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

GET /v2/spells/?format=api&ordering=material&page=32
HTTP 200 OK
Allow: GET, HEAD, OPTIONS
Content-Type: application/json
Vary: Accept

{
    "count": 1955,
    "next": "https://api-beta.open5e.com/v2/spells/?format=api&ordering=material&page=33",
    "previous": "https://api-beta.open5e.com/v2/spells/?format=api&ordering=material&page=31",
    "results": [
        {
            "key": "spells-that-dont-suck_mind-link",
            "document": {
                "name": "Spells That Don't Suck",
                "key": "spells-that-dont-suck",
                "type": "SOURCE",
                "display_name": "Spells That Don't Suck",
                "publisher": {
                    "name": "Somanyrobots",
                    "key": "somanyrobots"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://www.somanyrobots.com/s/Spells-That-Dont-Suck-compressed.pdf"
            },
            "casting_options": [],
            "school": {
                "name": "Enchantment",
                "key": "enchantment"
            },
            "classes": [
                {
                    "name": "Wizard",
                    "key": "srd_wizard"
                }
            ],
            "range_unit": "any",
            "shape_size_unit": "feet",
            "name": "Mind Link",
            "desc": "You form a mental connection with another creature. The target must make a Wisdom saving throw modified by its location and your familiarity. The target is aware of the contact and can choose to fail its saving throw.\n\n| Circumstances | Save Modifier |\n| --- | --- |\n| On a different plane | +10 |\n| Secondhand (you know of the target) | +5 |\n| Firsthand (you have met the target) | 0 |\n| Familiar (you know the target well) | -5 |\n| Within sight or hearing | -5 |\n\nOn a failure, you and the target can communicate via the link, and the target recognizes you as a creature it is communicating with. Additionally, you can cast any divination or illusion spell of 4th level or lower that targets a creature on the creature you have linked to, regardless of the spell’s range requirement, such as detect thoughts or major image, but the spell only affects that creature. Finally, you can use your action to use its senses instead of your own until the start of your next turn.\n\nIf you cast a spell in this manner, the target may repeat its saving throw against this spell at the end of each of its turns.",
            "level": 8,
            "higher_level": "",
            "target_type": "creature",
            "range_text": " anys",
            "range": null,
            "ritual": false,
            "casting_time": "action",
            "reaction_condition": null,
            "verbal": true,
            "somatic": true,
            "material": true,
            "material_specified": "a piece of sea coral and a spiderweb",
            "material_cost": "0.00",
            "material_consumed": false,
            "target_count": 1,
            "saving_throw_ability": "wisdom",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [],
            "duration": "24 hours",
            "shape_type": null,
            "shape_size": null,
            "concentration": false
        },
        {
            "key": "spells-that-dont-suck_morph-earth",
            "document": {
                "name": "Spells That Don't Suck",
                "key": "spells-that-dont-suck",
                "type": "SOURCE",
                "display_name": "Spells That Don't Suck",
                "publisher": {
                    "name": "Somanyrobots",
                    "key": "somanyrobots"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://www.somanyrobots.com/s/Spells-That-Dont-Suck-compressed.pdf"
            },
            "casting_options": [],
            "school": {
                "name": "Transmutation",
                "key": "transmutation"
            },
            "classes": [
                {
                    "name": "Druid",
                    "key": "srd_druid"
                },
                {
                    "name": "Wizard",
                    "key": "srd_wizard"
                }
            ],
            "range_unit": "ft",
            "shape_size_unit": "ft",
            "name": "Morph Earth",
            "desc": "You transform up to a 40-foot cube of earth with one of the following effects:\n\n**Create Mud.** Rock and dirt in the area becomes mud for the spell’s duration. Creatures sink into the ground, and each foot that a creature moves costs 4 feet of movement. If a creature is on the ground when you cast the spell, moves into the area for the first time, or ends its turn there, it must make a Strength saving throw. On a failure, the creature is restrained. As an action, a restrained target or another creature within 5 feet can end the restrained condition.\n\n**Create Rock.** An area of wet earth less than 10 feet deep becomes rock for the spell’s duration. Any creature standing in the mixture when it hardens must make a Dexterity saving throw. On a success, a creature moves to an unoccupied space on the rock’s surface. On a failure, a creature is restrained. As an action, a restrained target or another creature within 5 feet can end the restrained condition by succeeding on a Strength (Athletics) check against your spell save DC. The rock has AC 15 and 25 hit points and is immune to poison and psychic damage.",
            "level": 5,
            "higher_level": "",
            "target_type": "area",
            "range_text": "120 ft",
            "range": 120,
            "ritual": false,
            "casting_time": "action",
            "reaction_condition": null,
            "verbal": true,
            "somatic": true,
            "material": true,
            "material_specified": "a handful of rice and water",
            "material_cost": "0.00",
            "material_consumed": false,
            "target_count": null,
            "saving_throw_ability": "strength",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [],
            "duration": "until dispelled",
            "shape_type": "cube",
            "shape_size": 40,
            "concentration": false
        },
        {
            "key": "spells-that-dont-suck_muddy-servant",
            "document": {
                "name": "Spells That Don't Suck",
                "key": "spells-that-dont-suck",
                "type": "SOURCE",
                "display_name": "Spells That Don't Suck",
                "publisher": {
                    "name": "Somanyrobots",
                    "key": "somanyrobots"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://www.somanyrobots.com/s/Spells-That-Dont-Suck-compressed.pdf"
            },
            "casting_options": [],
            "school": {
                "name": "Transmutation",
                "key": "transmutation"
            },
            "classes": [
                {
                    "name": "Sorcerer",
                    "key": "srd_sorcerer"
                },
                {
                    "name": "Wizard",
                    "key": "srd_wizard"
                }
            ],
            "range_unit": "ft",
            "shape_size_unit": "feet",
            "name": "Muddy Servant",
            "desc": "You take control of loose soil and rock and mold it into a small construct, creating a Medium mud golem which occupies a 5-foot space within range. The mud golem has AC 12 and 20 hit points. It can immediately grab at a Large or smaller creature within 5 feet, forcing the target to make a Strength saving throw. On a failure, the target becomes restrained and takes 2d6 bludgeoning damage.\n\nAs long as the mud golem is within 30 feet of you, you can mentally command it as an action. If it is restraining a target, you can command it to squeeze. The target makes a Strength saving throw, taking 2d6 bludgeoning damage on a failure, or half as much on a success. Alternatively, you can command the golem to dissolve and reform (with full hit points, even if it has been destroyed) anywhere within the spell’s range and attempt to grab a creature within 5 feet. You can order the golem to let go of a creature at any time (no action required).\n\nTo break out, a restrained target can use its action to attempt a Strength (Athletics) or Dexterity (Acrobatics) check against your spell save DC. On a success, it is no longer restrained.",
            "level": 2,
            "higher_level": "",
            "target_type": "area",
            "range_text": "30 ft",
            "range": 30,
            "ritual": false,
            "casting_time": "action",
            "reaction_condition": null,
            "verbal": true,
            "somatic": true,
            "material": true,
            "material_specified": "a pinch of earth and a drop of water",
            "material_cost": "0.00",
            "material_consumed": false,
            "target_count": 1,
            "saving_throw_ability": "strength",
            "attack_roll": false,
            "damage_roll": "2d6",
            "damage_types": [
                "bludgeoning"
            ],
            "duration": "1 minute",
            "shape_type": null,
            "shape_size": null,
            "concentration": true
        },
        {
            "key": "spells-that-dont-suck_necromantic-infusion",
            "document": {
                "name": "Spells That Don't Suck",
                "key": "spells-that-dont-suck",
                "type": "SOURCE",
                "display_name": "Spells That Don't Suck",
                "publisher": {
                    "name": "Somanyrobots",
                    "key": "somanyrobots"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://www.somanyrobots.com/s/Spells-That-Dont-Suck-compressed.pdf"
            },
            "casting_options": [],
            "school": {
                "name": "Necromancy",
                "key": "necromancy"
            },
            "classes": [
                {
                    "name": "Warlock",
                    "key": "srd_warlock"
                },
                {
                    "name": "Wizard",
                    "key": "srd_wizard"
                }
            ],
            "range_unit": "ft",
            "shape_size_unit": "feet",
            "name": "Necromantic Infusion",
            "desc": "You open a conduit to a plane of death, infusing one creature you can see within range with a jolt of negative energy. A living target must make a Constitution saving throw, taking 5d8 necrotic damage on a failure or half as much on a success. An undead target gains 5d8 temporary hit points. While it has these temporary hit points, it has advantage on its attacks.",
            "level": 3,
            "higher_level": "",
            "target_type": "creature",
            "range_text": "60 ft",
            "range": 60,
            "ritual": false,
            "casting_time": "action",
            "reaction_condition": null,
            "verbal": true,
            "somatic": false,
            "material": true,
            "material_specified": "a handful of bone chips",
            "material_cost": "0.00",
            "material_consumed": false,
            "target_count": 1,
            "saving_throw_ability": "constitution",
            "attack_roll": false,
            "damage_roll": "5d8",
            "damage_types": [
                "necrotic"
            ],
            "duration": "instantaneous",
            "shape_type": null,
            "shape_size": null,
            "concentration": false
        },
        {
            "key": "spells-that-dont-suck_necromantic-storm",
            "document": {
                "name": "Spells That Don't Suck",
                "key": "spells-that-dont-suck",
                "type": "SOURCE",
                "display_name": "Spells That Don't Suck",
                "publisher": {
                    "name": "Somanyrobots",
                    "key": "somanyrobots"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://www.somanyrobots.com/s/Spells-That-Dont-Suck-compressed.pdf"
            },
            "casting_options": [],
            "school": {
                "name": "Necromancy",
                "key": "necromancy"
            },
            "classes": [
                {
                    "name": "Warlock",
                    "key": "srd_warlock"
                },
                {
                    "name": "Wizard",
                    "key": "srd_wizard"
                }
            ],
            "range_unit": "ft",
            "shape_size_unit": "feet",
            "name": "Necromantic Storm",
            "desc": "You tear a rift to a plane of death at a point within range, summoning forth a flood of negative energy. All non-undead creatures within 10 feet of the rift must make a Constitution saving throw, taking 6d8 necrotic damage on a failure or half as much on a success. If a creature is killed by this spell, the blast spreads, affecting a 10-foot radius around that creature as well. A creature cannot be damaged twice by the spell, and the spell ends after damaging 10 creatures.\n\nIf a humanoid dies from this spell, it rises as a _zombie_ at the start of your next turn and attacks the closest living creature. The GM may either use the zombie statistics from the Basic Rules, or the zombie template as described in _reanimation_. At the GM’s discretion, other creature types may rise as different undead.",
            "level": 5,
            "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the maximum number of creatures damaged increases by 2 for each slot level above 5th.",
            "target_type": "",
            "range_text": "60 ft",
            "range": 60,
            "ritual": false,
            "casting_time": "action",
            "reaction_condition": null,
            "verbal": true,
            "somatic": false,
            "material": true,
            "material_specified": "a piece of tattered black silk",
            "material_cost": "0.00",
            "material_consumed": false,
            "target_count": null,
            "saving_throw_ability": "constitution",
            "attack_roll": false,
            "damage_roll": "6d8",
            "damage_types": [
                "necrotic"
            ],
            "duration": "instantaneous",
            "shape_type": null,
            "shape_size": null,
            "concentration": false
        },
        {
            "key": "spells-that-dont-suck_necrotic-sphere",
