srd"
            },
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Long Game",
            "desc": "While casting this spell, you must engage your target in conversation. At the completion of the casting, the target must make a Charisma saving throw. If it fails, you place a latent magical effect in the target's mind for the duration. If the target succeeds on the saving throw, it realizes that you used magic to affect its mind and might become hostile toward you, at the GM's discretion.\n  Once before the spell ends, you can use an action to trigger the magical effect in the target's mind, provided you are on the same plane of existence as the target. When the effect is triggered, the target takes 5d8 psychic damage plus an extra 1d8 psychic damage for every 24 hours that has passed since you cast the spell, up to a total of 12d8 psychic damage. The spell has no effect on the target if it ends before you trigger the magical effect.\n  *A greater restoration* or *wish* spell cast on the target ends the spell early. You know if the spell is ended early, provided you are on the same plane of existence as the target.",
            "level": 7,
            "higher_level": "",
            "target_type": "creature",
            "range_text": "30 feet",
            "range": 30.0,
            "ritual": false,
            "casting_time": "action",
            "verbal": true,
            "somatic": false,
            "material": false,
            "material_specified": "",
            "material_cost": null,
            "material_consumed": false,
            "target_count": 1,
            "saving_throw_ability": "charisma",
            "attack_roll": false,
            "damage_roll": "5d8",
            "damage_types": [
                "psychic"
            ],
            "duration": "7 days",
            "shape_type": null,
            "shape_size": null,
            "concentration": false,
            "document": "https://api-beta.open5e.com/v2/documents/toh/?format=api",
            "classes": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/toh_mantle-of-the-brave/?format=api",
            "key": "toh_mantle-of-the-brave",
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                }
            ],
            "school": {
                "key": "abjuration",
                "name": "Abjuration",
                "desc": "**Abjuration** spells are protective in nature, though some of them have aggressive uses. They create magical barriers, negate harmful effects, harm trespassers, or banish creatures to other planes of existence.",
                "document": "srd"
            },
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Mantle of the Brave",
            "desc": "You touch up to four individuals, bolstering their courage. The next time a creature affected by this spell must make a saving throw against a spell or effect that would cause the frightened condition, it has advantage on the roll. Once a creature has received this benefit, the spell ends for that creature.",
            "level": 2,
            "higher_level": "",
            "target_type": "creature",
            "range_text": "Touch",
            "range": 0.1,
            "ritual": false,
            "casting_time": "action",
            "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": false,
            "document": "https://api-beta.open5e.com/v2/documents/toh/?format=api",
            "classes": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/toh_martyrs-rally/?format=api",
            "key": "toh_martyrs-rally",
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                }
            ],
            "school": {
                "key": "enchantment",
                "name": "Enchantment",
                "desc": "**Enchantment** spells affect the minds of others, influencing or controlling their behavior. Such spells can make enemies see the caster as a friend, force creatures to take a course of action, or even control another creature like a puppet.",
                "document": "srd"
            },
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Martyr's Rally",
            "desc": "With a hopeful rallying cry just as you fall unconscious, you rouse your allies to action. Each ally within 60 feet of you that can see and hear you has advantage on attack rolls for the duration. If you regain hit points, the spell immediately ends.",
            "level": 3,
            "higher_level": "",
            "target_type": "point",
            "range_text": "Self",
            "range": 0.0,
            "ritual": false,
            "casting_time": "action",
            "verbal": true,
            "somatic": false,
            "material": false,
            "material_specified": "",
            "material_cost": null,
            "material_consumed": false,
            "target_count": 1,
            "saving_throw_ability": "",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [],
            "duration": "1 minute",
            "shape_type": null,
            "shape_size": null,
            "concentration": false,
            "document": "https://api-beta.open5e.com/v2/documents/toh/?format=api",
            "classes": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/toh_mass-faerie-fire/?format=api",
            "key": "toh_mass-faerie-fire",
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                }
            ],
            "school": {
                "key": "evocation",
                "name": "Evocation",
                "desc": "**Evocation** spells manipulate magical energy to produce a desired effect. Some call up blasts of fire or lightning. Others channel positive energy to heal wounds.",
                "document": "srd"
            },
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Mass Faerie Fire",
            "desc": "You can place up to three 20-foot cubes each centered on a point you can see within range. Each object in a cube is outlined in blue, green, or violet light (your choice). Any creature in a cube when the spell is cast is also outlined in light if it fails a Dexterity saving throw. A creature in the area of more than one cube is affected only once. Each affected object and creature sheds dim light in a 10-foot radius for the duration.\n  Any attack roll against an affected object or creature has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.",
            "level": 4,
            "higher_level": "",
            "target_type": "point",
            "range_text": "90 feet",
            "range": 90.0,
            "ritual": false,
            "casting_time": "action",
            "verbal": true,
            "somatic": false,
            "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": "1 minute",
            "shape_type": "cube",
            "shape_size": 20.0,
            "concentration": true,
            "document": "https://api-beta.open5e.com/v2/documents/toh/?format=api",
            "classes": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/toh_misdirection/?format=api",
            "key": "toh_misdirection",
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                }
            ],
            "school": {
                "key": "illusion",
                "name": "Illusion",
                "desc": "**Illusion** spells deceive the senses or minds of others. They cause people to see things that are not there, to miss things that are there, to hear phantom noises, or to remember things that never happened. Some illusions create phantom images that any creature can see, but the most insidious illusions plant an image directly in the mind of a creature.",
                "document": "srd"
            },
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Misdirection",
            "desc": "You create a brief flash of light, loud sound, or other distraction that interrupts a creature's attack. When a creature you can see within range makes an attack, you can impose disadvantage on its attack roll.",
            "level": 1,
            "higher_level": "",
            "target_type": "creature",
            "range_text": "30 feet",
            "range": 30.0,
            "ritual": false,
            "casting_time": "action",
            "verbal": false,
            "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,
            "document": "https://api-beta.open5e.com/v2/documents/toh/?format=api",
            "classes": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/toh_mud/?format=api",
            "key": "toh_mud",
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                }
            ],
            "school": {
                "key": "transmutation",
                "name": "Transmutation",
                "desc": "**Transmutation** spells change the properties of a creature, object, or environment. They might turn an enemy into a harmless creature, bolster the strength of an ally, make an object move at the caster’s command, or enhance a creature’s innate healing abilities to rapidly recover from injury.",
                "document": "srd"
            },
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Mud",
