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

GET /v2/spells/?format=api&ordering=-range&page=26
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=-range&page=27",
    "previous": "https://api-beta.open5e.com/v2/spells/?format=api&ordering=-range&page=25",
    "results": [
        {
            "url": "https://api-beta.open5e.com/v2/spells/deepmx_amplify-ley-field/?format=api",
            "key": "deepmx_amplify-ley-field",
            "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": "Amplify Ley Field",
            "desc": "You create a faintly shimmering field of charged energy around yourself. Within that area, the intensity of ley lines you're able to draw on increases from weak to strong, or from strong to titanic. If no ley lines are near enough for you to draw on, you can treat the area of the spell itself as an unlocked, weak ley line.",
            "level": 5,
            "higher_level": "",
            "target_type": "area",
            "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": null,
            "shape_size": null,
            "concentration": false,
            "document": "https://api-beta.open5e.com/v2/documents/deepmx/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/deepmx_armored-shell/?format=api",
            "key": "deepmx_armored-shell",
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                },
                {
                    "type": "slot_level_2",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                },
                {
                    "type": "slot_level_3",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                },
                {
                    "type": "slot_level_4",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                },
                {
                    "type": "slot_level_5",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                },
                {
                    "type": "slot_level_6",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                },
                {
                    "type": "slot_level_7",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                },
                {
                    "type": "slot_level_8",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                },
                {
                    "type": "slot_level_9",
                    "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": "Armored Shell",
            "desc": "Deep Magic: clockwork This spell creates a suit of magical studded leather armor (AC 12). It does not grant you proficiency in its use. Casters without the appropriate armor proficiency suffer disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity and cannot cast spells.",
            "level": 1,
            "higher_level": "Casting armored shell using a higher-level spell slot creates stronger armor: a chain shirt (AC 13) at level 2, scale mail (AC 14) at level 3, chain mail (AC 16) at level 4, and plate armor (AC 18) at level 5.",
            "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": "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/deepmx/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/deepmx_banshee-wail/?format=api",
            "key": "deepmx_banshee-wail",
            "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": "Banshee Wail",
            "desc": "You emit a soul-shattering wail. Every creature within a 30-foot cone who hears the wail must make a Wisdom saving throw. Those that fail take 6d10 psychic damage and become frightened of you; a frightened creature repeats the saving throw at the end of its turn, ending the effect on itself on a success. Those that succeed take 3d10 psychic damage and aren't frightened. This spell has no effect on constructs and undead.",
            "level": 6,
            "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": "wisdom",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [],
            "duration": "instantaneous",
            "shape_type": "cone",
            "shape_size": 30.0,
            "concentration": false,
            "document": "https://api-beta.open5e.com/v2/documents/deepmx/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/deepmx_cosmic-alignment/?format=api",
            "key": "deepmx_cosmic-alignment",
            "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": "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": "Cosmic Alignment",
            "desc": "Deep Magic: illumination You arrange the forces of the cosmos to your benefit. Choose a cosmic event from the Comprehension of the Starry Sky ability that affects spellcasting (conjunction, eclipse, or nova; listed after the spell). You cast spells as if under the effect of the cosmic event until the next sunrise or 24 hours have passed. When the ability requires you to expend your insight, you expend your ritual focus instead. This spell must be cast outdoors, and the casting of this spell is obvious to everyone within 100 miles of its casting when an appropriate symbol, such as a flaming comet, appears in the sky above your location while you are casting the spell. Conjunction: Planetary conjunctions destabilize minds and emotions. You can give one creature you can see disadvantage on a saving throw against one enchantment or illusion spell cast by you. Eclipse: Eclipses plunge the world into darkness and strengthen connections to the shadow plane. When you cast a spell of 5th level or lower that causes necrotic damage, you can reroll a number of damage dice up to your Intelligence modifier (minimum of one). You must use the new rolls. Nova: The nova is a powerful aid to divination spells. You can treat one divination spell you cast as though you had used a spell slot one level higher than the slot actually used.",
            "level": 9,
            "higher_level": "",
            "target_type": "creature",
            "range_text": "Self",
            "range": 0.0,
            "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": "intelligence",
            "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/deepmx/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/deepmx_cruor-of-visions/?format=api",
            "key": "deepmx_cruor-of-visions",
            "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": "Cruor of Visions",
            "desc": "You prick your finger with a bone needle as you cast this spell, taking 1 necrotic damage. This drop of blood must be caught in a container such as a platter or a bowl, where it grows into a pool 1 foot in diameter. This pool acts as a crystal ball for the purpose of scrying. If you place a drop (or dried flakes) of another creature's blood in the cruor of visions, the creature has disadvantage on any Wisdom saving throw to resist scrying. Additionally, you can treat the pool of blood as a crystal ball of telepathy (see the crystal ball description in the Fifth Edition rules). I When you cast this spell using a spell slot of 7th level or higher, the pool of blood acts as either a crystal ball of mind reading or a crystal ball of true seeing (your choice when the spell is cast).",
            "level": 5,
            "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": "wisdom",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [],
            "duration": "5 minutes",
            "shape_type": null,
            "shape_size": null,
            "concentration": false,
            "document": "https://api-beta.open5e.com/v2/documents/deepmx/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/deepmx_ley-energy-bolt/?format=api",
            "key": "deepmx_ley-energy-bolt",
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                },
                {
                    "type": "slot_level_4",
                    "damage_roll": "6d8",
                    "target_count": null,
                    "duration": null,
                    "range": null
                },
                {
                    "type": "slot_level_5",
                    "damage_roll": "7d8",
                    "target_count": null,
                    "duration": null,
                    "range": null
                },
                {
                    "type": "slot_level_6",