            "document": {
                "name": "Spells That Don't Suck",
                "key": "spells-that-dont-suck",
                "type": "SOURCE",
                "display_name": "Spells That Don't Suck",
                "publisher": {
                    "name": "Somanyrobots",
                    "key": "somanyrobots"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://www.somanyrobots.com/s/Spells-That-Dont-Suck-compressed.pdf"
            },
            "casting_options": [],
            "school": {
                "name": "Necromancy",
                "key": "necromancy"
            },
            "classes": [
                {
                    "name": "Sorcerer",
                    "key": "srd_sorcerer"
                },
                {
                    "name": "Warlock",
                    "key": "srd_warlock"
                },
                {
                    "name": "Wizard",
                    "key": "srd_wizard"
                }
            ],
            "range_unit": "ft",
            "shape_size_unit": "feet",
            "name": "Necrotic Sphere",
            "desc": "You send a pulse of necromantic power radiating outward in a 60-foot radius from a point you can see within range. The pulse rips the life force out of up to eight creatures, starting from the center of the area and moving outward (prioritizing targets with fewer hit points). Each affected creature must make a Constitution saving throw, taking 8d8 necrotic damage on a failure or half as much on a success.",
            "level": 6,
            "higher_level": "When you cast this spell using a spell slot of 7th level or higher, the number of creatures affected increases by four for each slot level above 6th.",
            "target_type": "creature",
            "range_text": "150 ft",
            "range": 150,
            "ritual": false,
            "casting_time": "action",
            "reaction_condition": null,
            "verbal": true,
            "somatic": true,
            "material": true,
            "material_specified": "a lead nail",
            "material_cost": "0.00",
            "material_consumed": false,
            "target_count": 8,
            "saving_throw_ability": "constitution",
            "attack_roll": false,
            "damage_roll": "8d8",
            "damage_types": [
                "necrotic"
            ],
            "duration": "instantaneous",
            "shape_type": null,
            "shape_size": null,
            "concentration": false
        },
        {
            "key": "spells-that-dont-suck_petrify",
            "document": {
                "name": "Spells That Don't Suck",
                "key": "spells-that-dont-suck",
                "type": "SOURCE",
                "display_name": "Spells That Don't Suck",
                "publisher": {
                    "name": "Somanyrobots",
                    "key": "somanyrobots"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://www.somanyrobots.com/s/Spells-That-Dont-Suck-compressed.pdf"
            },
            "casting_options": [],
            "school": {
                "name": "Transmutation",
                "key": "transmutation"
            },
            "classes": [
                {
                    "name": "Druid",
                    "key": "srd_druid"
                },
                {
                    "name": "Sorcerer",
                    "key": "srd_sorcerer"
                },
                {
                    "name": "Warlock",
                    "key": "srd_warlock"
                },
                {
                    "name": "Wizard",
                    "key": "srd_wizard"
                }
            ],
            "range_unit": "ft",
            "shape_size_unit": "feet",
            "name": "Petrify",
            "desc": "You attempt to petrify a creature that you can see within range. If the target’s body is made of flesh, the creature must make a Constitution saving throw. If it fails its saving throw by 5 or more, the creature is instantly petrified; otherwise, a creature that fails the save begins to turn to stone and is restrained.\n\nA creature restrained by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends; if it fails its save, it is petrified.\n\nThe petrification lasts until the creature is freed by the greater restoration spell or other magic.\n\nIf the creature is physically broken while petrified, it suffers from similar damage if it reverts to its original state.",
            "level": 6,
            "higher_level": "",
            "target_type": "creature",
            "range_text": "60 ft",
            "range": 60,
            "ritual": false,
            "casting_time": "action",
            "reaction_condition": null,
            "verbal": true,
            "somatic": true,
            "material": true,
            "material_specified": "a pinch of chalk, water, and dirt",
            "material_cost": "0.00",
            "material_consumed": false,
            "target_count": 1,
            "saving_throw_ability": "constitution",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [],
            "duration": "3 rounds",
            "shape_type": null,
            "shape_size": null,
            "concentration": true
        },
        {
            "key": "spells-that-dont-suck_phantasm",
            "document": {
                "name": "Spells That Don't Suck",
                "key": "spells-that-dont-suck",
                "type": "SOURCE",
                "display_name": "Spells That Don't Suck",
                "publisher": {
                    "name": "Somanyrobots",
                    "key": "somanyrobots"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://www.somanyrobots.com/s/Spells-That-Dont-Suck-compressed.pdf"
            },
            "casting_options": [],
            "school": {
                "name": "Illusion",
                "key": "illusion"
            },
            "classes": [
                {
                    "name": "Bard",
                    "key": "srd_bard"
                },
                {
                    "name": "Sorcerer",
                    "key": "srd_sorcerer"
                },
                {
                    "name": "Wizard",
                    "key": "srd_wizard"
                }
            ],
            "range_unit": "ft",
            "shape_size_unit": "feet",
            "name": "Phantasm",
            "desc": "You plant a debilitating phantasm into the mind of a creature you can see within range. The target must succeed on a Wisdom saving throw or it believes the phantasm to be real and capable of hindering and harming it. When you cast the spell, select one of the following options:\n\n -  **Blinded.** Your phantasm blocks the target’s sight, blinding it.\n\n -  **Restrained.** Your phantasm entangles the target, restraining it.\n\n -  **Terrified.** Your phantasm takes the form of the target’s greatest fears, making it frightened.\n\n -  **Assailed.** Your phantasm is real enough to cause harm. The target takes 2d10 psychic damage at the start of each of its turns.\n\nThe target can repeat the saving throw at the end of each of its turns, ending the spell on a success.",
            "level": 2,
            "higher_level": "",
            "target_type": "creature",
            "range_text": "60 ft",
            "range": 60,
            "ritual": false,
            "casting_time": "action",
            "reaction_condition": null,
            "verbal": true,
            "somatic": true,
            "material": true,
            "material_specified": "a small piece of lambs' wool",
            "material_cost": "0.00",
            "material_consumed": false,
            "target_count": 1,
            "saving_throw_ability": "wisdom",
            "attack_roll": false,
            "damage_roll": "2d10",
            "damage_types": [
                "psychic"
            ],
            "duration": "1 minute",
            "shape_type": null,
            "shape_size": null,
            "concentration": true
        },
        {
            "key": "spells-that-dont-suck_rejuvenation",
            "document": {
                "name": "Spells That Don't Suck",
                "key": "spells-that-dont-suck",
                "type": "SOURCE",
                "display_name": "Spells That Don't Suck",
                "publisher": {
                    "name": "Somanyrobots",
                    "key": "somanyrobots"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://www.somanyrobots.com/s/Spells-That-Dont-Suck-compressed.pdf"
            },
            "casting_options": [],
            "school": {
                "name": "Transmutation",
                "key": "transmutation"
            },
            "classes": [
                {
                    "name": "Bard",
                    "key": "srd_bard"
                },
                {
                    "name": "Cleric",
                    "key": "srd_cleric"
                },
                {
                    "name": "Druid",
                    "key": "srd_druid"
                }
            ],
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Rejuvenation",
            "desc": "You touch a creature and imbue it with miraculous life, causing its flesh to knit back together and repair itself. For the duration of the spell, the target gains 10 hit points at the start of each of its turns. If you reach your hit point maximum while affected by this spell, then scars are healed, missing limbs or digits regrow, and permanent wounds are fully mended.\n\nThe spell ends early if the target takes a single instance of fire or acid damage equal to or greater than twice your level.",
            "level": 7,
            "higher_level": "",
            "target_type": "creature",
            "range_text": "Touch",
            "range": 0,
            "ritual": false,
            "casting_time": "action",
            "reaction_condition": null,
            "verbal": true,
            "somatic": true,
            "material": true,
            "material_specified": "a lizard's tail",
            "material_cost": "0.00",
            "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
        },
        {
            "key": "spells-that-dont-suck_sacred-circle",
            "document": {
                "name": "Spells That Don't Suck",
                "key": "spells-that-dont-suck",
                "type": "SOURCE",
                "display_name": "Spells That Don't Suck",
                "publisher": {
                    "name": "Somanyrobots",
                    "key": "somanyrobots"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://www.somanyrobots.com/s/Spells-That-Dont-Suck-compressed.pdf"
            },
            "casting_options": [],
            "school": {
                "name": "Abjuration",
                "key": "abjuration"
            },
            "classes": [
                {
                    "name": "Cleric",
                    "key": "srd_cleric"
                },
                {
                    "name": "Paladin",
                    "key": "srd_paladin"
                }
            ],
            "range_unit": "ft",
            "shape_size_unit": "ft",
            "name": "Sacred Circle",
            "desc": "You create a 60-foot radius, 120-foot tall cylinder of resonating planar energy centered on a point on the ground that you can see within range. Until the spell ends, aberrations, celestials, elementals, fey, fiends, and undead have disadvantage on attack rolls against three creatures of your choice within the cylinder.\n\nAs an action, you may remove any charm, fear, or possession effects caused by creatures of those types from a creature of your choice within the cylinder.\n\nAdditionally, you can choose whether to allow or block teleportation, interplanar travel, or creatures being summoned within the cylinder.",
            "level": 5,
            "higher_level": "",
            "target_type": "point",
            "range_text": "60 ft",
            "range": 60,
            "ritual": false,
            "casting_time": "action",
            "reaction_condition": null,
            "verbal": true,
            "somatic": true,
            "material": true,
            "material_specified": "a piece of turquoise mounted in silver",
            "material_cost": "0.00",
            "material_consumed": false,
            "target_count": 1,
            "saving_throw_ability": "",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [],
            "duration": "10 minutes",
            "shape_type": "cylinder",
            "shape_size": 60,
            "concentration": true
        },
        {
            "key": "spells-that-dont-suck_safekeeping",
            "document": {
                "name": "Spells That Don't Suck",
                "key": "spells-that-dont-suck",
                "type": "SOURCE",
                "display_name": "Spells That Don't Suck",
                "publisher": {
                    "name": "Somanyrobots",
                    "key": "somanyrobots"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://www.somanyrobots.com/s/Spells-That-Dont-Suck-compressed.pdf"
            },
            "casting_options": [],
            "school": {
                "name": "Transmutation",
                "key": "transmutation"
            },
            "classes": [
                {
                    "name": "Wizard",
                    "key": "srd_wizard"
                }
            ],
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Safekeeping",
            "desc": "You touch up to 8 willing creatures or objects, hiding each target for the duration. You can turn each target invisible or into an object of the same size, such as a statue or full-length portrait.\n\nDivination spells can’t locate or perceive the target. A creature is incapacitated and doesn’t age or need to breathe, eat, or drink. The spell ends on a target if it takes any damage.\n\nYou can also define a condition for the spell to end early (your GM must approve the condition).",
            "level": 7,
            "higher_level": "",
            "target_type": "creature",
            "range_text": "Touch",
            "range": 0,
            "ritual": false,
            "casting_time": "action",
            "reaction_condition": null,
            "verbal": true,
            "somatic": true,
            "material": true,