            "desc": "The ground in a 20-foot radius centered on a point within range becomes thick, viscous mud. The area becomes difficult terrain for the duration. When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must make a Strength saving throw. On a failed save, its movement speed is reduced to 0 until the start of its next turn.",
            "level": 2,
            "higher_level": "",
            "target_type": "point",
            "range_text": "60 feet",
            "range": 60.0,
            "ritual": false,
            "casting_time": "action",
            "verbal": true,
            "somatic": true,
            "material": true,
            "material_specified": "",
            "material_cost": null,
            "material_consumed": false,
            "target_count": 1,
            "saving_throw_ability": "strength",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [],
            "duration": "1 minute",
            "shape_type": null,
            "shape_size": null,
            "concentration": true,
            "document": "https://api-beta.open5e.com/v2/documents/toh/?format=api",
            "classes": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/toh_oathbound-implement/?format=api",
            "key": "toh_oathbound-implement",
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                }
            ],
            "school": {
                "key": "enchantment",
                "name": "Enchantment",
                "desc": "**Enchantment** spells affect the minds of others, influencing or controlling their behavior. Such spells can make enemies see the caster as a friend, force creatures to take a course of action, or even control another creature like a puppet.",
                "document": "srd"
            },
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Oathbound Implement",
            "desc": "You place a magical oath upon a creature you can see within range, compelling it to complete a specific task or service that involves using a weapon as you decide. If the creature can understand you, it must succeed on a Wisdom saving throw or become bound by the task. When acting to complete the directed task, the target has advantage on the first attack roll it makes on each of its turns using a weapon. If the target attempts to use a weapon for a purpose other than completing the specific task or service, it has disadvantage on attack rolls with a weapon and must roll the weapon's damage dice twice, using the lower total.\n  Completing the task ends the spell early. Should you issue a suicidal task, the spell ends. You can end the spell early by using an action to dismiss it. A *remove curse*, *greater restoration*, or *wish* spell also ends it.",
            "level": 3,
            "higher_level": "",
            "target_type": "creature",
            "range_text": "30 feet",
            "range": 30.0,
            "ritual": false,
            "casting_time": "action",
            "verbal": true,
            "somatic": false,
            "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": "10 days",
            "shape_type": null,
            "shape_size": null,
            "concentration": false,
            "document": "https://api-beta.open5e.com/v2/documents/toh/?format=api",
            "classes": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/toh_outmaneuver/?format=api",
            "key": "toh_outmaneuver",
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                }
            ],
            "school": {
                "key": "enchantment",
                "name": "Enchantment",
                "desc": "**Enchantment** spells affect the minds of others, influencing or controlling their behavior. Such spells can make enemies see the caster as a friend, force creatures to take a course of action, or even control another creature like a puppet.",
                "document": "srd"
            },
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Outmaneuver",
            "desc": "When a creature provokes an opportunity attack from an ally you can see within range, you can force the creature to make a Wisdom saving throw. On a failed save, the creature's movement is reduced to 0, and you can move up to your speed toward the creature without provoking opportunity attacks. This spell doesn't interrupt your ally's opportunity attack, which happens before the effects of this spell.",
            "level": 1,
            "higher_level": "",
            "target_type": "creature",
            "range_text": "30 feet",
            "range": 30.0,
            "ritual": false,
            "casting_time": "action",
            "verbal": false,
            "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": "instantaneous",
            "shape_type": null,
            "shape_size": null,
            "concentration": false,
            "document": "https://api-beta.open5e.com/v2/documents/toh/?format=api",
            "classes": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/toh_pipers-lure/?format=api",
            "key": "toh_pipers-lure",
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                }
            ],
            "school": {
                "key": "enchantment",
                "name": "Enchantment",
                "desc": "**Enchantment** spells affect the minds of others, influencing or controlling their behavior. Such spells can make enemies see the caster as a friend, force creatures to take a course of action, or even control another creature like a puppet.",
                "document": "srd"
            },
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Piper's Lure",
            "desc": "You touch a nonmagical pipe or horn instrument and imbue it with magic that lures creatures toward it. Each creature that enters or starts its turn within 150 feet of the affected object must succeed on a Wisdom saving throw or be charmed for 10 minutes. A creature charmed by this spell must take the Dash action and move toward the affected object by the safest available route on each of its turns. Once a charmed creature moves within 5 feet of the object, it is also incapacitated as it stares at the object and sways in place to a mesmerizing tune only it can hear. If the object is moved, the charmed creature attempts to follow it.\n  For every 10 minutes that elapse, the creature can make a new Wisdom saving throw. On a success, the spell ends on that creature. If a charmed creature is attacked, the spell ends immediately on that creature. Once a creature has been charmed by this spell, it can't be charmed by it again for 24 hours.",
            "level": 3,
            "higher_level": "",
            "target_type": "creature",
            "range_text": "Touch",
            "range": 0.1,
            "ritual": false,
            "casting_time": "action",
            "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": "1 hour",
            "shape_type": null,
            "shape_size": null,
            "concentration": true,
            "document": "https://api-beta.open5e.com/v2/documents/toh/?format=api",
            "classes": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/toh_retribution/?format=api",
            "key": "toh_retribution",
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                }
            ],
            "school": {
                "key": "abjuration",
                "name": "Abjuration",
                "desc": "**Abjuration** spells are protective in nature, though some of them have aggressive uses. They create magical barriers, negate harmful effects, harm trespassers, or banish creatures to other planes of existence.",
                "document": "srd"
            },
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Retribution",
            "desc": "You wrap yourself in shimmering ethereal armor. The next time a creature hits you with a melee attack, it takes force damage equal to half the damage it dealt to you, and it must make a Strength saving throw. On a failed save, the creature is pushed up to 5 feet away from you. Then the spell ends.",
            "level": 1,
            "higher_level": "",
            "target_type": "creature",
            "range_text": "Self",
            "range": 0.0,
            "ritual": false,
            "casting_time": "action",
            "verbal": true,
            "somatic": false,
            "material": false,
            "material_specified": "",
            "material_cost": null,
            "material_consumed": false,
            "target_count": 1,
            "saving_throw_ability": "strength",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [],
            "duration": "1 hour",
            "shape_type": null,
            "shape_size": null,
            "concentration": false,
            "document": "https://api-beta.open5e.com/v2/documents/toh/?format=api",
            "classes": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/toh_sacrifice-pawn/?format=api",
            "key": "toh_sacrifice-pawn",
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                }
            ],
            "school": {
                "key": "necromancy",
                "name": "Necromancy",
                "desc": "**Necromancy** spells manipulate the energies of life and death. Such spells can grant an extra reserve of life force, drain the life energy from another creature, create the undead, or even bring the dead back to life.\r\nCreating the undead through the use of necromancy spells such as animate dead is not a good act, and only evil casters use such spells frequently.",