                    "damage_roll": "8d8",
                    "target_count": null,
                    "duration": null,
                    "range": null
                },
                {
                    "type": "slot_level_7",
                    "damage_roll": "9d8",
                    "target_count": null,
                    "duration": null,
                    "range": null
                },
                {
                    "type": "slot_level_8",
                    "damage_roll": "10d8",
                    "target_count": null,
                    "duration": null,
                    "range": null
                },
                {
                    "type": "slot_level_9",
                    "damage_roll": "11d8",
                    "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": "Ley Energy Bolt",
            "desc": "You transform ambient ley power into a crackling bolt of energy 100 feet long and 5 feet wide. Each creature in the line takes 5d8 force damage, or half damage with a successful Dexterity saving throw. The bolt passes through the first inanimate object in its path, and creatures on the other side of the obstacle receive no bonus to their saving throw from cover. The bolt stops if it strikes a second object.",
            "level": 3,
            "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the bolt's damage increases by 1d8 for each slot level above 3rd.",
            "target_type": "creature",
            "range_text": "Self",
            "range": 0.0,
            "ritual": false,
            "casting_time": "action",
            "verbal": false,
            "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": [
                "force"
            ],
            "duration": "instantaneous",
            "shape_type": null,
            "shape_size": null,
            "concentration": false,
            "document": "https://api-beta.open5e.com/v2/documents/deepmx/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/deepmx_ley-sense/?format=api",
            "key": "deepmx_ley-sense",
            "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": "Ley Sense",
            "desc": "You tune your senses to the pulse of ambient ley energy flowing through the world. For the duration, you gain tremorsense with a range of 20 feet and you are instantly aware of the presence of any ley line within 5 miles. You know the distance and direction to every ley line within that range.",
            "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": null,
            "shape_size": null,
            "concentration": false,
            "document": "https://api-beta.open5e.com/v2/documents/deepmx/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/deepmx_ley-whip/?format=api",
            "key": "deepmx_ley-whip",
            "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": "Ley Whip",
            "desc": "You channel the power of a ley line within 1 mile into a crackling tendril of multicolored ley energy. The tendril extends from your hand but doesn't interfere with your ability to hold or manipulate objects. When you cast the spell and as a bonus action on subsequent turns, you can direct the tendril to strike a target within 50 feet of you. Make a melee spell attack; on a hit, the tendril does 3d8 force damage and the target must make a Strength saving throw. If the saving throw fails, you can push the target away or pull it closer, up to 10 feet in either direction. Special. A geomancer with a bound ley line can cast this spell as long as he or she is on the same plane as the bound line.",
            "level": 6,
            "higher_level": "",
            "target_type": "object",
            "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": "strength",
            "attack_roll": true,
            "damage_roll": "",
            "damage_types": [],
            "duration": "1 minute",
            "shape_type": null,
            "shape_size": null,
            "concentration": false,
            "document": "https://api-beta.open5e.com/v2/documents/deepmx/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/deepmx_lokis-gift/?format=api",
            "key": "deepmx_lokis-gift",
            "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": "Loki's Gift",
            "desc": "Loki's gift makes even the most barefaced lie seem strangely plausible: you gain advantage to Charisma (Deception) checks for whatever you're currently saying. If your Deception check fails, the creature knows that you tried to manipulate it with magic. If you lie to a creature that has a friendly attitude toward you and it fails a Charisma saving throw, you can also coax him or her to reveal a potentially embarrassing secret. The secret can involve wrongdoing (adultery, cheating at tafl, a secret fear, etc.) but not something life-threatening or dishonorable enough to earn the subject repute as a nithling. The verbal component of this spell is the lie you are telling.",
            "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": "1 minute",
            "shape_type": null,
            "shape_size": null,
            "concentration": false,
            "document": "https://api-beta.open5e.com/v2/documents/deepmx/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/deepmx_machine-speech/?format=api",
            "key": "deepmx_machine-speech",
            "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": "Machine Speech",
            "desc": "Deep Magic: clockwork Your voice, and to a lesser extent your mind, changes to communicate only in the whirring clicks of machine speech. Until the end of your next turn, all clockwork spells you cast have advantage on their attack rolls or the targets have disadvantage on their saving throws.",
            "level": 1,
            "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 round",
            "shape_type": null,
            "shape_size": null,
            "concentration": false,
            "document": "https://api-beta.open5e.com/v2/documents/deepmx/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/deepmx_mass-repair-metal/?format=api",
            "key": "deepmx_mass-repair-metal",
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                },
                {
                    "type": "slot_level_6",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                },
                {
                    "type": "slot_level_7",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                },
                {
                    "type": "slot_level_8",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                },
                {
                    "type": "slot_level_9",
                    "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": "Mass Repair Metal",
            "desc": "Deep Magic: clockwork As repair metal, but you can affect all metal within range. You repair 1d8 + 5 damage to a metal object or construct by sealing up rents and bending metal back into place.",
            "level": 5,
            "higher_level": "Casting mass repair metal as a 6th-level spell repairs 2d8 + 10 damage.",
            "target_type": "object",
            "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": "instantaneous",
            "shape_type": null,
            "shape_size": null,
            "concentration": false,
            "document": "https://api-beta.open5e.com/v2/documents/deepmx/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/deepmx_read-memory/?format=api",
            "key": "deepmx_read-memory",
            "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": "Read Memory",
            "desc": "Deep Magic: clockwork You copy the memories of one memory gear into your own mind. You recall these memories as if you had experienced them but without any emotional attachment or context.",
            "level": 4,
            "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/deepmx/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/deepmx_robe-of-shards/?format=api",
            "key": "deepmx_robe-of-shards",
            "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": "Robe of Shards",