            "material_specified": "a thread of flax covered with powder from precious gems worth at least 1000 gp per target, which the spell consumes",
            "material_cost": "1000.00",
            "material_consumed": false,
            "target_count": 8,
            "saving_throw_ability": "",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [],
            "duration": "until dispelled",
            "shape_type": null,
            "shape_size": null,
            "concentration": false
        },
        {
            "key": "spells-that-dont-suck_seal-away",
            "document": {
                "name": "Spells That Don't Suck",
                "key": "spells-that-dont-suck",
                "type": "SOURCE",
                "display_name": "Spells That Don't Suck",
                "publisher": {
                    "name": "Somanyrobots",
                    "key": "somanyrobots"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://www.somanyrobots.com/s/Spells-That-Dont-Suck-compressed.pdf"
            },
            "casting_options": [],
            "school": {
                "name": "Abjuration",
                "key": "abjuration"
            },
            "classes": [
                {
                    "name": "Warlock",
                    "key": "srd_warlock"
                },
                {
                    "name": "Wizard",
                    "key": "srd_wizard"
                }
            ],
            "range_unit": "ft",
            "shape_size_unit": "feet",
            "name": "Seal Away",
            "desc": "You prepare a magical prison, trapping a creature you can see within range for eternity. The target must succeed on a Wisdom saving throw or be imprisoned. On a success, it is immune to this spell for 1 year. While imprisoned in this way, the target does not age, does not need to eat, breathe, or drink, and cannot be found by any divination magic. You select the form of the prison when you cast the spell. Common options would be a sealed demiplane, miniaturized within a gemstone, or trapped in a cavity deep below the ground.\n\nWhen you cast the spell, you must specify the condition by which the target can be freed. The condition can be as elaborate or as specific as you desire, but it must be reasonable and possible (your GM must approve the condition). The condition can involve a creature’s name, identity, or characteristics, but not game concepts such as level, class, or hit points. _Dispel magic_ cannot free the target. If the condition comes to pass, the target is instantly freed.",
            "level": 8,
            "higher_level": "",
            "target_type": "creature",
            "range_text": "30 ft",
            "range": 30,
            "ritual": false,
            "casting_time": "minute",
            "reaction_condition": null,
            "verbal": true,
            "somatic": true,
            "material": true,
            "material_specified": "a sculpted or painted likeness of the target, and black emeralds worth at least 200gp per Hit Die of the target, which are consumed",
            "material_cost": "200.00",
            "material_consumed": true,
            "target_count": 1,
            "saving_throw_ability": "wisdom",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [],
            "duration": "permanent",
            "shape_type": null,
            "shape_size": null,
            "concentration": false
        },
        {
            "key": "spells-that-dont-suck_secret-missive",
            "document": {
                "name": "Spells That Don't Suck",
                "key": "spells-that-dont-suck",
                "type": "SOURCE",
                "display_name": "Spells That Don't Suck",
                "publisher": {
                    "name": "Somanyrobots",
                    "key": "somanyrobots"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://www.somanyrobots.com/s/Spells-That-Dont-Suck-compressed.pdf"
            },
            "casting_options": [],
            "school": {
                "name": "Illusion",
                "key": "illusion"
            },
            "classes": [
                {
                    "name": "Bard",
                    "key": "srd_bard"
                },
                {
                    "name": "Warlock",
                    "key": "srd_warlock"
                },
                {
                    "name": "Wizard",
                    "key": "srd_wizard"
                }
            ],
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Secret Missive",
            "desc": "You pen a secret message on a parchment, paper, or other writing material. When you write the message, choose a password or passphrase; when a creature speaks this code while holding the parchment, the secret message appears for 10 minutes before fading again. Alternatively, you can specify a creature. The message automatically appears when it holds the parchment. You can write any other text on the parchment, which becomes invisible anytime the secret message is displayed. When the spell ends, the secret message disappears forever.\n\nCreatures with truesight can see the secret message. A _dispel magic_ cast on the parchment ends the spell without revealing the secret message.\n\nThe spell’s duration is related to the quality of ink used. Magical ink worth 10 gp gives it a duration of 10 days. More expensive ink lasts an additional day for each 1 gp spent; if 100 gp worth of magical ink is used, the duration becomes permanent.",
            "level": 1,
            "higher_level": "",
            "target_type": "object",
            "range_text": "Touch",
            "range": 0,
            "ritual": true,
            "casting_time": "minute",
            "reaction_condition": null,
            "verbal": false,
            "somatic": true,
            "material": true,
            "material_specified": "A lead-based ink worth at least 10gp, which the spell consumes",
            "material_cost": "10.00",
            "material_consumed": true,
            "target_count": 1,
            "saving_throw_ability": "",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [],
            "duration": "10 days",
            "shape_type": null,
            "shape_size": null,
            "concentration": false
        },
        {
            "key": "spells-that-dont-suck_soul-transfer",
            "document": {
                "name": "Spells That Don't Suck",
                "key": "spells-that-dont-suck",
                "type": "SOURCE",
                "display_name": "Spells That Don't Suck",
                "publisher": {
                    "name": "Somanyrobots",
                    "key": "somanyrobots"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://www.somanyrobots.com/s/Spells-That-Dont-Suck-compressed.pdf"
            },
            "casting_options": [],
            "school": {
                "name": "Necromancy",
                "key": "necromancy"
            },
            "classes": [
                {
                    "name": "Wizard",
                    "key": "srd_wizard"
                }
            ],
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Soul Transfer",
            "desc": "Your body falls unconscious as your soul enters the spell’s material component. You perceive from the component using your senses, but can’t move or use reactions. You can only use your action to project your soul up to 100 feet, either to return to your living body (ending the spell) or to try to possess a humanoid’s body that you can see. Creatures warded by a protection from evil and good or circle of protection spell can’t be possessed.\n\nThe target must make a Charisma saving throw. On a failure, its soul is trapped in the component, and you take control of its body. You use its physical statistics and features, but retain your alignment and mental ability scores, and your GM determines which mental features you may use. You can use your action to return to the component if it is within 100 feet, returning the target creature’s soul to its body. If the target succeeds at its Charisma saving throw, you can’t attempt to possess it again for 24 hours.\n\nThe possessed creature can perceive from the component using its senses and can repeat its saving throw as an action after every hour. It can take no other actions. On a success, the target returns to its body and you return to the component if it is within 100 feet; otherwise, you die.\n\nIf the target’s body dies while you possess it, the creature dies, and you must make a Charisma saving throw against your spellcasting DC. On a success, you return to the component if it is within 100 feet; otherwise, you die.\n\nIf the spell ends or the container is destroyed, each affected soul attempts to return to its body if it is alive and within 100 feet; otherwise, it dies. Only a wish spell can prevent this death.\n\nWhen the spell ends, the container is destroyed.",
            "level": 7,
            "higher_level": "When you cast this spell using a spell slot of 8th level or higher, the possessed creature can repeat its saving throw once per day. When you cast this spell using a spell slot of 9th level, the possessed creature can repeat its saving throw once per year.",
            "target_type": "creature",
            "range_text": "Self",
            "range": 0,
            "ritual": false,
            "casting_time": "minute",
            "reaction_condition": null,
            "verbal": true,
            "somatic": true,
            "material": true,
            "material_specified": "a tiny ornate container worth at least 500 gp",
            "material_cost": "500.00",
            "material_consumed": false,
            "target_count": 1,
            "saving_throw_ability": "charisma",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [],
            "duration": "until dispelled",
            "shape_type": null,
            "shape_size": null,
            "concentration": false
        },
        {
            "key": "spells-that-dont-suck_sparking-shot",
            "document": {
                "name": "Spells That Don't Suck",
                "key": "spells-that-dont-suck",
                "type": "SOURCE",
                "display_name": "Spells That Don't Suck",
                "publisher": {
                    "name": "Somanyrobots",
                    "key": "somanyrobots"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://www.somanyrobots.com/s/Spells-That-Dont-Suck-compressed.pdf"
            },
            "casting_options": [],
            "school": {
                "name": "Transmutation",
                "key": "transmutation"
            },
            "classes": [
                {
                    "name": "Ranger",
                    "key": "srd_ranger"
                }
            ],
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Sparking Shot",
            "desc": "You imbue a piece of ammunition or weapon with crackling electricity. When you make an attack with the piece of ammunition or weapon, it creates arcs of lightning from the attack’s target. The target and two creatures of your choice within 15 feet must make a Dexterity saving throw, taking 3d12 lightning damage on a failure or half as much on a success. If the attack hits, the target automatically fails this saving throw.\n\nThe piece of ammunition or weapon then reverts to normal.",
            "level": 3,
            "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.",
            "target_type": "object",
            "range_text": "Touch",
            "range": 0,
            "ritual": false,
            "casting_time": "bonus",
            "reaction_condition": null,
            "verbal": true,
            "somatic": true,
            "material": true,
            "material_specified": "a piece of ammunition or weapon worth at least 1 cp",
            "material_cost": "0.00",
            "material_consumed": false,
            "target_count": 1,
            "saving_throw_ability": "dexterity",
            "attack_roll": false,
            "damage_roll": "3d12",
            "damage_types": [
                "lightning"
            ],
            "duration": "1 round",
            "shape_type": null,
            "shape_size": null,
            "concentration": false
        },
        {
            "key": "spells-that-dont-suck_spell-glyph",
            "document": {
                "name": "Spells That Don't Suck",
                "key": "spells-that-dont-suck",
                "type": "SOURCE",
                "display_name": "Spells That Don't Suck",
                "publisher": {
                    "name": "Somanyrobots",
                    "key": "somanyrobots"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://www.somanyrobots.com/s/Spells-That-Dont-Suck-compressed.pdf"
            },
            "casting_options": [],
            "school": {
                "name": "Abjuration",
                "key": "abjuration"
            },
            "classes": [
                {
                    "name": "Bard",
                    "key": "srd_bard"
                },
                {
                    "name": "Cleric",
                    "key": "srd_cleric"
                },
                {
                    "name": "Wizard",
                    "key": "srd_wizard"
                }
            ],
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Spell Glyph",
            "desc": "When you cast this spell, you mark a fixed surface with an arcane inscription, occupying a 5-foot diameter circle. When a creature enters the glyph’s space or otherwise disturbs it, the glyph triggers.\n\nYou can refine the trigger by specifying or exempting creatures or creature types, or by specifying a password a creature can speak as a reaction to prevent the glyph from triggering.\n\nThe glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found. A creature has advantage on this check if it is able to perceive magical effects, such as by casting detect magic. If a creature uses its action to destroy the glyph, or the surface is destroyed, the spell ends without triggering.\n\nAs part of the casting, you must cast another prepared spell of 3rd level or lower, storing it in the glyph. The spell must have a casting time of 1 action and must be able to target a creature other than the caster. When the glyph triggers, it releases the stored spell, targeting the triggering creature. If the spell targets an area or summons creatures, the effect is centered on the triggering creature. A spell requiring concentration lasts for its full duration. A triggered glyph glows brightly for the stored spell’s full duration. If a creature uses its action to destroy the triggered glyph, or the surface is destroyed, the spell ends.",