                "document": "srd"
            },
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Sacrifice Pawn",
            "desc": "Sometimes one must fall so others might rise. When a friendly creature you can see within range drops to 0 hit points, you can harness its escaping life energy to heal yourself. You regain hit points equal to the fallen creature's level (or CR for a creature without a level) + your spellcasting ability modifier.",
            "level": 4,
            "higher_level": "",
            "target_type": "creature",
            "range_text": "60 feet",
            "range": 60.0,
            "ritual": false,
            "casting_time": "action",
            "verbal": true,
            "somatic": false,
            "material": false,
            "material_specified": "",
            "material_cost": null,
            "material_consumed": false,
            "target_count": 1,
            "saving_throw_ability": "",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [],
            "duration": "instantaneous",
            "shape_type": null,
            "shape_size": null,
            "concentration": false,
            "document": "https://api-beta.open5e.com/v2/documents/toh/?format=api",
            "classes": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/toh_sacrificial-healing/?format=api",
            "key": "toh_sacrificial-healing",
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                }
            ],
            "school": {
                "key": "necromancy",
                "name": "Necromancy",
                "desc": "**Necromancy** spells manipulate the energies of life and death. Such spells can grant an extra reserve of life force, drain the life energy from another creature, create the undead, or even bring the dead back to life.\r\nCreating the undead through the use of necromancy spells such as animate dead is not a good act, and only evil casters use such spells frequently.",
                "document": "srd"
            },
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Sacrificial Healing",
            "desc": "You heal another creature's wounds by taking them upon yourself or transferring them to another willing creature in range. Roll 4d8. The number rolled is the amount of damage healed by the target and the damage you take, as its wounds close and similar damage appears on your body (or the body of the other willing target of the spell).",
            "level": 4,
            "higher_level": "",
            "target_type": "creature",
            "range_text": "Touch",
            "range": 0.1,
            "ritual": false,
            "casting_time": "action",
            "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,
            "document": "https://api-beta.open5e.com/v2/documents/toh/?format=api",
            "classes": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/toh_safe-transposition/?format=api",
            "key": "toh_safe-transposition",
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                }
            ],
            "school": {
                "key": "conjuration",
                "name": "Conjuration",
                "desc": "**Conjuration** spells involve the transportation of objects and creatures from one location to another. Some spells summon creatures or objects to the caster’s side, whereas others allow the caster to teleport to another location. Some conjurations create objects or effects out of nothing.",
                "document": "srd"
            },
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Safe Transposition",
            "desc": "You cast this spell when an ally below half its hit point maximum within range is attacked. You swap places with your ally, each of you instantly teleporting into the space the other just occupied. If there isn't room for you in the new space or for your ally in your former space, this spell fails. After the two of you teleport, the triggering attack roll is compared to your AC to determine if it hits you.",
            "level": 2,
            "higher_level": "",
            "target_type": "point",
            "range_text": "30 feet",
            "range": 30.0,
            "ritual": false,
            "casting_time": "action",
            "verbal": false,
            "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,
            "document": "https://api-beta.open5e.com/v2/documents/toh/?format=api",
            "classes": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/toh_secret-blind/?format=api",
            "key": "toh_secret-blind",
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                }
            ],
            "school": {
                "key": "evocation",
                "name": "Evocation",
                "desc": "**Evocation** spells manipulate magical energy to produce a desired effect. Some call up blasts of fire or lightning. Others channel positive energy to heal wounds.",
                "document": "srd"
            },
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Secret Blind",
            "desc": "A 5-foot-radius immobile sphere springs into existence around you and remains stationary for the duration. You and up to four Medium or smaller creatures can occupy the sphere. If its area includes a larger creature or more than five creatures, each larger creature and excess creature is pushed to an unoccupied space outside of the sphere.\n  Creatures and objects within the sphere when you cast this spell may move through it freely. All other creatures and objects are barred from passing through the sphere after it forms. Spells and other magical effects can't extend through the sphere, with the exception of transmutation or conjuration spells and magical effects that allow you or the creatures inside the sphere to willingly leave it, such as the *dimension door* and *teleport* spells. The atmosphere inside the sphere is cool, dry, and filled with air, regardless of the conditions outside.\n  Until the effect ends, you can command the interior to be dimly lit or dark. The sphere is opaque from the outside and covered in an illusion that makes it appear as the surrounding terrain, but it is transparent from the inside. Physical interaction with the illusion reveals it to be an illusion as the creature touches the cool, firm surface of the sphere. A creature that uses an action to examine the sphere can determine it is covered by an illusion with a successful Intelligence (Investigation) check against your spell save DC.\n  The effect ends if you leave its area, or if the sphere is hit with the *disintegration* spell or a successful *dispel magic* spell.",
            "level": 3,
            "higher_level": "",
            "target_type": "creature",
            "range_text": "Self",
            "range": 0.0,
            "ritual": false,
            "casting_time": "action",
            "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": "sphere",
            "shape_size": 5.0,
            "concentration": false,
            "document": "https://api-beta.open5e.com/v2/documents/toh/?format=api",
            "classes": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/toh_silvershout/?format=api",
            "key": "toh_silvershout",
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                }
            ],
            "school": {
                "key": "abjuration",
                "name": "Abjuration",
                "desc": "**Abjuration** spells are protective in nature, though some of them have aggressive uses. They create magical barriers, negate harmful effects, harm trespassers, or banish creatures to other planes of existence.",
                "document": "srd"
            },
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Silvershout",
            "desc": "You unleash a shout that coats all creatures in a 30'foot cone in silver dust. If a creature in that area is a shapeshifter, the dust covering it glows. In addition, each creature in the area must make a Constitution saving throw. On a failed save, weapon attacks against that creature are considered to be silvered for the purposes of overcoming resistance and immunity to nonmagical attacks that aren't silvered for 1 minute.",
            "level": 2,
            "higher_level": "",
            "target_type": "creature",
            "range_text": "Self",
            "range": 0.0,
            "ritual": false,
            "casting_time": "action",
            "verbal": true,
            "somatic": true,
            "material": true,
            "material_specified": "",
            "material_cost": null,
            "material_consumed": false,
            "target_count": 1,
            "saving_throw_ability": "constitution",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [],
            "duration": "instantaneous",
            "shape_type": null,
            "shape_size": null,
            "concentration": false,
            "document": "https://api-beta.open5e.com/v2/documents/toh/?format=api",
            "classes": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/toh_sneer/?format=api",