            "desc": "Deep Magic: clockwork You create a robe of metal shards, gears, and cogs that provides a base AC of 14 + your Dexterity modifier. As a bonus action while protected by a robe of shards, you can command bits of metal from a fallen foe to be absorbed by your robe; each infusion of metal increases your AC by 1, to a maximum of 18 + Dexterity modifier. You can also use a bonus action to dispel the robe, causing it to explode into a shower of flying metal that does 8d6 slashing damage, +1d6 per point of basic (non-Dexterity) AC above 14, to all creatures within 30 feet of you.",
            "level": 6,
            "higher_level": "",
            "target_type": "point",
            "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 minute",
            "shape_type": null,
            "shape_size": null,
            "concentration": false,
            "document": "https://api-beta.open5e.com/v2/documents/deepmx/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/deepmx_shield-of-star-and-shadow/?format=api",
            "key": "deepmx_shield-of-star-and-shadow",
            "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": "Shield of Star and Shadow",
            "desc": "You wrap yourself in a protective shroud of the night sky made from swirling shadows punctuated with twinkling motes of light. The shroud grants you resistance against either radiant or necrotic damage (choose when the spell is cast). You also shed dim light in a 10-foot radius. You can end the spell early by using an action to dismiss it.",
            "level": 3,
            "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": "10 minutes",
            "shape_type": null,
            "shape_size": null,
            "concentration": false,
            "document": "https://api-beta.open5e.com/v2/documents/deepmx/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/deepmx_snowblind-stare/?format=api",
            "key": "deepmx_snowblind-stare",
            "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": "Snowblind Stare",
            "desc": "Your eyes burn with a bright, cold light that inflicts snow blindness on a creature you target within 30 feet of you. If the target fails a Constitution saving throw, it suffers the first stage of snow blindness (see [Conditions](https://api.open5e.com/sections/conditions)), or the second stage of snow blindness if it already has the first stage. The target recovers as described in [Conditions](https://api.open5e.com/sections/conditions).",
            "level": 2,
            "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": "constitution",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [],
            "duration": "2 rounds",
            "shape_type": null,
            "shape_size": null,
            "concentration": false,
            "document": "https://api-beta.open5e.com/v2/documents/deepmx/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/deepmx_soothsayers-shield/?format=api",
            "key": "deepmx_soothsayers-shield",
            "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": "Soothsayer's Shield",
            "desc": "This spell can be cast when you are hit by an enemy's attack. Until the start of your next turn, you have a +4 bonus to AC, including against the triggering attack.",
            "level": 2,
            "higher_level": "",
            "target_type": "creature",
            "range_text": "Self",
            "range": 0.0,
            "ritual": false,
            "casting_time": "reaction",
            "verbal": true,
            "somatic": true,
            "material": false,
            "material_specified": "",
            "material_cost": null,
            "material_consumed": false,
            "target_count": 1,
            "saving_throw_ability": "",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [],
            "duration": "instantaneous",
            "shape_type": null,
            "shape_size": null,
            "concentration": false,
            "document": "https://api-beta.open5e.com/v2/documents/deepmx/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/deepmx_sphere-of-order/?format=api",
            "key": "deepmx_sphere-of-order",
            "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": "Sphere of Order",
            "desc": "Deep Magic: clockwork You surround yourself with the perfect order of clockwork. Chaotic creatures that start their turn in the area or enter it on their turn take 5d8 psychic damage. The damage is 8d8 for Chaotic aberrations, celestials, elementals, and fiends. A successful Wisdom saving throw halves the damage, but Chaotic creatures (the only ones affected by the spell) make the saving throw with disadvantage.",
            "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 round",
            "shape_type": null,
            "shape_size": null,
            "concentration": false,
            "document": "https://api-beta.open5e.com/v2/documents/deepmx/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/deepmx_spire-of-stone/?format=api",
            "key": "deepmx_spire-of-stone",
            "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": "Spire of Stone",
            "desc": "You cause a spire of rock to burst out of the ground, floor, or another surface beneath your feet. The spire is as wide as your space, and lifting you, it can rise up to 20 feet in height. When the spire appears, a creature within 5 feet of you must succeed on a Dexterity saving throw or fall prone. As a bonus action on your turn, you can cause the spire to rise or descend up to 20 feet to a maximum height of 40 feet. If you move off of the spire, it immediately collapses back into the ground. When the spire disappears, it leaves the surface from which it sprang unharmed. You can create a new spire as a bonus action for the duration of the spell.",
            "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": "dexterity",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [],
            "duration": "10 minutes",
            "shape_type": null,
            "shape_size": null,
            "concentration": false,
            "document": "https://api-beta.open5e.com/v2/documents/deepmx/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/deepmx_wotans-rede/?format=api",
            "key": "deepmx_wotans-rede",
            "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": "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": "Wotan's Rede",
            "desc": "You recite a poem in the Northern tongue, sent to your lips by Wotan himself, to gain supernatural insight or advice. Your next Intelligence or Charisma check within 1 minute is made with advantage, and you can include twice your proficiency bonus. At the GM's discretion, this spell can instead provide a piece of general advice equivalent to an contact other plane.",
            "level": 2,
            "higher_level": "",
            "target_type": "creature",
            "range_text": "Self",
            "range": 0.0,
            "ritual": true,
            "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": "instantaneous",
            "shape_type": null,
            "shape_size": null,
            "concentration": false,
            "document": "https://api-beta.open5e.com/v2/documents/deepmx/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/toh_battle-mind/?format=api",
            "key": "toh_battle-mind",
            "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": "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": "Battle Mind",
            "desc": "You gain a preternatural sense of the surrounding area, allowing you insights you can share with comrades to provide them with an edge in combat. You gain advantage on Wisdom (Perception) checks made when determining surprise at the beginning of a combat encounter. If you are not surprised, then neither are your allies. When you are engaged in combat while the spell is active, you can use a bonus action on your turn to produce one of the following effects (allies must be able to see or hear you in order to benefit):\n* One ally gains advantage on its next attack roll, saving throw, or ability check.\n* An enemy has disadvantage on the next attack roll it makes against you or an ally.\n* You divine the location of an invisible or hidden creature and impart that knowledge to any allies who can see or hear you. This knowledge does not negate any advantages the creature has, it only allows your allies to be aware of its location at the time. If the creature moves after being detected, its new location is not imparted to your allies.\n* Three allies who can see and hear you on your turn are given the benefit of a *bless*, *guidance*, or *resistance spell* on their turns; you choose the benefit individually for each ally. An ally must use the benefit on its turn, or the benefit is lost.",