            "level": 3,
            "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the stored spell’s maximum level increases by 1 and the material component cost increases by 50 gp for each slot level above 3rd.",
            "target_type": "area",
            "range_text": "Touch",
            "range": 0,
            "ritual": false,
            "casting_time": "minute",
            "reaction_condition": null,
            "verbal": true,
            "somatic": true,
            "material": true,
            "material_specified": "silver powder worth at least 100gp, which the spell consumes",
            "material_cost": "100.00",
            "material_consumed": true,
            "target_count": 1,
            "saving_throw_ability": "dexterity",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [],
            "duration": " dstrs",
            "shape_type": null,
            "shape_size": null,
            "concentration": false
        },
        {
            "key": "spells-that-dont-suck_spirit-remnant",
            "document": {
                "name": "Spells That Don't Suck",
                "key": "spells-that-dont-suck",
                "type": "SOURCE",
                "display_name": "Spells That Don't Suck",
                "publisher": {
                    "name": "Somanyrobots",
                    "key": "somanyrobots"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://www.somanyrobots.com/s/Spells-That-Dont-Suck-compressed.pdf"
            },
            "casting_options": [],
            "school": {
                "name": "Necromancy",
                "key": "necromancy"
            },
            "classes": [
                {
                    "name": "Bard",
                    "key": "srd_bard"
                },
                {
                    "name": "Cleric",
                    "key": "srd_cleric"
                }
            ],
            "range_unit": "ft",
            "shape_size_unit": "feet",
            "name": "Spirit Remnant",
            "desc": "You perform a rite over a corpse you can see within range, summoning a vestige of its spirit and compelling it to answer questions. It must have a mouth or other means of speaking, can’t be undead, and can’t have been the target of this spell within the past 10 days.\n\nUntil the spell ends, the corpse will answer up to five questions using the knowledge it possessed before its death. Its responses are typically brief, cryptic, or puzzling, but it will not lie or refuse to answer.",
            "level": 3,
            "higher_level": "",
            "target_type": "object",
            "range_text": "10 ft",
            "range": 10,
            "ritual": false,
            "casting_time": "action",
            "reaction_condition": null,
            "verbal": true,
            "somatic": true,
            "material": true,
            "material_specified": "a small heart-shaped piece of wood",
            "material_cost": "0.00",
            "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
        },
        {
            "key": "spells-that-dont-suck_spreadshot",
            "document": {
                "name": "Spells That Don't Suck",
                "key": "spells-that-dont-suck",
                "type": "SOURCE",
                "display_name": "Spells That Don't Suck",
                "publisher": {
                    "name": "Somanyrobots",
                    "key": "somanyrobots"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://www.somanyrobots.com/s/Spells-That-Dont-Suck-compressed.pdf"
            },
            "casting_options": [],
            "school": {
                "name": "Conjuration",
                "key": "conjuration"
            },
            "classes": [
                {
                    "name": "Ranger",
                    "key": "srd_ranger"
                }
            ],
            "range_unit": "feet",
            "shape_size_unit": "ft",
            "name": "Spreadshot",
            "desc": "You touch the component used in the spell’s casting, multiplying the projectiles in a 60-foot cone. Make a single ranged attack roll with the weapon. Each target in the cone takes 4d8 damage on a hit, or half as much damage on a miss. The damage type is the same as that of the weapon or ammunition used as a component.",
            "level": 3,
            "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.",
            "target_type": "area",
            "range_text": "Self",
            "range": 0,
            "ritual": false,
            "casting_time": "action",
            "reaction_condition": null,
            "verbal": true,
            "somatic": true,
            "material": true,
            "material_specified": "",
            "material_cost": "0.00",
            "material_consumed": false,
            "target_count": null,
            "saving_throw_ability": "",
            "attack_roll": true,
            "damage_roll": "4d8",
            "damage_types": [
                "bludgeoning",
                "piercing",
                "slashing"
            ],
            "duration": "instantaneous",
            "shape_type": "cone",
            "shape_size": 60,
            "concentration": false
        },
        {
            "key": "spells-that-dont-suck_stinging-insects",
            "document": {
                "name": "Spells That Don't Suck",
                "key": "spells-that-dont-suck",
                "type": "SOURCE",
                "display_name": "Spells That Don't Suck",
                "publisher": {
                    "name": "Somanyrobots",
                    "key": "somanyrobots"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://www.somanyrobots.com/s/Spells-That-Dont-Suck-compressed.pdf"
            },
            "casting_options": [],
            "school": {
                "name": "Conjuration",
                "key": "conjuration"
            },
            "classes": [
                {
                    "name": "Druid",
                    "key": "srd_druid"
                },
                {
                    "name": "Sorcerer",
                    "key": "srd_sorcerer"
                },
                {
                    "name": "Warlock",
                    "key": "srd_warlock"
                },
                {
                    "name": "Wizard",
                    "key": "srd_wizard"
                }
            ],
            "range_unit": "ft",
            "shape_size_unit": "feet",
            "name": "Stinging Insects",
            "desc": "You cause a cloud of biting, stinging insects to appear near one creature you can see within range. The target must make a Constitution saving throw. On failure, it takes 1d4 piercing damage and 1d4 poison damage and moves 5 feet in a direction of your choice. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit.\n\nThe spell's damage increases by 1d4 when you reach 5th level (2d4 + 2d4), 11th level (3d4 + 3d4), and 17th level (4d4 + 4d4).",
            "level": 0,
            "higher_level": "",
            "target_type": "creature",
            "range_text": "30 ft",
            "range": 30,
            "ritual": false,
            "casting_time": "action",
            "reaction_condition": null,
            "verbal": true,
            "somatic": true,
            "material": true,
            "material_specified": "six sugar crystals",
            "material_cost": "0.00",
            "material_consumed": false,
            "target_count": 1,
            "saving_throw_ability": "constitution",
            "attack_roll": false,
            "damage_roll": "1d4 + 1d4",
            "damage_types": [
                "piercing",
                "poison"
            ],
            "duration": "instantaneous",
            "shape_type": null,
            "shape_size": null,
            "concentration": false
        },
        {
            "key": "spells-that-dont-suck_stream-of-flame",
            "document": {
                "name": "Spells That Don't Suck",
                "key": "spells-that-dont-suck",
                "type": "SOURCE",
                "display_name": "Spells That Don't Suck",
                "publisher": {
                    "name": "Somanyrobots",
                    "key": "somanyrobots"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://www.somanyrobots.com/s/Spells-That-Dont-Suck-compressed.pdf"
            },
            "casting_options": [],
            "school": {
                "name": "Evocation",
                "key": "evocation"
            },
            "classes": [
                {
                    "name": "Sorcerer",
                    "key": "srd_sorcerer"
                },
                {
                    "name": "Wizard",
                    "key": "srd_wizard"
                }
            ],
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Stream of Flame",
            "desc": "A gout of flame projects from your hand in a direction you choose. Each creature in a 30-foot long, 5-foot wide line must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failure, or half as much damage on a success. The flames ignite any flammable objects in the area that aren’t being worn or carried.",
            "level": 2,
            "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 and the length of the line increases by 5 feet for each slot level above 2nd.",
            "target_type": "creature",
            "range_text": "Self",
            "range": 0,
            "ritual": false,
            "casting_time": "action",
            "reaction_condition": null,
            "verbal": true,
            "somatic": true,
            "material": true,
            "material_specified": "a drop of oil",
            "material_cost": "0.00",
            "material_consumed": false,
            "target_count": null,
            "saving_throw_ability": "dexterity",
            "attack_roll": false,
            "damage_roll": "4d8",
            "damage_types": [
                "fire"
            ],
            "duration": "instantaneous",
            "shape_type": null,
            "shape_size": null,
            "concentration": false
        },
        {
            "key": "spells-that-dont-suck_summon-animal-spirit",
            "document": {
                "name": "Spells That Don't Suck",
                "key": "spells-that-dont-suck",
                "type": "SOURCE",
                "display_name": "Spells That Don't Suck",
                "publisher": {
                    "name": "Somanyrobots",
                    "key": "somanyrobots"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://www.somanyrobots.com/s/Spells-That-Dont-Suck-compressed.pdf"
            },
            "casting_options": [],
            "school": {
                "name": "Conjuration",
                "key": "conjuration"
            },
            "classes": [
                {
                    "name": "Druid",
                    "key": "srd_druid"
                },
                {
                    "name": "Ranger",
                    "key": "srd_ranger"
                }
            ],
            "range_unit": "ft",
            "shape_size_unit": "feet",
            "name": "Summon Animal Spirit",
            "desc": "You gather energy from the nature around you and sculpt it into a powerful spirit animal, appearing in an unoccupied space you can see within range. It uses the Animal Spirit stat block, and you select either the Earth, Sea, or Sky option when you cast the spell. The creature disappears when it drops to 0 hit points or when the spell ends.\n\nThe creature is an ally to you and your companions. In combat, it shares your initiative count, and takes its turn immediately after yours. It obeys your verbal commands. If you don’t issue any command, it takes the Dodge action and moves only to avoid hazards.",
            "level": 2,
            "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, certain values increase in its stat block.\n\n* * *\n\n## Animal Spirit\n\nMedium beast, unaligned\n\n* * *\n\n -  **Armor Class** 12 + the level of the spell (natural armor)\n- **Hit Points** 15 (Sky) or 25 (Earth & Sea) + 5 for each spell level above 2nd\n- **Speed (Earth)** 30 ft., climb 30 ft.\n- **Speed (Sea)** 10 ft., swim 30 ft.\n- **Speed (Sky)** 15 ft., fly 60 ft.\n\n* * *\n\n| STR | DEX | CON | INT | WIS | CHA |\n| --- | --- | --- | --- | --- | --- |\n| 16 (+3) | 12 (+1) | 16 (+3) | 4 (-3) | 14 (+2) | 8 (-1) |\n\n* * *\n\n -  **Senses** darkvision 60 ft., passive Perception 12\n- **Languages** understands the languages you speak\n- **Proficiency** equals your bonus\n\n* * *\n\n_**Flyby (Sky Only).**_ The animal doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.\n\n_**Pack Tactics (Earth Only).**_ The animal has advantage on attacks against enemies within 5 feet of an ally who isn't incapacitated.\n\n_**Blood in the Water (Sea Only).**_ The animal has advantage on attacks against enemies below their maximum hit points.\n\n_**Water Breathing (Sea Only).**_ The animal can breathe underwater.\n\n* * *\n\n<h3>Actions</h3>\n<em><strong>Multiattack.</strong></em> The animal makes a number of attacks equal to half this spell's level (rounded down).\n<em><strong>Maul (Earth and Sea Only).</strong></em> <em>Melee Weapon Attack:</em> your spell attack modifier to hit, reach 5 ft., one target. <em>Hit:</em> 1d6+3 + the spell's level piercing damage.\n<em><strong>Talons (Sky Only).</strong></em> <em>Melee Weapon Attack:</em> your spell attack modifier to hit, reach 5 ft., one target. <em>Hit:</em> 1d4+1 + the spell's level slashing damage.",
            "target_type": "area",
            "range_text": "60 ft",
            "range": 60,
            "ritual": false,
            "casting_time": "action",
            "reaction_condition": null,
            "verbal": true,
            "somatic": true,
            "material": true,
            "material_specified": "a set of fine animal statuettes, worth at least 200gp altogether",
            "material_cost": "200.00",
            "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
        },
        {
            "key": "spells-that-dont-suck_summon-golem",
            "document": {
                "name": "Spells That Don't Suck",
                "key": "spells-that-dont-suck",