            "key": "toh_sneer",
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                }
            ],
            "school": {
                "key": "evocation",
                "name": "Evocation",
                "desc": "**Evocation** spells manipulate magical energy to produce a desired effect. Some call up blasts of fire or lightning. Others channel positive energy to heal wounds.",
                "document": "srd"
            },
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Sneer",
            "desc": "You curl your lip in disgust at a creature you can see within range. The target must succeed on a Charisma saving throw or take psychic damage equal to 2d4 + your spellcasting ability modifier.",
            "level": 1,
            "higher_level": "",
            "target_type": "creature",
            "range_text": "30 feet",
            "range": 30.0,
            "ritual": false,
            "casting_time": "action",
            "verbal": false,
            "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": "instantaneous",
            "shape_type": null,
            "shape_size": null,
            "concentration": false,
            "document": "https://api-beta.open5e.com/v2/documents/toh/?format=api",
            "classes": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/toh_stone-aegis/?format=api",
            "key": "toh_stone-aegis",
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                }
            ],
            "school": {
                "key": "transmutation",
                "name": "Transmutation",
                "desc": "**Transmutation** spells change the properties of a creature, object, or environment. They might turn an enemy into a harmless creature, bolster the strength of an ally, make an object move at the caster’s command, or enhance a creature’s innate healing abilities to rapidly recover from injury.",
                "document": "srd"
            },
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Stone Aegis",
            "desc": "A rocky coating covers your body, protecting you. Until the start of your next turn, you gain 5 temporary hit points and a +2 bonus to Armor Class, including against the triggering attack.\n  At the start of each of your subsequent turns, you can use a bonus action to extend the duration of the AC bonus until the start of your following turn, for up to 1 minute.",
            "level": 1,
            "higher_level": "",
            "target_type": "point",
            "range_text": "Self",
            "range": 0.0,
            "ritual": false,
            "casting_time": "action",
            "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": "up to 1 minute",
            "shape_type": null,
            "shape_size": null,
            "concentration": false,
            "document": "https://api-beta.open5e.com/v2/documents/toh/?format=api",
            "classes": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/toh_sudden-slue/?format=api",
            "key": "toh_sudden-slue",
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                }
            ],
            "school": {
                "key": "conjuration",
                "name": "Conjuration",
                "desc": "**Conjuration** spells involve the transportation of objects and creatures from one location to another. Some spells summon creatures or objects to the caster’s side, whereas others allow the caster to teleport to another location. Some conjurations create objects or effects out of nothing.",
                "document": "srd"
            },
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Sudden Slue",
            "desc": "With a growl, you call forth dozens of bears to overrun all creatures in a 20-foot cube within range. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 6d6 bludgeoning damage and is knocked prone. On a successful save, a creature takes half the damage and isn't knocked prone. The bears disappear after making their charge.",
            "level": 4,
            "higher_level": "",
            "target_type": "creature",
            "range_text": "60 feet",
            "range": 60.0,
            "ritual": false,
            "casting_time": "action",
            "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": [
                "bludgeoning"
            ],
            "duration": "instantaneous",
            "shape_type": "cube",
            "shape_size": 20.0,
            "concentration": false,
            "document": "https://api-beta.open5e.com/v2/documents/toh/?format=api",
            "classes": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/toh_sudden-stampede/?format=api",
            "key": "toh_sudden-stampede",
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                }
            ],
            "school": {
                "key": "conjuration",
                "name": "Conjuration",
                "desc": "**Conjuration** spells involve the transportation of objects and creatures from one location to another. Some spells summon creatures or objects to the caster’s side, whereas others allow the caster to teleport to another location. Some conjurations create objects or effects out of nothing.",
                "document": "srd"
            },
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Sudden Stampede",
            "desc": "You conjure up a multitude of fey spirits that manifest as galloping horses. These horses run in a 10-foot'wide, 60-foot-long line, in a given direction starting from a point within range, trampling all creatures in their path, before vanishing again. Each creature in the line takes 6d10 bludgeoning damage and is knocked prone. A successful Dexterity saving throw reduces the damage by half, and the creature is not knocked prone.",
            "level": 4,
            "higher_level": "",
            "target_type": "point",
            "range_text": "30 feet",
            "range": 30.0,
            "ritual": false,
            "casting_time": "action",
            "verbal": true,
            "somatic": true,
            "material": true,
            "material_specified": "",
            "material_cost": null,
            "material_consumed": false,
            "target_count": 1,
            "saving_throw_ability": "dexterity",
            "attack_roll": false,
            "damage_roll": "6d10",
            "damage_types": [
                "bludgeoning"
            ],
            "duration": "instantaneous",
            "shape_type": null,
            "shape_size": null,
            "concentration": false,
            "document": "https://api-beta.open5e.com/v2/documents/toh/?format=api",
            "classes": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/toh_toadstool-ring/?format=api",
            "key": "toh_toadstool-ring",
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                }
            ],
            "school": {
                "key": "divination",
                "name": "Divination",
                "desc": "**Divination** spells reveal information, whether in the form of secrets long forgotten, glimpses of the future, the locations of hidden things, the truth behind illusions, or visions of distant people or places.",
                "document": "srd"
            },
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Toadstool Ring",
            "desc": "You coax a toadstool ring to sprout from the ground. A creature of your choice can sit in the center of the ring and meditate for the duration, catching glimpses of the past, present, and future. The creature can ask up to three questions: one about the past, one about the present, and one about the future. The GM offers truthful answers in the form of dreamlike visions that may be subject to interpretation. When the spell ends, the toadstools turn black and dissolve back into the earth.\n  If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that the meditating creature gets a random vision unrelated to the question. The GM makes this roll in secret.",
            "level": 6,
            "higher_level": "",
            "target_type": "creature",
            "range_text": "30 feet",
            "range": 30.0,
            "ritual": false,
            "casting_time": "action",
            "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": false,
            "document": "https://api-beta.open5e.com/v2/documents/toh/?format=api",
            "classes": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/toh_vine-carpet/?format=api",
            "key": "toh_vine-carpet",
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                }
            ],
            "school": {
                "key": "conjuration",
                "name": "Conjuration",
                "desc": "**Conjuration** spells involve the transportation of objects and creatures from one location to another. Some spells summon creatures or objects to the caster’s side, whereas others allow the caster to teleport to another location. Some conjurations create objects or effects out of nothing.",
                "document": "srd"
            },
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Vine Carpet",