            "level": 5,
            "higher_level": "",
            "target_type": "area",
            "range_text": "Self",
            "range": 0.0,
            "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": "wisdom",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [],
            "duration": "10 minutes",
            "shape_type": null,
            "shape_size": null,
            "concentration": true,
            "document": "https://api-beta.open5e.com/v2/documents/toh/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/toh_divine-retribution/?format=api",
            "key": "toh_divine-retribution",
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                },
                {
                    "type": "slot_level_2",
                    "damage_roll": "2d8",
                    "target_count": null,
                    "duration": null,
                    "range": null
                },
                {
                    "type": "slot_level_3",
                    "damage_roll": "3d8",
                    "target_count": null,
                    "duration": null,
                    "range": null
                },
                {
                    "type": "slot_level_4",
                    "damage_roll": "4d8",
                    "target_count": null,
                    "duration": null,
                    "range": null
                },
                {
                    "type": "slot_level_5",
                    "damage_roll": "5d8",
                    "target_count": null,
                    "duration": null,
                    "range": null
                },
                {
                    "type": "slot_level_6",
                    "damage_roll": "6d8",
                    "target_count": null,
                    "duration": null,
                    "range": null
                },
                {
                    "type": "slot_level_7",
                    "damage_roll": "7d8",
                    "target_count": null,
                    "duration": null,
                    "range": null
                },
                {
                    "type": "slot_level_8",
                    "damage_roll": "8d8",
                    "target_count": null,
                    "duration": null,
                    "range": null
                },
                {
                    "type": "slot_level_9",
                    "damage_roll": "9d8",
                    "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": "Divine Retribution",
            "desc": "With a last word before you fall unconscious, this spell inflicts radiant damage to your attacker equal to 1d8 + the amount of damage you took from the triggering attack. If the attacker is a fiend or undead, it takes an extra 1d8 radiant damage. The creature then must succeed on a Constitution saving throw or become stunned for 1 minute. At the end of each of its turns, the creature can make another Constitution saving throw. On a successful save, it is no longer stunned.",
            "level": 1,
            "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.",
            "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": "constitution",
            "attack_roll": false,
            "damage_roll": "1d8",
            "damage_types": [
                "radiant"
            ],
            "duration": "instantaneous",
            "shape_type": null,
            "shape_size": null,
            "concentration": false,
            "document": "https://api-beta.open5e.com/v2/documents/toh/?format=api"
        },
        {
            "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"
        },
        {
            "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"
        },
        {
            "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"
        },
        {
            "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"
        },
        {
            "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"
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/toh_sightburst/?format=api",
            "key": "toh_sightburst",
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                },
                {
                    "type": "slot_level_3",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": "1 minute",
                    "range": null
                },
                {
                    "type": "slot_level_4",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": "1 minute",
                    "range": null
                },
                {
                    "type": "slot_level_5",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": "10 minutes",
                    "range": null
                },
                {
                    "type": "slot_level_6",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": "10 minutes",
                    "range": null
                },
                {
                    "type": "slot_level_7",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": "1 hour",
                    "range": null
                },
                {
                    "type": "slot_level_8",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": "1 hour",
                    "range": null
                },
                {
                    "type": "slot_level_9",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": "1 hour",
                    "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": "Sightburst",
            "desc": "A wave of echoing sound emanates from you. Until the start of your next turn, you have blindsight out to a range of 100 feet, and you know the location of any natural hazards within that area. You have advantage on saving throws made against hazards detected with this spell.",
            "level": 2,
            "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the duration is concentration, up to 1 minute. When you use a spell slot of 5th level or higher, the duration is concentration, up to 10 minutes. When you use a spell slot of 7th level or higher, the duration is concentration, up to 1 hour.",
            "target_type": "area",
            "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 round",
            "shape_type": null,
            "shape_size": null,
            "concentration": false,
            "document": "https://api-beta.open5e.com/v2/documents/toh/?format=api"
        },
        {
            "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"
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/toh_spite/?format=api",
            "key": "toh_spite",
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                },
                {
                    "type": "slot_level_3",
                    "damage_roll": "4d6",
                    "target_count": null,
                    "duration": null,
                    "range": null
                },
                {
                    "type": "slot_level_4",
                    "damage_roll": "5d6",
                    "target_count": null,
                    "duration": null,
                    "range": null
                },
                {
                    "type": "slot_level_5",
                    "damage_roll": "6d6",
                    "target_count": null,
                    "duration": null,
                    "range": null
                },
                {
                    "type": "slot_level_6",
                    "damage_roll": "7d6",
                    "target_count": null,
                    "duration": null,
                    "range": null
                },