                "type": "SOURCE",
                "display_name": "Spells That Don't Suck",
                "publisher": {
                    "name": "Somanyrobots",
                    "key": "somanyrobots"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://www.somanyrobots.com/s/Spells-That-Dont-Suck-compressed.pdf"
            },
            "casting_options": [],
            "school": {
                "name": "Conjuration",
                "key": "conjuration"
            },
            "classes": [
                {
                    "name": "Wizard",
                    "key": "srd_wizard"
                }
            ],
            "range_unit": "ft",
            "shape_size_unit": "feet",
            "name": "Summon Golem",
            "desc": "You conjure raw materials and sculpt them into a construct, appearing in an unoccupied space you can see within range. It uses the Golem Spirit stat block, and you select either the Flesh, Stone, or Iron option when you cast the spell. The creature disappears when it drops to 0 hit points or when the spell ends.\n\nThe creature is an ally to you and your companions. In combat, it shares your initiative count, and takes its turn immediately after yours. It obeys your verbal commands. If you don’t issue any command, it takes the Dodge action and moves only to avoid hazards.",
            "level": 4,
            "higher_level": "When you cast this spell using a spell slot of 4th level or higher, certain values increase in its stat block.\n\n## Golem Spirit\n\nMedium construct\n\n* * *\n\n -  **Armor Class** 11 + the level of the spell (natural armor, Flesh) or 13 + the level of the spell (natural armor, Iron & Stone)\n- **Hit Points** 50 + 15 for each spell level above 4th (Flesh) or 35 + 10 for each spell level above 4th (Iron & Stone)\n- **Speed** 30 ft.\n\n* * *\n\n| STR | DEX | CON | INT | WIS | CHA |\n| --- | --- | --- | --- | --- | --- |\n| 18 (+4) | 10 (0) | 16 (+3) | 6 (-2) | 10 (0) | 10 (0) |\n\n* * *\n\n -  **Condition Immunities** charmed, exhaustion, frightened, paralyzed, petrified, poisoned\n- **Damage Immunities** (Flesh Only) Lightning\n- **Damage Immunities** (Iron Only) Fire\n- **Senses** passive Perception 10\n- **Languages** understands the languages you speak\n- **Proficiency** equals your bonus\n\n* * *\n\n_**Dissolving Rage (Flesh Only).**_ When the golem starts its turn below half its maximum hit points, it goes berserk. It gains advantage on all its attacks, but loses 5 hit points at the end of its turn if it does not attack anything.\n\n_**Slowing Smash (Stone Only).**_ Once per turn when the golem hits a creature with an attack, it can force the target to make a Wisdom saving throw against your spell save DC. On a failure, the target's speed is halved and it can no longer take reactions until the end of its next turn.\n\n* * *\n\n<h3>Actions</h3>\n<em><strong>Multiattack.</strong></em> The golem makes a number of attacks equal to half this spell's level (rounded down). Only one can be a Poisonous Gas attack, if available.\n<em><strong>Slam.</strong></em> <em>Melee Weapon Attack:</em> your spell attack modifier to hit, reach 5 ft., one target. <em>Hit</em>: 1d8 + 4 + the spell's level bludgeoning damage.\n<em><strong>Poisonous Gas (Iron Only)</strong></em>. All other creatures within 5 feet must make a Constitution saving throw against your spell save DC. On a failure, they take 1d12 + the spell's level poison damage and are poisoned until the end of their next turn.",
            "target_type": "",
            "range_text": "60 ft",
            "range": 60,
            "ritual": false,
            "casting_time": "action",
            "reaction_condition": null,
            "verbal": true,
            "somatic": true,
            "material": true,
            "material_specified": "a stone or iron statuette worth at least 400gp",
            "material_cost": "400.00",
            "material_consumed": false,
            "target_count": null,
            "saving_throw_ability": "",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [],
            "duration": "1 hour",
            "shape_type": null,
            "shape_size": null,
            "concentration": true
        },
        {
            "key": "spells-that-dont-suck_summon-grave-spirit",
            "document": {
                "name": "Spells That Don't Suck",
                "key": "spells-that-dont-suck",
                "type": "SOURCE",
                "display_name": "Spells That Don't Suck",
                "publisher": {
                    "name": "Somanyrobots",
                    "key": "somanyrobots"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://www.somanyrobots.com/s/Spells-That-Dont-Suck-compressed.pdf"
            },
            "casting_options": [],
            "school": {
                "name": "Necromancy",
                "key": "necromancy"
            },
            "classes": [
                {
                    "name": "Warlock",
                    "key": "srd_warlock"
                },
                {
                    "name": "Wizard",
                    "key": "srd_wizard"
                }
            ],
            "range_unit": "ft",
            "shape_size_unit": "feet",
            "name": "Summon Grave Spirit",
            "desc": "You summon an undead creature which manifests in an unoccupied space that you can see within range. It uses the Grave Spirit stat block, and you select the Ethereal, Ghoulish, or Bone option when you cast the spell. The creature disappears when it drops to 0 hit points or when the spell ends.\n\nThe creature is an ally to you and your companions. In combat, the creature shares your initiative count, and it takes its turn immediately after yours. It obeys your verbal commands. If you don’t issue a command, it takes the Dodge action and moves only to avoid hazards.",
            "level": 3,
            "higher_level": "When you cast this spell using a spell slot of 4th level or higher, certain values increase in its stat block.\n\n## Grave Spirit\n\nMedium undead\n\n* * *\n\n -  **Armor Class** 10 + the level of the spell (natural armor)\n- **Hit Points** 15 (Ethereal) or 25 (Ghoulish & Bone) + 10 for each spell level above 3rd\n- **Speed (Ghoulish & Bone)** 30 ft.\n- **Speed (Ethereal)** 20 ft. fly\n\n* * *\n\n| STR | DEX | CON | INT | WIS | CHA |\n| --- | --- | --- | --- | --- | --- |\n| 16 (+3) | 14 (+2) | 14 (+2) | 6 (-2) | 10 (+0) | 8 (-1) |\n\n* * *\n\n -  **Damage Immunities** necrotic, poison\n- **Condition Immunities** exhaustion, frightened, paralyzed, poisoned\n- **Senses** darkvision 60 ft., passive Perception 11\n- **Languages** understands the languages you speak\n- **Proficiency** equals your bonus\n\n* * *\n\n_**Ghostly Movement (Ethereal Only).**_ The spirit can move through creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it appears in the nearest unoccupied space and takes 1d10 force damage for every 5 feet traveled.\n\n_**Terrifying Grasp (Ethereal Only).**_ Once on its turn when it hits an enemy with a melee attack, the spirit can force the target to make a Wisdom saving throw against your spell save DC or become frightened until the end of its next turn.\n\n_**Revive From Bones (Bone Only).**_ When reduced to 0 hp by anything other than a critical hit or bludgeoning, force, or radiant damage, the spirit leaves its bones behind instead of disappearing. As a bonus action, you can revive it at 1 hit point.\n\n* * *\n\n<h3>Actions</h3>\n<em><strong>Multiattack.</strong></em> The spirit makes a number of attacks equal to half this spell's level (rounded down).\n<em><strong>Deathly Chill (Ethereal Only).</strong></em> <em>Melee Weapon Attack:</em> your spell attack modifier to hit, reach 5 ft., one target. <em>Hit:</em> 1d4 + 2 + the spell's level necrotic damage.\n<em><strong>Bone Arrow (Bone Only).</strong></em> <em>Ranged Weapon Attack:</em> your spell attack modifier to hit, range 80/320, one target. <em>Hit:</em> 1d6 + 2 + the spell's level piercing damage.\n<em><strong>Vile Claws (Ghoulish Only).</strong></em> <em>Melee Weapon Attack:</em> your spell attack modifier to hit, reach 5 ft., one target. <em>Hit:</em> 1d6 + 3 + the spell's level slashing damage. The target must make a Constitution saving throw against your spell save DC or become poisoned until the end of its next turn. If the target is already poisoned, they are paralyzed instead.",
            "target_type": "",
            "range_text": "60 ft",
            "range": 60,
            "ritual": false,
            "casting_time": "action",
            "reaction_condition": null,
            "verbal": true,
            "somatic": true,
            "material": true,
            "material_specified": "a jeweled skull statuette worth at least 300gp",
            "material_cost": "300.00",
            "material_consumed": false,
            "target_count": null,
            "saving_throw_ability": "",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [],
            "duration": "1 hour",
            "shape_type": null,
            "shape_size": null,
            "concentration": true
        },
        {
            "key": "spells-that-dont-suck_touch-of-filth",
            "document": {
                "name": "Spells That Don't Suck",
                "key": "spells-that-dont-suck",
                "type": "SOURCE",
                "display_name": "Spells That Don't Suck",
                "publisher": {
                    "name": "Somanyrobots",
                    "key": "somanyrobots"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://www.somanyrobots.com/s/Spells-That-Dont-Suck-compressed.pdf"
            },
            "casting_options": [],
            "school": {
                "name": "Transmutation",
                "key": "transmutation"
            },
            "classes": [
                {
                    "name": "Druid",
                    "key": "srd_druid"
                },
                {
                    "name": "Sorcerer",
                    "key": "srd_sorcerer"
                },
                {
                    "name": "Warlock",
                    "key": "srd_warlock"
                },
                {
                    "name": "Wizard",
                    "key": "srd_wizard"
                }
            ],
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Touch of Filth",
            "desc": "You envelop your hand in a vile miasma. Make a melee spell attack against a creature within your reach. On a hit, the target takes 1d6 poison damage and is poisoned. At the end of each of its turns, it can make a Constitution saving throw, ending the poison on a success. Until the spell ends, you can make this attack again on each of your turns as an action.",
            "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,
            "ritual": false,
            "casting_time": "action",
            "reaction_condition": null,
            "verbal": true,
            "somatic": true,
            "material": true,
            "material_specified": "a piece of rotting food",
            "material_cost": "0.00",
            "material_consumed": false,
            "target_count": 1,
            "saving_throw_ability": "constitution",
            "attack_roll": true,
            "damage_roll": "1d6",
            "damage_types": [
                "poison"
            ],
            "duration": "1 minute",
            "shape_type": null,
            "shape_size": null,
            "concentration": true
        },
        {
            "key": "spells-that-dont-suck_unearth-legend",
            "document": {
                "name": "Spells That Don't Suck",
                "key": "spells-that-dont-suck",
                "type": "SOURCE",
                "display_name": "Spells That Don't Suck",
                "publisher": {
                    "name": "Somanyrobots",
                    "key": "somanyrobots"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://www.somanyrobots.com/s/Spells-That-Dont-Suck-compressed.pdf"
            },
            "casting_options": [],
            "school": {
                "name": "Divination",
                "key": "divination"
            },
            "classes": [
                {
                    "name": "Bard",
                    "key": "srd_bard"
                },
                {
                    "name": "Cleric",
                    "key": "srd_cleric"
                },
                {
                    "name": "Wizard",
                    "key": "srd_wizard"
                }
            ],
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Unearth Legend",
            "desc": "You contact an otherworldly entity, offering it the gems used in the spell’s casting in exchange for the history of a person, place, or object. The entity tells you everything it knows about the subject (typically well-known lore or widely-told stories).\n\nAfter it is contacted, the entity researches the subject for up to seven days. Its discoveries appear as writing in the jeweled notebook. It might learn obscure myths, forgotten legends, or even lost secrets. The more information you possess when you cast the spell, the faster and more detailed the results will be. The entity may not understand the information it finds, and so might impart unsolved riddles, confusing poems, or other puzzling communications. Once the entity has conveyed everything it can discover, the spell ends.",
            "level": 5,
            "higher_level": "",
            "target_type": "creature",
            "range_text": "Self",
            "range": 0,
            "ritual": true,
            "casting_time": "minute",
            "reaction_condition": null,
            "verbal": true,
            "somatic": true,
            "material": true,
            "material_specified": "rare gems worth at least 250 gp, which the spell consumes, and a jeweled notebook worth at least 200 gp",
            "material_cost": "250.00",
            "material_consumed": true,
            "target_count": 1,
            "saving_throw_ability": "",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [],
            "duration": "7 days",
            "shape_type": null,
            "shape_size": null,
            "concentration": false
        },
        {
            "key": "spells-that-dont-suck_unerring-sentry",
            "document": {
                "name": "Spells That Don't Suck",
                "key": "spells-that-dont-suck",
                "type": "SOURCE",