            "desc": "You cause a thick carpet of vines to grow from a point on the ground within range. The vines cover objects and prone creatures within 20 feet of that point. While covered in this way, objects and creatures have total cover as long as they remain motionless. A creature that moves while beneath the carpet has only three-quarters cover from attacks on the other side of the carpet. A covered creature that stands up from prone stands atop the carpet and is no longer covered. The carpet of vines is plush enough that a Large or smaller creature can walk across it without harming or detecting those covered by it.\n  When the spell ends, the vines wither away into nothingness, revealing any objects and creatures that were still covered.",
            "level": 3,
            "higher_level": "",
            "target_type": "point",
            "range_text": "30 feet",
            "range": 30.0,
            "ritual": false,
            "casting_time": "action",
            "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": false,
            "document": "https://api-beta.open5e.com/v2/documents/toh/?format=api",
            "classes": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/toh_war-horn/?format=api",
            "key": "toh_war-horn",
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                }
            ],
            "school": {
                "key": "enchantment",
                "name": "Enchantment",
                "desc": "**Enchantment** spells affect the minds of others, influencing or controlling their behavior. Such spells can make enemies see the caster as a friend, force creatures to take a course of action, or even control another creature like a puppet.",
                "document": "srd"
            },
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "War Horn",
            "desc": "You blow a blast on your war horn, sending a ripple of fear through your enemies and bolstering your allies. Choose up to three hostile creatures in range and up to three friendly creatures in range. Each hostile target must succeed on a Wisdom saving throw or become frightened for the duration. At the end of each of its turns, a frightened creature can make another Wisdom saving throw. On a success, the spell ends on that creature.\n  Each friendly target gains a number of temporary hit points equal to 2d4 + your spellcasting ability modifier and has advantage on the next attack roll it makes before the spell ends. The temporary hit points last for 1 hour.",
            "level": 4,
            "higher_level": "",
            "target_type": "creature",
            "range_text": "Self",
            "range": 0.0,
            "ritual": false,
            "casting_time": "action",
            "verbal": false,
            "somatic": false,
            "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": "1 minute",
            "shape_type": null,
            "shape_size": null,
            "concentration": false,
            "document": "https://api-beta.open5e.com/v2/documents/toh/?format=api",
            "classes": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/toh_wild-hunt/?format=api",
            "key": "toh_wild-hunt",
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                }
            ],
            "school": {
                "key": "enchantment",
                "name": "Enchantment",
                "desc": "**Enchantment** spells affect the minds of others, influencing or controlling their behavior. Such spells can make enemies see the caster as a friend, force creatures to take a course of action, or even control another creature like a puppet.",
                "document": "srd"
            },
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Wild Hunt",
            "desc": "While casting this spell, you must chant and drum, calling forth the spirit of the hunt. Up to nine other creatures can join you in the chant.\n  For the duration, each creature that participated in the chant is filled with the fervent bloodlust of the wild hunt and gains several benefits. The creature is immune to being charmed and frightened, it deals one extra die of damage on the first weapon or spell attack it makes on each of its turns, it has advantage on Strength or Dexterity saving throws (the creature's choice), and its Armor Class increases by 1.\n  When this spell ends, a creature affected by it suffers one level of exhaustion.",
            "level": 7,
            "higher_level": "",
            "target_type": "creature",
            "range_text": "30 feet",
            "range": 30.0,
            "ritual": false,
            "casting_time": "action",
            "verbal": true,
            "somatic": true,
            "material": true,
            "material_specified": "",
            "material_cost": null,
            "material_consumed": false,
            "target_count": 1,
            "saving_throw_ability": "strength",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [],
            "duration": "24 hours",
            "shape_type": null,
            "shape_size": null,
            "concentration": false,
            "document": "https://api-beta.open5e.com/v2/documents/toh/?format=api",
            "classes": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/open5e_eye-bite/?format=api",
            "key": "open5e_eye-bite",
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                }
            ],
            "school": {
                "key": "necromancy",
                "name": "Necromancy",
                "desc": "**Necromancy** spells manipulate the energies of life and death. Such spells can grant an extra reserve of life force, drain the life energy from another creature, create the undead, or even bring the dead back to life.\r\nCreating the undead through the use of necromancy spells such as animate dead is not a good act, and only evil casters use such spells frequently.",
                "document": "srd"
            },
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Eye bite",
            "desc": "For the spell's Duration, your eyes turn black and veins of dark energy lace your cheeks. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the listed Effects of your choice for the Duration. On each of your turns until the spell ends, you can use your action to target another creature but can't target a creature again if it has succeeded on a saving throw against this casting of Eyebite.\n\nAsleep: The target is rendered Unconscious. It wakes up if it takes any damage or if another creature uses its action to jostle the sleeper awake.\n\nPanicked: The target is Frightened of you. On each of its turns, the Frightened creature must take the Dash action and move away from you by the safest and shortest possible route, unless there is no place to move. If the target is at least 60 feet away from you and can no longer see you, this effect ends.\n\nSickened: The target has disadvantage on Attack rolls and Ability Checks. At the end of each of its turns, it can make another Wisdom saving throw. If it succeeds, the effect ends.\n\n*(This Open5e spell replaces a like-named non-SRD spell from an official source.*",
            "level": 6,
            "higher_level": "",
            "target_type": "creature",
            "range_text": "Self",
            "range": 0.0,
            "ritual": false,
            "casting_time": "action",
            "verbal": true,
            "somatic": true,
            "material": false,
            "material_specified": "",
            "material_cost": null,
            "material_consumed": false,
            "target_count": 1,
            "saving_throw_ability": "wisdom",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [],
            "duration": "1 minute",
            "shape_type": null,
            "shape_size": null,
            "concentration": true,
            "document": "https://api-beta.open5e.com/v2/documents/open5e/?format=api",
            "classes": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/a5e-ag_animal-shapes/?format=api",
            "key": "a5e-ag_animal-shapes",
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                }
            ],
            "school": {
                "key": "transmutation",
                "name": "Transmutation",
                "desc": "**Transmutation** spells change the properties of a creature, object, or environment. They might turn an enemy into a harmless creature, bolster the strength of an ally, make an object move at the caster’s command, or enhance a creature’s innate healing abilities to rapidly recover from injury.",
                "document": "srd"
            },
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Animal Shapes",