                {
                    "type": "slot_level_7",
                    "damage_roll": "8d6",
                    "target_count": null,
                    "duration": null,
                    "range": null
                },
                {
                    "type": "slot_level_8",
                    "damage_roll": "9d6",
                    "target_count": null,
                    "duration": null,
                    "range": null
                },
                {
                    "type": "slot_level_9",
                    "damage_roll": "10d6",
                    "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": "Spite",
            "desc": "You prick your finger and anoint your forehead with your own blood, taking 1 piercing damage and warding yourself against hostile attacks. The first time a creature hits you with an attack during this spell's duration, it takes 3d6 psychic damage. Then the spell ends.",
            "level": 2,
            "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.",
            "target_type": "creature",
            "range_text": "Self",
            "range": 0.0,
            "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": "3d6",
            "damage_types": [
                "psychic"
            ],
            "duration": "1 hour",
            "shape_type": null,
            "shape_size": null,
            "concentration": false,
            "document": "https://api-beta.open5e.com/v2/documents/toh/?format=api"
        },
        {
            "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"
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/toh_stone-fetch/?format=api",
            "key": "toh_stone-fetch",
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                },
                {
                    "type": "slot_level_5",
                    "damage_roll": "5d10",
                    "target_count": null,
                    "duration": null,
                    "range": null
                },
                {
                    "type": "slot_level_6",
                    "damage_roll": "6d10",
                    "target_count": null,
                    "duration": "1 hour",
                    "range": null
                },
                {
                    "type": "slot_level_7",
                    "damage_roll": "7d10",
                    "target_count": null,
                    "duration": "1 hour",
                    "range": null
                },
                {
                    "type": "slot_level_8",
                    "damage_roll": "8d10",
                    "target_count": null,
                    "duration": "8 hours",
                    "range": null
                },
                {
                    "type": "slot_level_9",
                    "damage_roll": "9d10",
                    "target_count": null,
                    "duration": "8 hours",
                    "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": "Stone Fetch",
            "desc": "You create a stony duplicate of yourself, which rises out of the ground and appears next to you. The duplicate looks like a stone carving of you, including the clothing you're wearing and equipment you're carrying at the time of the casting. It uses the statistics of an earth elemental.\n  For the duration, you have a telepathic link with the duplicate. You can use this telepathic link to issue commands to the duplicate while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Run over there” or “Fetch that object.” If the duplicate completes the order and doesn't receive further direction from you, it takes the Dodge or Hide action (your choice) on its turn. The duplicate can't attack, but it can speak in a gravelly version of your voice and mimic your mannerisms with exact detail.\n  As a bonus action, you can see through the duplicate's eyes and hear what it hears as if you were in the duplicate's space, gaining the benefits of the earth elemental's darkvision and tremorsense until the start of your next turn. During this time, you are deaf and blind with regard to your own senses. As an action while sharing the duplicate's senses, you can make the duplicate explode in a shower of jagged chunks of rock, destroying the duplicate and ending the spell. Each creature within 10 feet of the duplicate must make a Dexterity saving throw. A creature takes 4d10 slashing damage on a failed save, or half as much damage on a successful one.\n  The duplicate explodes at the end of the duration, if you didn't cause it to explode before then. If the duplicate is killed before it explodes, you suffer one level of exhaustion.",
            "level": 4,
            "higher_level": "When you cast this spell using a spell slot of 5th level or higher, the explosion damage increases by 1d10 for each slot level above 4th. In addition, when you cast this spell using a spell slot of 6th level or higher, the duration is 1 hour. When you cast this spell using a spell slot of 8th level or higher, the duration is 8 hours. Using a spell slot of 6th level or higher grants a duration that doesn't require concentration.",
            "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": "dexterity",
            "attack_roll": false,
            "damage_roll": "4d10",
            "damage_types": [
                "slashing"
            ],
            "duration": "10 minutes",
            "shape_type": null,
            "shape_size": null,
            "concentration": true,
            "document": "https://api-beta.open5e.com/v2/documents/toh/?format=api"
        },
        {
            "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"
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/wz_bombardment-of-stings/?format=api",
            "key": "wz_bombardment-of-stings",
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                },
                {
                    "type": "slot_level_3",
                    "damage_roll": "5d6",
                    "target_count": null,
                    "duration": null,
                    "range": null
                },
                {
                    "type": "slot_level_4",
                    "damage_roll": "6d6",
                    "target_count": null,
                    "duration": null,
                    "range": null
                },
                {
                    "type": "slot_level_5",
                    "damage_roll": "7d6",
                    "target_count": null,
                    "duration": null,
                    "range": null
                },
                {
                    "type": "slot_level_6",
                    "damage_roll": "8d6",
                    "target_count": null,
                    "duration": null,
                    "range": null
                },
                {
                    "type": "slot_level_7",
                    "damage_roll": "9d6",
                    "target_count": null,
                    "duration": null,
                    "range": null
                },
                {
                    "type": "slot_level_8",
                    "damage_roll": "10d6",
                    "target_count": null,
                    "duration": null,
                    "range": null
                },
                {
                    "type": "slot_level_9",
                    "damage_roll": "11d6",
                    "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": "Bombardment of Stings",
            "desc": "Each creature in a 30-foot cone must make a Dexterity saving throw. On a failed save, a creature takes 4d6 piercing damage and is poisoned for 1 minute. On a successful save, a creature takes half as much damage and isn't poisoned. At the end of each of its turns, a poisoned target can make a Constitution saving throw. On a success, the condition ends on the target.",
            "level": 2,
            "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.",
            "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": "dexterity",
            "attack_roll": false,
            "damage_roll": "4d6",
            "damage_types": [
                "piercing"
            ],
            "duration": "instantaneous",