                "display_name": "Spells That Don't Suck",
                "publisher": {
                    "name": "Somanyrobots",
                    "key": "somanyrobots"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://www.somanyrobots.com/s/Spells-That-Dont-Suck-compressed.pdf"
            },
            "casting_options": [],
            "school": {
                "name": "Conjuration",
                "key": "conjuration"
            },
            "classes": [
                {
                    "name": "Wizard",
                    "key": "srd_wizard"
                }
            ],
            "range_unit": "ft",
            "shape_size_unit": "feet",
            "name": "Unerring Sentry",
            "desc": "You conjure an arcane sentry in an unoccupied space that you can see within range. It can take any form you wish, but is obviously magical in nature, and is always Small or Medium. It lasts for the duration, until you dismiss it, until you move 100 feet from it, or until you cast the spell again.\n\nWhen you cast the spell, designate any number of creatures you can see as the sentry’s allies. The sentry is invisible to everyone except its allies, and if any other creature of challenge rating 1/4 or higher comes within 60 feet of it, it calls out an alarm. It can see invisible creatures, see into the Ethereal Plane, and cannot be deceived by illusions.\n\nAs an action on your turn, you may direct the sentry to attack a target you can see within 100 feet of its original location. It can move up to 30 feet, and attack a creature within 5 feet of it. Make a melee spell attack. On a hit, it deals 4d8 force damage. If you are incapacitated, unconscious, or otherwise unable to direct the sentry, then at the end of your turn it attacks the nearest creature of challenge rating 1/4 or higher that is not its ally.",
            "level": 4,
            "higher_level": "",
            "target_type": "area",
            "range_text": "30 ft",
            "range": 30,
            "ritual": false,
            "casting_time": "minute",
            "reaction_condition": null,
            "verbal": true,
            "somatic": true,
            "material": true,
            "material_specified": "a dog collar",
            "material_cost": "0.00",
            "material_consumed": false,
            "target_count": 1,
            "saving_throw_ability": "",
            "attack_roll": true,
            "damage_roll": "4d8",
            "damage_types": [
                "force"
            ],
            "duration": "8 hours",
            "shape_type": null,
            "shape_size": null,
            "concentration": false
        },
        {
            "key": "spells-that-dont-suck_wall-of-dust",
            "document": {
                "name": "Spells That Don't Suck",
                "key": "spells-that-dont-suck",
                "type": "SOURCE",
                "display_name": "Spells That Don't Suck",
                "publisher": {
                    "name": "Somanyrobots",
                    "key": "somanyrobots"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://www.somanyrobots.com/s/Spells-That-Dont-Suck-compressed.pdf"
            },
            "casting_options": [],
            "school": {
                "name": "Transmutation",
                "key": "transmutation"
            },
            "classes": [
                {
                    "name": "Sorcerer",
                    "key": "srd_sorcerer"
                },
                {
                    "name": "Wizard",
                    "key": "srd_wizard"
                }
            ],
            "range_unit": "ft",
            "shape_size_unit": "feet",
            "name": "Wall of Dust",
            "desc": "You construct a wall of blowing dirt and grit at a point you can see within range. The wall can be up to 30 feet long, 10 feet high, and 10 feet thick. The wall blocks line of sight, and a creature is blinded and deafened while within the wall. When a creature enters the wall or starts its turn there, it must make a Strength saving throw. On a failure, each foot that the creature moves through the wall costs 6 feet of movement. On a success, each foot that the creature moves through the wall only costs 3 feet of movement.\n\nThe wall disappears when the spell ends.",
            "level": 3,
            "higher_level": "",
            "target_type": "",
            "range_text": "90 ft",
            "range": 90,
            "ritual": false,
            "casting_time": "action",
            "reaction_condition": null,
            "verbal": true,
            "somatic": true,
            "material": true,
            "material_specified": "a handful of dirt or sand",
            "material_cost": "0.00",
            "material_consumed": false,
            "target_count": null,
            "saving_throw_ability": "strength",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [],
            "duration": "10 minutes",
            "shape_type": null,
            "shape_size": null,
            "concentration": false
        },
        {
            "key": "spells-that-dont-suck_water-wall",
            "document": {
                "name": "Spells That Don't Suck",
                "key": "spells-that-dont-suck",
                "type": "SOURCE",
                "display_name": "Spells That Don't Suck",
                "publisher": {
                    "name": "Somanyrobots",
                    "key": "somanyrobots"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://www.somanyrobots.com/s/Spells-That-Dont-Suck-compressed.pdf"
            },
            "casting_options": [],
            "school": {
                "name": "Conjuration",
                "key": "conjuration"
            },
            "classes": [
                {
                    "name": "Druid",
                    "key": "srd_druid"
                },
                {
                    "name": "Sorcerer",
                    "key": "srd_sorcerer"
                },
                {
                    "name": "Wizard",
                    "key": "srd_wizard"
                }
            ],
            "range_unit": "ft",
            "shape_size_unit": "feet",
            "name": "Water Wall",
            "desc": "You summon a wall of swirling water at a point you can see on the ground within range. The wall can be up to 30 feet long, 10 feet high, and 5 feet thick, or shaped as a ring up to 15 feet in diameter, 20 feet high, and 5 feet thick. Each foot moved through the wall costs 3 feet of movement. The wall’s water disappears when the spell ends.\n\nA creature that starts its turn in the wall or enters it on its turn must make a Strength saving throw, suffering 2d6 bludgeoning damage on a failure or half as much on a success. Ranged attacks passing through the wall have disadvantage and deal half damage. Fire effects passing through are instantly extinguished. Cold effects passing through apply to any creature within 5 feet of the point they touch the wall. Lightning effects apply half their damage to any creature in contact with the wall when they pass through.",
            "level": 3,
            "higher_level": "",
            "target_type": "point",
            "range_text": "60 ft",
            "range": 60,
            "ritual": false,
            "casting_time": "action",
            "reaction_condition": null,
            "verbal": true,
            "somatic": true,
            "material": true,
            "material_specified": "a vial of pure water",
            "material_cost": "0.00",
            "material_consumed": false,
            "target_count": 1,
            "saving_throw_ability": "strength",
            "attack_roll": false,
            "damage_roll": "2d6",
            "damage_types": [
                "bludgeoning"
            ],
            "duration": "10 minutes",
            "shape_type": null,
            "shape_size": null,
            "concentration": true
        },
        {
            "key": "spells-that-dont-suck_wayfinding",
            "document": {
                "name": "Spells That Don't Suck",
                "key": "spells-that-dont-suck",
                "type": "SOURCE",
                "display_name": "Spells That Don't Suck",
                "publisher": {
                    "name": "Somanyrobots",
                    "key": "somanyrobots"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://www.somanyrobots.com/s/Spells-That-Dont-Suck-compressed.pdf"
            },
            "casting_options": [],
            "school": {
                "name": "Divination",
                "key": "divination"
            },
            "classes": [
                {
                    "name": "Bard",
                    "key": "srd_bard"
                },
                {
                    "name": "Cleric",
                    "key": "srd_cleric"
                },
                {
                    "name": "Druid",
                    "key": "srd_druid"
                }
            ],
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Wayfinding",
            "desc": "You name a specific location on the same plane of existence, receiving supernatural knowledge regarding the way between you and the destination. If the destination moves to another plane, the spell fails.\n\nWhen you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one:\n\n -  **Dowsing.** The pendulum tugs in a direction with increasing urgency as you near your destination, informing you of its distance and direction.\n\n -  **Ascertainment.** Whenever you are presented with a choice of paths along the way to the destination, the pendulum points towards the shortest and most direct route (ignoring safety).\n\n -  **Forecast.** The mirror displays images of the next 30 miles on the path to the destination, granting a general awareness of natural hazards or obstacles, such as decaying bridges or cliffs.",
            "level": 5,
            "higher_level": "",
            "target_type": "creature",
            "range_text": "Self",
            "range": 0,
            "ritual": false,
            "casting_time": "minute",
            "reaction_condition": null,
            "verbal": true,
            "somatic": true,
            "material": true,
            "material_specified": "two divinatory tools to indicate direction or display an image, such as a pendulum and a mirror, worth 100 gp",
            "material_cost": "0.00",
            "material_consumed": false,
            "target_count": 1,
            "saving_throw_ability": "",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [],
            "duration": "24 hours",
            "shape_type": null,
            "shape_size": null,
            "concentration": false
        },
        {
            "key": "spells-that-dont-suck_wellspring",
            "document": {
                "name": "Spells That Don't Suck",
                "key": "spells-that-dont-suck",
                "type": "SOURCE",
                "display_name": "Spells That Don't Suck",
                "publisher": {
                    "name": "Somanyrobots",
                    "key": "somanyrobots"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://www.somanyrobots.com/s/Spells-That-Dont-Suck-compressed.pdf"
            },
            "casting_options": [],
            "school": {
                "name": "Transmutation",
                "key": "transmutation"
            },
            "classes": [
                {
                    "name": "Druid",
                    "key": "srd_druid"
                },
                {
                    "name": "Ranger",
                    "key": "srd_ranger"
                }
            ],
            "range_unit": "ft",
            "shape_size_unit": "feet",
            "name": "Wellspring",
            "desc": "You pour out a stream of pure water and create a 10-foot radius magical healing pool at a point on the ground you can see within range. At any time (no action required by you) you can choose to restore 2d4 hit points to any creature in the pool, depleting the pool’s magic. The pool’s magic is restored at the start of each of your turns.",
            "level": 2,
            "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d4 and the radius of the pool increases by 5 feet for each slot level above 2nd.",
            "target_type": "area",
            "range_text": "30 ft",
            "range": 30,
            "ritual": false,
            "casting_time": "action",
            "reaction_condition": null,
            "verbal": true,
            "somatic": true,
            "material": true,
            "material_specified": "a tiny silver watering can",
            "material_cost": "0.00",
            "material_consumed": false,
            "target_count": 0,
            "saving_throw_ability": "",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [],
            "duration": "1 minute",
            "shape_type": null,
            "shape_size": null,
            "concentration": true
        },
        {
            "key": "spells-that-dont-suck_whirling-blades",
            "document": {
                "name": "Spells That Don't Suck",
                "key": "spells-that-dont-suck",
                "type": "SOURCE",
                "display_name": "Spells That Don't Suck",
                "publisher": {
                    "name": "Somanyrobots",
                    "key": "somanyrobots"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://www.somanyrobots.com/s/Spells-That-Dont-Suck-compressed.pdf"
            },
            "casting_options": [],
            "school": {
                "name": "Conjuration",
                "key": "conjuration"
            },
            "classes": [
                {
                    "name": "Bard",
                    "key": "srd_bard"
                },
                {
                    "name": "Sorcerer",
                    "key": "srd_sorcerer"
                },
                {
                    "name": "Warlock",
                    "key": "srd_warlock"
                },
                {
                    "name": "Wizard",
                    "key": "srd_wizard"
                }
            ],
            "range_unit": "ft",
            "shape_size_unit": "feet",
            "name": "Whirling Blades",