            "desc": "You transform the bodies of creatures into beasts without altering their minds. Each target transforms into a Large or smaller beast with a Challenge Rating of 4 or lower. Each target may have the same or a different form than other targets.\n\nOn subsequent turns, you can use your action to transform targets into new forms, gaining new hit points when they do so.\n\nUntil the spell ends or it is dropped to 0 hit points, the target's game statistics (including its hit points) are replaced by the statistics of the chosen beast excepting its Intelligence, Wisdom, and Charisma scores. The target is limited to actions that it is physically capable of doing, and it can't speak or cast spells. The target's gear melds into the new form. Equipment that merges with a target's form has no effect until it leaves the form.\n\nWhen the target reverts to its normal form, it returns to the number of hit points it had before it transformed. If the spell's effect on the target end early from dropping to 0 hit points, any excess damage carries over to its normal form and knocks it unconscious if the damage reduces it to 0 hit points.",
            "level": 8,
            "higher_level": "",
            "target_type": "creature",
            "range_text": "30 feet",
            "range": 30.0,
            "ritual": false,
            "casting_time": "action",
            "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": "24 hours",
            "shape_type": null,
            "shape_size": null,
            "concentration": true,
            "document": "https://api-beta.open5e.com/v2/documents/a5e-ag/?format=api",
            "classes": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/a5e-ag_antilife-shell/?format=api",
            "key": "a5e-ag_antilife-shell",
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                }
            ],
            "school": {
                "key": "abjuration",
                "name": "Abjuration",
                "desc": "**Abjuration** spells are protective in nature, though some of them have aggressive uses. They create magical barriers, negate harmful effects, harm trespassers, or banish creatures to other planes of existence.",
                "document": "srd"
            },
            "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": 0.0,
            "ritual": false,
            "casting_time": "action",
            "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,
            "document": "https://api-beta.open5e.com/v2/documents/a5e-ag/?format=api",
            "classes": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/a5e-ag_antimagic-field/?format=api",
            "key": "a5e-ag_antimagic-field",
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                }
            ],
            "school": {
                "key": "abjuration",
                "name": "Abjuration",
                "desc": "**Abjuration** spells are protective in nature, though some of them have aggressive uses. They create magical barriers, negate harmful effects, harm trespassers, or banish creatures to other planes of existence.",
                "document": "srd"
            },
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Antimagic Field",
            "desc": "An invisible sphere of antimagic forms around you, moving with you and suppressing all magical effects within it. At the Narrator's discretion, sufficiently powerful artifacts and deities may be able to ignore the sphere's effects.\n\n* **Area Suppression:** When a magical effect protrudes into the sphere, that part of the effect's area is suppressed. For example, the ice created by a wall of ice is suppressed within the sphere, creating a gap in the wall if the overlap is large enough.\n* **Creatures and Objects:** While within the sphere, any creatures or objects created or conjured by magic temporarily wink out of existence, reappearing immediately once the space they occupied is no longer within the sphere.\n* **Dispel Magic:** The sphere is immune to dispel magic and similar magical effects, including other antimagic field spells.\n* **Magic Items:** While within the sphere, magic items function as if they were mundane objects. Magic weapons and ammunition cease to be suppressed when they fully leave the sphere.\n* **Magical Travel:** Whether the sphere includes a destination or departure point, any planar travel or teleportation within it automatically fails. Until the spell ends or the sphere moves, magical portals and extradimensional spaces (such as that created by a bag of holding) within the sphere are closed.\n* **Spells:** Any spell cast within the sphere or at a target within the sphere is suppressed and the spell slot is consumed. Active spells and magical effects are also suppressed within the sphere. If a spell or magical effect has a duration, time spent suppressed counts against it.",
            "level": 8,
            "higher_level": "",
            "target_type": "area",
            "range_text": "Self",
            "range": 0.0,
            "ritual": false,
            "casting_time": "action",
            "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,
            "document": "https://api-beta.open5e.com/v2/documents/a5e-ag/?format=api",
            "classes": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/a5e-ag_antipathysympathy/?format=api",
            "key": "a5e-ag_antipathysympathy",
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                }
            ],
            "school": {
                "key": "enchantment",
                "name": "Enchantment",
                "desc": "**Enchantment** spells affect the minds of others, influencing or controlling their behavior. Such spells can make enemies see the caster as a friend, force creatures to take a course of action, or even control another creature like a puppet.",
                "document": "srd"
            },
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Antipathy/Sympathy",
            "desc": "You mystically impart great love or hatred for a place, thing, or creature. Designate a kind of intelligent creature, such as dragons, goblins, or vampires.\n\nThe target now causes either antipathy or sympathy for the specified creatures for the duration of the spell. When a designated creature successfully saves against the effects of this spell, it immediately understands it was under a magical effect and is immune to this spell's effects for 1 minute.\n\n* **Antipathy:** When a designated creature can see the target or comes within 60 feet of it, the creature makes a Wisdom saving throw or becomes frightened. While frightened the creature must use its movement to move away from the target to the nearest safe spot from which it can no longer see the target. If the creature moves more than 60 feet from the target and can no longer see it, the creature is no longer frightened, but the creature becomes frightened again if it regains sight of the target or moves within 60 feet of it.\n* **Sympathy:** When a designated creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw. On a failure, the creature uses its movement on each of its turns to enter the area or move within reach of the target, and is unwilling to move away from the target.  \nIf the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect. An affected creature can also make a saving throw once every 24 hours while within the area of the spell, and whenever it ends its turn more than 60 feet from the target and is unable to see the target.",
            "level": 8,
            "higher_level": "",
            "target_type": "creature",
            "range_text": "60 feet",
            "range": 60.0,
            "ritual": false,
            "casting_time": "action",
            "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": "10 days",
            "shape_type": null,
            "shape_size": null,
            "concentration": false,
            "document": "https://api-beta.open5e.com/v2/documents/a5e-ag/?format=api",
            "classes": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/a5e-ag_arcane-eye/?format=api",
            "key": "a5e-ag_arcane-eye",
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                }
            ],
            "school": {
                "key": "divination",
                "name": "Divination",
                "desc": "**Divination** spells reveal information, whether in the form of secrets long forgotten, glimpses of the future, the locations of hidden things, the truth behind illusions, or visions of distant people or places.",
                "document": "srd"
            },
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Arcane Eye",
            "desc": "Until the spell ends, you create an invisible, floating magical eye that hovers in the air and sends you visual information. The eye has normal vision, darkvision to a range of 30 feet, and it can look in every direction.\n\nYou can use an action to move the eye up to 30 feet in any direction as long as it remains on the same plane of existence. The eye can pass through openings as small as 1 inch across but otherwise its movement is blocked by solid barriers.",
            "level": 4,
            "higher_level": "",
            "target_type": "point",
            "range_text": "60 feet",
            "range": 60.0,
            "ritual": false,
            "casting_time": "action",
            "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,
            "document": "https://api-beta.open5e.com/v2/documents/a5e-ag/?format=api",
            "classes": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/a5e-ag_arcane-muscles/?format=api",
            "key": "a5e-ag_arcane-muscles",
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                }
            ],
            "school": {