            "shape_type": "cone",
            "shape_size": 30.0,
            "concentration": false,
            "document": "https://api-beta.open5e.com/v2/documents/wz/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/wz_child-of-light-and-darkness/?format=api",
            "key": "wz_child-of-light-and-darkness",
            "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": "Child of Light and Darkness",
            "desc": "Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 1-10, you take the form of a humanoid made of pure, searing light. On a roll of 11-20, you take the form of a humanoid made of bone-chilling darkness. In both forms, you have immunity to bludgeoning, piercing, and slashing damage from nonmagical attacks, and a creature that attacks you has disadvantage on the attack roll. You gain additional benefits while in each form: Light Form. You shed bright light in a 60-foot radius and dim light for an additional 60 feet, you are immune to fire damage, and you have resistance to radiant damage. Once per turn, as a bonus action, you can teleport to a space you can see within the light you shed. Darkness Form. You are immune to cold damage, and you have resistance to necrotic damage. Once per turn, as a bonus action, you can target up to three Large or smaller creatures within 30 feet of you. Each target must succeed on a Strength saving throw or be pulled or pushed (your choice) up to 20 feet straight toward or away from you.",
            "level": 8,
            "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": "strength",
            "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/wz/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/wz_exchanged-knowledge/?format=api",
            "key": "wz_exchanged-knowledge",
            "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": "Exchanged Knowledge",
            "desc": "When you cast this spell, you open a conduit to the Castle Library, granting access to difficult-to-obtain information. For the spell's duration, you double your proficiency bonus whenever you make an Intelligence check to recall information about any subject. Additionally, you can gain advantage on an Intelligence check to recall information. To do so, you must either sacrifice another lore-filled book or succeed on a Charisma saving throw. On a failed save, the spell ends, and you have disadvantage on all Intelligence checks to recall information for 1 week. A wish spell ends this effect.",
            "level": 3,
            "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": "intelligence",
            "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/wz/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/wz_shadow-adaptation/?format=api",
            "key": "wz_shadow-adaptation",
            "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": "Shadow Adaptation",
            "desc": "Your flesh and clothing pale and become faded as your body takes on a tiny fragment of the Shadow Realm. For the duration of this spell, you are immune to shadow corruption and have resistance to necrotic damage. In addition, you have advantage on saving throws against effects that reduce your Strength score or hit point maximum, such as a shadow's Strength Drain or the harm spell.",
            "level": 2,
            "higher_level": "",
            "target_type": "point",
            "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": "strength",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [],
            "duration": "8 hours",
            "shape_type": null,
            "shape_size": null,
            "concentration": false,
            "document": "https://api-beta.open5e.com/v2/documents/wz/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/wz_threshold-slip/?format=api",
            "key": "wz_threshold-slip",
            "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": "Threshold Slip",
            "desc": "The threshold of a doorway, the sill of a window, the junction where the floor meets the wall, the intersection of two walls—these are all points of travel for you. When you cast this spell, you can step into the junction of two surfaces, slip through the boundary of the Material Plane, and reappear in an unoccupied space with another junction you can see within 60 feet.\n  You can take one willing creature of your size or smaller that you're touching with you. The target junction must have unoccupied spaces for both of you to enter when you reappear or the spell fails.",
            "level": 2,
            "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/wz/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/wz_vengeful-panopy-of-the-ley-line-ignited/?format=api",
            "key": "wz_vengeful-panopy-of-the-ley-line-ignited",
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                },
                {
                    "type": "slot_level_7",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                },
                {
                    "type": "slot_level_8",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                },
                {
                    "type": "slot_level_9",
                    "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": "Vengeful Panopy of the Ley Line Ignited",
            "desc": "Deep Magic: ley line While bound to a ley line, you draw directly from its power, becoming cloaked in a magical heliotropic fire that sheds dim light in a 10-foot radius. Additionally, each round, including the round it is cast, you may make a ranged spell attack as an action. On a hit, the target takes 6d6 force damage. Every 3 minutes the effect is active, your bond with the ley line is reduced by one step; a bond to a Titanic ley line becomes effectively a Strong, then a Weak, and after 10 minutes, the bond is broken. The strength of the bond is only restored after a long rest; if the bond was broken, it can only be restored at the next weakest level for a week. A bond broken from a Weak ley line cannot be restored for two weeks. Some believe this spell damages ley lines, and there is some evidence to support this claim. Additionally, whenever a creature within 5 feet hits you with a melee attack, the cloak erupts with a heliotropic flare. The attacker takes 3d6 force damage.",
            "level": 6,
            "higher_level": "When casting this spell using a spell slot of 6th level, the damage from all effects of the spell increase by 1d6 for each slot level above 6th.",
            "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": true,
            "damage_roll": "6d6",
            "damage_types": [
                "force"
            ],
            "duration": "10 minutes",
            "shape_type": "line",
            "shape_size": 10.0,
            "concentration": false,
            "document": "https://api-beta.open5e.com/v2/documents/wz/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/wz_zymurgic-aura/?format=api",
            "key": "wz_zymurgic-aura",
            "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": "Zymurgic Aura",
            "desc": "A wave of putrefaction surges from you, targeting creatures of your choice within a 30-foot radius around you, speeding the rate of decay in those it touches. The target must make a Constitution saving throw. It takes 10d6 necrotic damage on a failed save or half as much on a successful save. Its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature takes a long rest.",
            "level": 7,
            "higher_level": "",
            "target_type": "creature",
            "range_text": "Self",
            "range": 0.0,
            "ritual": false,
            "casting_time": "action",
            "verbal": true,
            "somatic": false,
            "material": true,
            "material_specified": "",
            "material_cost": null,
            "material_consumed": false,
            "target_count": 1,
            "saving_throw_ability": "constitution",
            "attack_roll": false,
            "damage_roll": "10d6",
            "damage_types": [
                "necrotic"
            ],
            "duration": "instantaneous",
            "shape_type": null,