            "desc": "You produce a storm of metal shards that occupy a 5-foot diameter sphere in a space you can see within range. A creature takes 4d4 slashing damage when it enters the spell’s area for the first time on a turn or starts its turn there.\n\nAs an action, you can cause the blades to point and shoot at a creature within 30 feet of the sphere. Make a ranged spell attack. On a hit, targets take 4d4 piercing damage, or half as much damage on a miss. Hit or miss, the spell then ends.",
            "level": 2,
            "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot level above 2nd.",
            "target_type": "area",
            "range_text": "60 ft",
            "range": 60,
            "ritual": false,
            "casting_time": "action",
            "reaction_condition": null,
            "verbal": true,
            "somatic": true,
            "material": true,
            "material_specified": "a handful of metal shavings",
            "material_cost": "0.00",
            "material_consumed": false,
            "target_count": 1,
            "saving_throw_ability": "",
            "attack_roll": true,
            "damage_roll": "4d4",
            "damage_types": [
                "slashing"
            ],
            "duration": "10 minutes",
            "shape_type": null,
            "shape_size": null,
            "concentration": true
        },
        {
            "key": "spells-that-dont-suck_whirling-water",
            "document": {
                "name": "Spells That Don't Suck",
                "key": "spells-that-dont-suck",
                "type": "SOURCE",
                "display_name": "Spells That Don't Suck",
                "publisher": {
                    "name": "Somanyrobots",
                    "key": "somanyrobots"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://www.somanyrobots.com/s/Spells-That-Dont-Suck-compressed.pdf"
            },
            "casting_options": [],
            "school": {
                "name": "Conjuration",
                "key": "conjuration"
            },
            "classes": [
                {
                    "name": "Druid",
                    "key": "srd_druid"
                },
                {
                    "name": "Sorcerer",
                    "key": "srd_sorcerer"
                },
                {
                    "name": "Wizard",
                    "key": "srd_wizard"
                }
            ],
            "range_unit": "ft",
            "shape_size_unit": "feet",
            "name": "Whirling Water",
            "desc": "You create a swirling ball of water in a 10-foot radius at a point on the ground or in water you can see within range. Any creature that enters the sphere on its turn or starts its turn in it must succeed on a Strength saving throw or be restrained and trapped within the water. At the start of each of its turns, a restrained target can repeat the saving throw, ending the effect on a success. A Huge or smaller creature partially within the sphere makes its saving throw with advantage, while a Gargantuan creature automatically succeeds.\n\nAs an action, you can cause the sphere to roll up to 30 feet, carrying all restrained creatures with it and dousing all nonmagical flame it passes through. If this causes a creature in the sphere to collide with a creature outside it, both creatures take 4d6 bludgeoning damage. Restrained creatures are not affected by any terrain the sphere passes over.\n\nAs a bonus action, you can hurl a restrained creature out of the sphere. It is thrown 20 feet in a direction of your choice and takes 4d6 bludgeoning damage. If it collides with another creature, that creature must succeed on a Dexterity saving throw or take 4d6 bludgeoning damage.\n\nWhen the spell ends, creatures restrained by it fall prone, and all fires within 20 feet are extinguished. The water disappears afterward.",
            "level": 4,
            "higher_level": "",
            "target_type": "",
            "range_text": "90 ft",
            "range": 90,
            "ritual": false,
            "casting_time": "action",
            "reaction_condition": null,
            "verbal": true,
            "somatic": true,
            "material": true,
            "material_specified": "a droplet of water",
            "material_cost": "0.00",
            "material_consumed": false,
            "target_count": null,
            "saving_throw_ability": "strength",
            "attack_roll": false,
            "damage_roll": "d",
            "damage_types": [
                "bludgeoning"
            ],
            "duration": "1 minute",
            "shape_type": null,
            "shape_size": null,
            "concentration": true
        },
        {
            "key": "spells-that-dont-suck_whirlpool",
            "document": {
                "name": "Spells That Don't Suck",
                "key": "spells-that-dont-suck",
                "type": "SOURCE",
                "display_name": "Spells That Don't Suck",
                "publisher": {
                    "name": "Somanyrobots",
                    "key": "somanyrobots"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://www.somanyrobots.com/s/Spells-That-Dont-Suck-compressed.pdf"
            },
            "casting_options": [],
            "school": {
                "name": "Evocation",
                "key": "evocation"
            },
            "classes": [
                {
                    "name": "Druid",
                    "key": "srd_druid"
                }
            ],
            "range_unit": "ft",
            "shape_size_unit": "feet",
            "name": "Whirlpool",
            "desc": "You conjure a 30-foot radius circle of churning water centered on a point on the ground or in a body of water which you can see within range. The whirlpool’s area is difficult terrain, but it is not deep enough to require swimming. Any creature that starts its turn there or enters on its turn must make a Strength saving throw. On a failure, it takes 5d8 bludgeoning damage and is pulled 10 feet towards the center. If the spell targets an existing body of water, the damage increases by 1d8.",
            "level": 5,
            "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.",
            "target_type": "creature",
            "range_text": "120 ft",
            "range": 120,
            "ritual": false,
            "casting_time": "action",
            "reaction_condition": null,
            "verbal": true,
            "somatic": true,
            "material": true,
            "material_specified": "a spoon",
            "material_cost": "0.00",
            "material_consumed": false,
            "target_count": null,
            "saving_throw_ability": "strength",
            "attack_roll": false,
            "damage_roll": "5d8",
            "damage_types": [
                "bludgeoning"
            ],
            "duration": "1 minute",
            "shape_type": null,
            "shape_size": null,
            "concentration": true
        },
        {
            "key": "spells-that-dont-suck_withering-field",
            "document": {
                "name": "Spells That Don't Suck",
                "key": "spells-that-dont-suck",
                "type": "SOURCE",
                "display_name": "Spells That Don't Suck",
                "publisher": {
                    "name": "Somanyrobots",
                    "key": "somanyrobots"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://www.somanyrobots.com/s/Spells-That-Dont-Suck-compressed.pdf"
            },
            "casting_options": [],
            "school": {
                "name": "Necromancy",
                "key": "necromancy"
            },
            "classes": [
                {
                    "name": "Wizard",
                    "key": "srd_wizard"
                }
            ],
            "range_unit": "ft",
            "shape_size_unit": "ft",
            "name": "Withering Field",
            "desc": "You shrivel and decay every living thing within a 30-foot cube you can see within range, sucking the life away until the targets crumble to dust. Each creature in the area must make a Constitution saving throw. On a failure, the target takes 12d8 necrotic damage, has its speed halved and has disadvantage on all of its attack rolls and ability checks until the end of its next turn. On a success, it takes half as much damage and suffers no other effects.\n\nConstructs and undead automatically succeed on this saving throw, while plants have disadvantage. Anything reduced to 0 hit points while under the spell’s effect crumbles to dust.",
            "level": 8,
            "higher_level": "",
            "target_type": "area",
            "range_text": "120 ft",
            "range": 120,
            "ritual": false,
            "casting_time": "action",
            "reaction_condition": null,
            "verbal": true,
            "somatic": true,
            "material": true,
            "material_specified": "a fistful of fine sand and a drop of blood",
            "material_cost": "0.00",
            "material_consumed": false,
            "target_count": null,
            "saving_throw_ability": "constitution",
            "attack_roll": false,
            "damage_roll": "12d8",
            "damage_types": [
                "necrotic"
            ],
            "duration": "1 round",
            "shape_type": "cube",
            "shape_size": 30,
            "concentration": false
        },
        {
            "key": "srd-2024_acid-arrow",
            "document": {
                "name": "System Reference Document 5.2",
                "key": "srd-2024",
                "type": "SOURCE",
                "display_name": "5e 2024 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast"
                },
                "gamesystem": {
                    "name": "5th Edition 2024",
                    "key": "5e-2024"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "casting_options": [
                {
                    "type": "slot_level_3",
                    "damage_roll": "5d4",
                    "target_count": null,
                    "duration": null,
                    "range": null,
                    "concentration": null,
                    "shape_size": null,
                    "desc": null
                },
                {
                    "type": "slot_level_4",
                    "damage_roll": "6d4",
                    "target_count": null,
                    "duration": null,
                    "range": null,
                    "concentration": null,
                    "shape_size": null,
                    "desc": null
                },
                {
                    "type": "slot_level_5",
                    "damage_roll": "7d4",
                    "target_count": null,
                    "duration": null,
                    "range": null,
                    "concentration": null,
                    "shape_size": null,
                    "desc": null
                },
                {
                    "type": "slot_level_6",
                    "damage_roll": "8d4",
                    "target_count": null,
                    "duration": null,
                    "range": null,
                    "concentration": null,
                    "shape_size": null,
                    "desc": null
                },
                {
                    "type": "slot_level_7",
                    "damage_roll": "9d4",
                    "target_count": null,
                    "duration": null,
                    "range": null,
                    "concentration": null,
                    "shape_size": null,
                    "desc": null
                },
                {
                    "type": "slot_level_8",
                    "damage_roll": "10d4",
                    "target_count": null,
                    "duration": null,
                    "range": null,
                    "concentration": null,
                    "shape_size": null,
                    "desc": null
                },
                {
                    "type": "slot_level_9",
                    "damage_roll": "11d4",
                    "target_count": null,
                    "duration": null,
                    "range": null,
                    "concentration": null,
                    "shape_size": null,
                    "desc": null
                }
            ],
            "school": {
                "name": "Evocation",
                "key": "evocation"
            },
            "classes": [
                {
                    "name": "Wizard",
                    "key": "srd-2024_wizard"
                }
            ],
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Acid Arrow",
            "desc": "A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 Acid damage and 2d4 Acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage only.",
            "level": 2,
            "higher_level": "The damage (both initial and later) increases by 1d4 for each spell slot level above 2.",
            "target_type": "creature",
            "range_text": "90 feet",
            "range": 90,
            "ritual": false,
            "casting_time": "action",
            "reaction_condition": null,
            "verbal": true,
            "somatic": true,
            "material": true,
            "material_specified": "powdered rhubarb leaf",
            "material_cost": null,
            "material_consumed": false,
            "target_count": 1,
            "saving_throw_ability": "",
            "attack_roll": true,
            "damage_roll": "4d4",
            "damage_types": [
                "acid"
            ],
            "duration": "instantaneous",
            "shape_type": null,
            "shape_size": null,
            "concentration": false
        },
        {
            "key": "srd-2024_aid",
            "document": {
                "name": "System Reference Document 5.2",
                "key": "srd-2024",
                "type": "SOURCE",
                "display_name": "5e 2024 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast"
                },
                "gamesystem": {
                    "name": "5th Edition 2024",
                    "key": "5e-2024"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "casting_options": [
                {
                    "type": "slot_level_3",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null,
                    "concentration": null,
                    "shape_size": null,
                    "desc": "Each target's Hit Points increase by 5."