                "key": "transmutation",
                "name": "Transmutation",
                "desc": "**Transmutation** spells change the properties of a creature, object, or environment. They might turn an enemy into a harmless creature, bolster the strength of an ally, make an object move at the caster’s command, or enhance a creature’s innate healing abilities to rapidly recover from injury.",
                "document": "srd"
            },
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Arcane Muscles",
            "desc": "Your muscles swell with arcane power. They're too clumsy to effectively wield weapons but certainly strong enough for a powerful punch. Until the spell ends, you can choose to use your spellcasting ability score for Athletics checks, and for the attack and damage rolls of unarmed strikes. In addition, your unarmed strikes deal 1d6 bludgeoning damage and count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.",
            "level": 0,
            "higher_level": "",
            "target_type": "creature",
            "range_text": "Self",
            "range": 0.0,
            "ritual": false,
            "casting_time": "action",
            "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": false,
            "document": "https://api-beta.open5e.com/v2/documents/a5e-ag/?format=api",
            "classes": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/a5e-ag_arcane-sword/?format=api",
            "key": "a5e-ag_arcane-sword",
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                }
            ],
            "school": {
                "key": "evocation",
                "name": "Evocation",
                "desc": "**Evocation** spells manipulate magical energy to produce a desired effect. Some call up blasts of fire or lightning. Others channel positive energy to heal wounds.",
                "document": "srd"
            },
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Arcane Sword",
            "desc": "You summon an insubstantial yet deadly sword to do your bidding.\n\nMake a melee spell attack against a target of your choice within 5 feet of the sword, dealing 3d10 force damage on a hit.\n\nUntil the spell ends, you can use a bonus action on subsequent turns to move the sword up to 20 feet to a space you can see and make an identical melee spell attack against a target.",
            "level": 7,
            "higher_level": "",
            "target_type": "point",
            "range_text": "60 feet",
            "range": 60.0,
            "ritual": false,
            "casting_time": "action",
            "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": "",
            "damage_types": [],
            "duration": "1 minute",
            "shape_type": null,
            "shape_size": null,
            "concentration": true,
            "document": "https://api-beta.open5e.com/v2/documents/a5e-ag/?format=api",
            "classes": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/a5e-ag_aspect-of-the-moon/?format=api",
            "key": "a5e-ag_aspect-of-the-moon",
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                }
            ],
            "school": {
                "key": "transmutation",
                "name": "Transmutation",
                "desc": "**Transmutation** spells change the properties of a creature, object, or environment. They might turn an enemy into a harmless creature, bolster the strength of an ally, make an object move at the caster’s command, or enhance a creature’s innate healing abilities to rapidly recover from injury.",
                "document": "srd"
            },
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Aspect of the Moon",
            "desc": "You throw your head back and howl like a beast, embracing your most basic impulses. Until the spell ends your hair grows, your features become more feral, and sharp claws grow on your fingers. You gain a +1 bonus to AC, your Speed increases by 10 feet, you have advantage on Perception checks, and your unarmed strikes deal 1d8 slashing damage. You may use your Strength or Dexterity for attack and damage rolls with unarmed strikes, and treat your unarmed strikes as weapons with the finesse property. You gain an additional action on your turn, which may only be used to make a melee attack with your unarmed strike. If you are hit by a silvered weapon, you have disadvantage on your Constitution saving throw to maintain concentration.",
            "level": 3,
            "higher_level": "",
            "target_type": "creature",
            "range_text": "Self",
            "range": 0.0,
            "ritual": false,
            "casting_time": "action",
            "verbal": true,
            "somatic": false,
            "material": false,
            "material_specified": "",
            "material_cost": null,
            "material_consumed": false,
            "target_count": 1,
            "saving_throw_ability": "strength",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [],
            "duration": "1 minute",
            "shape_type": null,
            "shape_size": null,
            "concentration": true,
            "document": "https://api-beta.open5e.com/v2/documents/a5e-ag/?format=api",
            "classes": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/a5e-ag_astral-projection/?format=api",
            "key": "a5e-ag_astral-projection",
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                }
            ],
            "school": {
                "key": "necromancy",
                "name": "Necromancy",
                "desc": "**Necromancy** spells manipulate the energies of life and death. Such spells can grant an extra reserve of life force, drain the life energy from another creature, create the undead, or even bring the dead back to life.\r\nCreating the undead through the use of necromancy spells such as animate dead is not a good act, and only evil casters use such spells frequently.",
                "document": "srd"
            },
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Astral Projection",
            "desc": "Until the spell ends, the targets leave their material bodies (unconscious and in a state of suspended animation, not aging or requiring food or air) and project astral forms that resemble their mortal forms in nearly all ways, keeping their game statistics and possessions.\n\nWhile in this astral form you trail a tether, a silvery-white cord that sprouts from between your shoulder blades and fades into immateriality a foot behind you. As long as the tether remains intact you can find your way back to your material body. When it is cut—which requires an effect specifically stating that it cuts your tether —your soul and body are separated and you immediately die. Damage against and other effects on your astral form have no effect on your material body either during this spell or after its duration ends. Your astral form travels freely through the Astral Plane and can pass through interplanar portals on the Astral Plane leading to any other plane. When you enter a new plane or return to the plane you were on when casting this spell, your material body and possessions are transported along the tether, allowing you to return fully intact with all your gear as you enter the new plane.\n\nThe spell ends for all targets when you use an action to dismiss it, for an individual target when a successful dispel magic is cast upon its astral form or material body, or when either its material body or its astral form drops to 0 hit points. When the spell ends for a target and the tether is intact, the tether pulls the target's astral form back to its material body, ending the suspended animation.\n\nIf the spell ends for you prematurely, other targets remain in their astral forms and must find their own way back to their bodies (usually by dropping to 0 hit points).",
            "level": 9,
            "higher_level": "",
            "target_type": "point",
            "range_text": "Touch",
            "range": 0.1,
            "ritual": false,
            "casting_time": "action",
            "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": null,
            "shape_size": null,
            "concentration": false,
            "document": "https://api-beta.open5e.com/v2/documents/a5e-ag/?format=api",
            "classes": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/a5e-ag_augury/?format=api",
            "key": "a5e-ag_augury",
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                }
            ],
            "school": {
                "key": "divination",
                "name": "Divination",
                "desc": "**Divination** spells reveal information, whether in the form of secrets long forgotten, glimpses of the future, the locations of hidden things, the truth behind illusions, or visions of distant people or places.",
                "document": "srd"
            },
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Augury",