            "shape_size": null,
            "concentration": false,
            "document": "https://api-beta.open5e.com/v2/documents/wz/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/kp_ambush/?format=api",
            "key": "kp_ambush",
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                },
                {
                    "type": "slot_level_2",
                    "damage_roll": null,
                    "target_count": 2,
                    "duration": null,
                    "range": null
                },
                {
                    "type": "slot_level_3",
                    "damage_roll": null,
                    "target_count": 3,
                    "duration": null,
                    "range": null
                },
                {
                    "type": "slot_level_4",
                    "damage_roll": null,
                    "target_count": 4,
                    "duration": null,
                    "range": null
                },
                {
                    "type": "slot_level_5",
                    "damage_roll": null,
                    "target_count": 5,
                    "duration": null,
                    "range": null
                },
                {
                    "type": "slot_level_6",
                    "damage_roll": null,
                    "target_count": 6,
                    "duration": null,
                    "range": null
                },
                {
                    "type": "slot_level_7",
                    "damage_roll": null,
                    "target_count": 7,
                    "duration": null,
                    "range": null
                },
                {
                    "type": "slot_level_8",
                    "damage_roll": null,
                    "target_count": 8,
                    "duration": null,
                    "range": null
                },
                {
                    "type": "slot_level_9",
                    "damage_roll": null,
                    "target_count": 9,
                    "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": "Ambush",
            "desc": "The forest floor swirls and shifts around you to welcome you into its embrace. While in a forest, you have advantage on Dexterity (Stealth) checks to Hide. While hidden in a forest, you have advantage on your next Initiative check. The spell ends if you attack or cast a spell.",
            "level": 1,
            "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The spell ends if you or any target of this spell attacks or casts a spell.",
            "target_type": "creature",
            "range_text": "Self",
            "range": 0.0,
            "ritual": false,
            "casting_time": "action",
            "verbal": false,
            "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/kp/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/kp_blood-strike/?format=api",
            "key": "kp_blood-strike",
            "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": "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": "Blood Strike",
            "desc": "By performing this ritual, you can cast a spell on one nearby creature and have it affect a different, more distant creature. Both targets must be related by blood (no more distantly than first cousins). Neither of them needs to be a willing target. The blood strike ritual is completed first, taking 10 minutes to cast on yourself. Then the spell to be transferred is immediately cast by you on the initial target, which must be close enough to touch no matter what the spell's normal range is. The secondary target must be within 1 mile and on the same plane of existence as you. If the second spell allows a saving throw, it's made by the secondary target, not the initial target. If the saving throw succeeds, any portion of the spell that's avoided or negated by the secondary target affects the initial target instead. A creature can be the secondary target of blood strike only once every 24 hours; subsequent attempts during that time take full effect against the initial target with no chance to affect the secondary target. Only spells that have a single target can be transferred via blood stike. For example, a lesser restoration) currently affecting the initial creature and transfer it to the secondary creature, which then makes any applicable saving throw against the effect. If the saving throw fails or there is no saving throw, the affliction transfers completely and no longer affects the initial target. If the saving throw succeeds, the initial creature is still afflicted and also suffers anew any damage or conditions associated with first exposure to the affliction.",
            "level": 5,
            "higher_level": "",
            "target_type": "creature",
            "range_text": "Self",
            "range": 0.0,
            "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": "special",
            "shape_type": null,
            "shape_size": null,
            "concentration": false,
            "document": "https://api-beta.open5e.com/v2/documents/kp/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/kp_doom-of-ancient-decrepitude/?format=api",
            "key": "kp_doom-of-ancient-decrepitude",
            "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": "Doom of Ancient Decrepitude",
            "desc": "You generate an entropic field that rapidly ages every creature in the area of effect. The field covers a sphere with a 20-foot radius centered on you. Every creature inside the sphere when it's created, including you, must make a successful Constitution saving throw or gain 2 levels of exhaustion from sudden, traumatic aging. A creature that ends its turn in the field must repeat the saving throw, gaining 1 level of exhaustion per subsequent failure. You have advantage on these saving throws. An affected creature sheds 1 level of exhaustion at the end of its turn, if it started the turn outside the spell's area of effect (or the spell has ended). Only 1 level of exhaustion can be removed this way; all remaining levels are removed when the creature completes a short or long rest. A creature that died from gaining 6 levels of exhaustion, however, remains dead.",
            "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": "constitution",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [],
            "duration": "1 minute",
            "shape_type": "sphere",
            "shape_size": 20.0,
            "concentration": false,
            "document": "https://api-beta.open5e.com/v2/documents/kp/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/kp_ley-disturbance/?format=api",
            "key": "kp_ley-disturbance",
            "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": "Ley Disturbance",
            "desc": "Deep Magic: forest-bound While in your bound forest, you tune your senses to any disturbances of ley energy flowing through it. For the duration, you are aware of any ley line manipulation or ley spell casting within 5 miles of you. You know the approximate distance and general direction to each disturbance within that range, but you don't know its exact location. This doesn't allow you to locate the ley lines themselves, just any use or modification of them.",
            "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 hour",
            "shape_type": null,
            "shape_size": null,
            "concentration": false,
            "document": "https://api-beta.open5e.com/v2/documents/kp/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/kp_morphic-flux/?format=api",
            "key": "kp_morphic-flux",
            "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": "Morphic Flux",
            "desc": "When you cast this spell, your body becomes highly mutable, your flesh constantly shifting and quivering, occasionally growing extra parts-limbs and eyes-only to reabsorb them soon afterward. While under the effect of this spell, you have resistance to slashing and piercing damage and ignore the additional damage done by critical hits. You can squeeze through Tiny spaces without penalty. In addition, once per round, as a bonus action, you can make an unarmed attack with a newly- grown limb. Treat it as a standard unarmed attack, but you choose whether it does bludgeoning, piercing, or slashing damage.",
            "level": 7,
            "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": "1 minute",
            "shape_type": null,
            "shape_size": null,
            "concentration": false,
            "document": "https://api-beta.open5e.com/v2/documents/kp/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/kp_scattered-images/?format=api",
            "key": "kp_scattered-images",
            "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": "Scattered Images",
            "desc": "When you cast this spell, you create illusory doubles that move when you move but in different directions, distracting and misdirecting your opponents. When scattered images is cast, 1d4 + 2 images are created. Images behave exactly as those created with mirror image, with the exceptions described here. These images remain in your space, acting as invisible or the attacker is blind, the spell has no effect.",
            "level": 4,
            "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/kp/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/kp_selfish-wish/?format=api",
            "key": "kp_selfish-wish",
            "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": "Selfish Wish",
            "desc": "The selfish wish grants the desires of a supplicant in exchange for power. Like a wish for a great increase in Strength may come with an equal reduction in Intelligence). In exchange for casting the selfish wish, the caster also receives an influx of power. The caster receives the following bonuses for 2 minutes: Doubled speed one extra action each round (as haste) Armor class increases by 3",
            "level": 9,
            "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/kp/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/kp_stigmata-of-the-red-goddess/?format=api",
            "key": "kp_stigmata-of-the-red-goddess",
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                },
                {
                    "type": "slot_level_3",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": "4 rounds",
                    "range": null
                },
                {
                    "type": "slot_level_4",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": "5 rounds",
                    "range": null
                },
                {
                    "type": "slot_level_5",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": "6 rounds",
                    "range": null
                },
                {
                    "type": "slot_level_6",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": "7 rounds",
                    "range": null
                },
                {
                    "type": "slot_level_7",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": "8 rounds",
                    "range": null
                },
                {
                    "type": "slot_level_8",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": "9 rounds",
                    "range": null
                },
                {
                    "type": "slot_level_9",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": "10 rounds",
                    "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": "Stigmata of the Red Goddess",
            "desc": "You cut yourself and bleed as tribute to Marena, gaining power as long as the blood continues flowing. The stigmata typically appears as blood running from the eyes or ears, or from wounds manifesting on the neck or chest. You take 1 piercing damage at the beginning of each turn and gain a +2 bonus on damage rolls. Any healing received by you, magical or otherwise, ends the spell.",
            "level": 2,
            "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage you take at the start of each of your turns and the bonus damage you do both increase by 1 for each slot level above 2nd, and the duration increases by 1 round for each slot level above 2nd.",
            "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": "3 rounds",
            "shape_type": null,
            "shape_size": null,
            "concentration": false,
            "document": "https://api-beta.open5e.com/v2/documents/kp/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/deepm_alchemical-form/?format=api",
            "key": "deepm_alchemical-form",
            "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": "Alchemical Form",
            "desc": "You transform into an amoebic form composed of highly acidic and poisonous alchemical jelly. While in this form:\n* you are immune to acid and poison damage and to the poisoned and stunned conditions;\n* you have resistance to nonmagical fire, piercing, and slashing damage;\n* you can’t speak, cast spells, use items or weapons, or manipulate objects;\n* your gear melds into your body and reappears when the spell ends;\n* you don't need to breathe;\n* your speed is 20 feet;\n* your size doesn’t change, but you can move through and between obstructions as if you were two size categories smaller; and\n* you gain the following action: **Melee Weapon Attack:** spellcasting ability modifier + proficiency bonus to hit, range 5 ft., one target; **Hit:** 4d6 acid or poison damage (your choice), and the target must make a successful Constitution saving throw or be poisoned until the start of your next turn.",
            "level": 6,
            "higher_level": "",
            "target_type": "creature",
            "range_text": "Self",
            "range": 0.0,
            "ritual": false,
            "casting_time": "action",
            "verbal": true,
            "somatic": true,
            "material": true,
            "material_specified": "a vial of acid, poison, or alchemist's fire",
            "material_cost": null,
            "material_consumed": false,
            "target_count": 1,
            "saving_throw_ability": "constitution",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [],
            "duration": "1 minute",
            "shape_type": null,
            "shape_size": null,
            "concentration": false,
            "document": "https://api-beta.open5e.com/v2/documents/deepm/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/deepm_anticipate-arcana/?format=api",
            "key": "deepm_anticipate-arcana",
            "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": "Anticipate Arcana",
            "desc": "Your foresight gives you an instant to ready your defenses against a magical attack. When you cast **anticipate arcana**, you have advantage on saving throws against spells and other magical effects until the start of your next turn.",
            "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": "instantaneous",
            "shape_type": null,
            "shape_size": null,
            "concentration": false,
            "document": "https://api-beta.open5e.com/v2/documents/deepm/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/deepm_anticipate-attack/?format=api",
            "key": "deepm_anticipate-attack",
            "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": "Anticipate Attack",
            "desc": "In a flash of foreknowledge, you spot an oncoming attack with enough time to avoid it. Upon casting this spell, you can move up to half your speed without provoking opportunity attacks. The oncoming attack still occurs but misses automatically if you are no longer within the attack’s range, are in a space that's impossible for the attack to hit, or can’t be targeted by that attack in your new position. If none of those circumstances apply but the situation has changed—you have moved into a position where you have cover, for example—then the attack is made after taking the new situation into account.",
            "level": 2,
            "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": "instantaneous",
            "shape_type": null,
            "shape_size": null,
            "concentration": false,
            "document": "https://api-beta.open5e.com/v2/documents/deepm/?format=api"
        }
    ]
}