            "desc": "With the aid of a divining tool, you receive an omen from beyond the Material Plane about the results of a specific course of action that you intend to take within the next 30 minutes. The Narrator chooses from the following:\n\n* Fortunate omen (good results)\n* Calamity omen (bad results)\n* Ambivalence omen (both good and bad results)\n* No omen (results that aren't especially good or bad)\n\nThis omen does not account for possible circumstances that could change the outcome, such as making additional preparations.\n\nWhen you cast this spell again before finishing a long rest, the chance of getting a random reading from the above options increases. The Narrator makes the following roll in secret: second casting—25%, third casting—50%, fourth casting—75%, fifth casting—100%.",
            "level": 2,
            "higher_level": "",
            "target_type": "creature",
            "range_text": "Self",
            "range": 0.0,
            "ritual": false,
            "casting_time": "action",
            "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,
            "document": "https://api-beta.open5e.com/v2/documents/a5e-ag/?format=api",
            "classes": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/a5e-ag_beacon-of-hope/?format=api",
            "key": "a5e-ag_beacon-of-hope",
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                }
            ],
            "school": {
                "key": "abjuration",
                "name": "Abjuration",
                "desc": "**Abjuration** spells are protective in nature, though some of them have aggressive uses. They create magical barriers, negate harmful effects, harm trespassers, or banish creatures to other planes of existence.",
                "document": "srd"
            },
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Beacon of Hope",
            "desc": "The targets are filled with hope and vitality.\n\nUntil the spell ends, each target gains advantage on Wisdom saving throws and death saving throws, and when a target receives healing it regains the maximum number of hit points possible.",
            "level": 3,
            "higher_level": "",
            "target_type": "point",
            "range_text": "30 feet",
            "range": 30.0,
            "ritual": false,
            "casting_time": "action",
            "verbal": true,
            "somatic": true,
            "material": false,
            "material_specified": "",
            "material_cost": null,
            "material_consumed": false,
            "target_count": 1,
            "saving_throw_ability": "wisdom",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [],
            "duration": "1 minute",
            "shape_type": null,
            "shape_size": null,
            "concentration": true,
            "document": "https://api-beta.open5e.com/v2/documents/a5e-ag/?format=api",
            "classes": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/a5e-ag_blink/?format=api",
            "key": "a5e-ag_blink",
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                }
            ],
            "school": {
                "key": "transmutation",
                "name": "Transmutation",
                "desc": "**Transmutation** spells change the properties of a creature, object, or environment. They might turn an enemy into a harmless creature, bolster the strength of an ally, make an object move at the caster’s command, or enhance a creature’s innate healing abilities to rapidly recover from injury.",
                "document": "srd"
            },
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Blink",
            "desc": "Until the spell ends, roll 1d20 at the end of each of your turns. When you roll an 11 or higher you disappear and reappear in the Ethereal Plane (if you are already on the Ethereal Plane, the spell fails and the spell slot is wasted). At the start of your next turn you return to an unoccupied space that you can see within 10 feet of where you disappeared from. If no unoccupied space is available within range, you reappear in the nearest unoccupied space (determined randomly when there are multiple nearest choices). As an action, you can dismiss this spell.\n\nWhile on the Ethereal Plane, you can see and hear into the plane you were originally on out to a range of 60 feet, but everything is obscured by mist and in shades of gray. You can only target and be targeted by other creatures on the Ethereal Plane.\n\nCreatures on your original plane cannot perceive or interact with you, unless they are able to interact with the Ethereal Plane.",
            "level": 3,
            "higher_level": "",
            "target_type": "creature",
            "range_text": "Self",
            "range": 0.0,
            "ritual": false,
            "casting_time": "action",
            "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": false,
            "document": "https://api-beta.open5e.com/v2/documents/a5e-ag/?format=api",
            "classes": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/a5e-ag_calculate/?format=api",
            "key": "a5e-ag_calculate",
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                }
            ],
            "school": {
                "key": "divination",
                "name": "Divination",
                "desc": "**Divination** spells reveal information, whether in the form of secrets long forgotten, glimpses of the future, the locations of hidden things, the truth behind illusions, or visions of distant people or places.",
                "document": "srd"
            },
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Calculate",
            "desc": "You instantly know the answer to any mathematical equation that you speak aloud. The equation must be a problem that a creature with Intelligence 20 could solve using nonmagical tools with 1 hour of calculation. Additionally, you gain an expertise die on Engineering checks made during the duration of the spell.\n\nNote: Using the _calculate_ cantrip allows a player to make use of a calculator at the table in order to rapidly answer mathematical equations.",
            "level": 0,
            "higher_level": "",
            "target_type": "creature",
            "range_text": "Self",
            "range": 0.0,
            "ritual": false,
            "casting_time": "action",
            "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,
            "document": "https://api-beta.open5e.com/v2/documents/a5e-ag/?format=api",
            "classes": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/a5e-ag_ceremony/?format=api",
            "key": "a5e-ag_ceremony",
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                },
                {
                    "type": "ritual",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                }
            ],
            "school": {
                "key": "evocation",
                "name": "Evocation",
                "desc": "**Evocation** spells manipulate magical energy to produce a desired effect. Some call up blasts of fire or lightning. Others channel positive energy to heal wounds.",
                "document": "srd"
            },
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Ceremony",
            "desc": "You perform a religious ceremony during the casting time of this spell. When you cast the spell, you choose one of the following effects, any targets of which must be within range during the entire casting.\n\n* **Funeral:** You bless one or more corpses, acknowledging their transition away from this world. For the next week, they cannot become undead by any means short of a wish spell. This benefit lasts indefinitely regarding undead of CR 1/4 or less. A corpse can only benefit from this effect once.\n* **Guide the Passing:** You bless one or more creatures within range for their passage into the next life. For the next 7 days, their souls cannot be trapped or captured by any means short of a wish spell. Once a creature benefits from this effect, it can't do so again until it has been restored to life.\n* **Offering:** The gifts of the faithful are offered to the benefit of the gods and the community. Choose one skill or tool proficiency and target a number of creatures equal to your proficiency bonus that are within range. When a target makes an ability check using the skill or tool within the next week, it can choose to use this benefit to gain an expertise die on the check. A creature can be targeted by this effect no more than once per week.\n* **Purification:** A creature you touch is washed with your spiritual energy. Choose one disease or possession effect on the target. If the save DC for that effect is equal to or lower than your spell save DC, the effect ends.\n* **Rite of Passage:** You shepherd one or more creatures into the next phase of life, such as in a child dedication, coming of age, marriage, or conversion ceremony. These creatures gain inspiration. A creature can benefit from this effect no more than once per year.",
            "level": 1,
            "higher_level": "",
            "target_type": "creature",
            "range_text": "30 feet",
            "range": 30.0,
            "ritual": true,
            "casting_time": "action",
            "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,
            "document": "https://api-beta.open5e.com/v2/documents/a5e-ag/?format=api",
            "classes": []
        }
    ]
}