                },
                {
                    "type": "slot_level_4",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null,
                    "concentration": null,
                    "shape_size": null,
                    "desc": "Each target's Hit Points increase by 10."
                },
                {
                    "type": "slot_level_5",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null,
                    "concentration": null,
                    "shape_size": null,
                    "desc": "Each target's Hit Points increase by 15."
                },
                {
                    "type": "slot_level_6",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null,
                    "concentration": null,
                    "shape_size": null,
                    "desc": "Each target's Hit Points increase by 20."
                },
                {
                    "type": "slot_level_7",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null,
                    "concentration": null,
                    "shape_size": null,
                    "desc": "Each target's Hit Points increase by 25."
                },
                {
                    "type": "slot_level_8",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null,
                    "concentration": null,
                    "shape_size": null,
                    "desc": "Each target's Hit Points increase by 30."
                },
                {
                    "type": "slot_level_9",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null,
                    "concentration": null,
                    "shape_size": null,
                    "desc": "Each target's Hit Points increase by 35."
                }
            ],
            "school": {
                "name": "Abjuration",
                "key": "abjuration"
            },
            "classes": [
                {
                    "name": "Bard",
                    "key": "srd-2024_bard"
                },
                {
                    "name": "Cleric",
                    "key": "srd-2024_cleric"
                },
                {
                    "name": "Druid",
                    "key": "srd-2024_druid"
                },
                {
                    "name": "Paladin",
                    "key": "srd-2024_paladin"
                },
                {
                    "name": "Ranger",
                    "key": "srd-2024_ranger"
                }
            ],
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Aid",
            "desc": "Choose up to three creatures within range. Each target's Hit Point maximum and current Hit Points increase by 5 for the duration.",
            "level": 2,
            "higher_level": "Each target's Hit Points increase by 5 for each spell slot level above 2.",
            "target_type": "creature",
            "range_text": "30 feet",
            "range": 30,
            "ritual": false,
            "casting_time": "action",
            "reaction_condition": null,
            "verbal": true,
            "somatic": true,
            "material": true,
            "material_specified": "a strip of white cloth",
            "material_cost": null,
            "material_consumed": false,
            "target_count": 1,
            "saving_throw_ability": "",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [],
            "duration": "8 hour",
            "shape_type": null,
            "shape_size": null,
            "concentration": false
        },
        {
            "key": "srd-2024_alarm",
            "document": {
                "name": "System Reference Document 5.2",
                "key": "srd-2024",
                "type": "SOURCE",
                "display_name": "5e 2024 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast"
                },
                "gamesystem": {
                    "name": "5th Edition 2024",
                    "key": "5e-2024"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "casting_options": [],
            "school": {
                "name": "Abjuration",
                "key": "abjuration"
            },
            "classes": [
                {
                    "name": "Ranger",
                    "key": "srd-2024_ranger"
                },
                {
                    "name": "Wizard",
                    "key": "srd-2024_wizard"
                }
            ],
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Alarm",
            "desc": "You set an alarm against intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot Cube. Until the spell ends, an alarm alerts you whenever a creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is audible or mental:",
            "level": 1,
            "higher_level": "",
            "target_type": "creature",
            "range_text": "30 feet",
            "range": 30,
            "ritual": true,
            "casting_time": "minute",
            "reaction_condition": null,
            "verbal": true,
            "somatic": true,
            "material": true,
            "material_specified": "a bell and silver wire",
            "material_cost": null,
            "material_consumed": false,
            "target_count": 1,
            "saving_throw_ability": "",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [],
            "duration": "8 hour",
            "shape_type": "cube",
            "shape_size": 20,
            "concentration": false
        },
        {
            "key": "srd-2024_animal-friendship",
            "document": {
                "name": "System Reference Document 5.2",
                "key": "srd-2024",
                "type": "SOURCE",
                "display_name": "5e 2024 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast"
                },
                "gamesystem": {
                    "name": "5th Edition 2024",
                    "key": "5e-2024"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "casting_options": [
                {
                    "type": "slot_level_2",
                    "damage_roll": null,
                    "target_count": 2,
                    "duration": null,
                    "range": null,
                    "concentration": null,
                    "shape_size": null,
                    "desc": null
                },
                {
                    "type": "slot_level_3",
                    "damage_roll": null,
                    "target_count": 3,
                    "duration": null,
                    "range": null,
                    "concentration": null,
                    "shape_size": null,
                    "desc": null
                },
                {
                    "type": "slot_level_4",
                    "damage_roll": null,
                    "target_count": 4,
                    "duration": null,
                    "range": null,
                    "concentration": null,
                    "shape_size": null,
                    "desc": null
                },
                {
                    "type": "slot_level_5",
                    "damage_roll": null,
                    "target_count": 5,
                    "duration": null,
                    "range": null,
                    "concentration": null,
                    "shape_size": null,
                    "desc": null
                },
                {
                    "type": "slot_level_6",
                    "damage_roll": null,
                    "target_count": 6,
                    "duration": null,
                    "range": null,
                    "concentration": null,
                    "shape_size": null,
                    "desc": null
                },
                {
                    "type": "slot_level_7",
                    "damage_roll": null,
                    "target_count": 7,
                    "duration": null,
                    "range": null,
                    "concentration": null,
                    "shape_size": null,
                    "desc": null
                },
                {
                    "type": "slot_level_8",
                    "damage_roll": null,
                    "target_count": 8,
                    "duration": null,
                    "range": null,
                    "concentration": null,
                    "shape_size": null,
                    "desc": null
                },
                {
                    "type": "slot_level_9",
                    "damage_roll": null,
                    "target_count": 9,
                    "duration": null,
                    "range": null,
                    "concentration": null,
                    "shape_size": null,
                    "desc": null
                }
            ],
            "school": {
                "name": "Enchantment",
                "key": "enchantment"
            },
            "classes": [
                {
                    "name": "Bard",
                    "key": "srd-2024_bard"
                },
                {
                    "name": "Druid",
                    "key": "srd-2024_druid"
                },
                {
                    "name": "Ranger",
                    "key": "srd-2024_ranger"
                }
            ],
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Animal Friendship",
            "desc": "Target a Beast that you can see within range. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. If you or one of your allies deals damage to the target, the spells ends.",
            "level": 1,
            "higher_level": "You can target one additional Beast for each spell slot level above 1.",
            "target_type": "creature",
            "range_text": "30 feet",
            "range": 30,
            "ritual": false,
            "casting_time": "action",
            "reaction_condition": null,
            "verbal": true,
            "somatic": true,
            "material": true,
            "material_specified": "a morsel of food",
            "material_cost": null,
            "material_consumed": false,
            "target_count": 1,
            "saving_throw_ability": "wisdom",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [],
            "duration": "24 hour",
            "shape_type": null,
            "shape_size": null,
            "concentration": false
        },
        {
            "key": "srd-2024_animal-messenger",
            "document": {
                "name": "System Reference Document 5.2",
                "key": "srd-2024",
                "type": "SOURCE",
                "display_name": "5e 2024 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast"
                },
                "gamesystem": {
                    "name": "5th Edition 2024",
                    "key": "5e-2024"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "casting_options": [
                {
                    "type": "slot_level_3",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": "72 hours",
                    "range": null,
                    "concentration": null,
                    "shape_size": null,
                    "desc": null
                },
                {
                    "type": "slot_level_4",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": "120 hours",
                    "range": null,
                    "concentration": null,
                    "shape_size": null,
                    "desc": null
                },
                {
                    "type": "slot_level_5",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": "168 hours",
                    "range": null,
                    "concentration": null,
                    "shape_size": null,
                    "desc": null
                },
                {
                    "type": "slot_level_6",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": "216 hours",
                    "range": null,
                    "concentration": null,
                    "shape_size": null,
                    "desc": null
                },
                {
                    "type": "slot_level_7",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": "264 hours",
                    "range": null,
                    "concentration": null,
                    "shape_size": null,
                    "desc": null
                },
                {
                    "type": "slot_level_8",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": "312 hours",
                    "range": null,
                    "concentration": null,
                    "shape_size": null,
                    "desc": null
                },
                {
                    "type": "slot_level_9",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": "360 hours",
                    "range": null,
                    "concentration": null,
                    "shape_size": null,
                    "desc": null
                }
            ],
            "school": {
                "name": "Enchantment",
                "key": "enchantment"
            },
            "classes": [
                {
                    "name": "Bard",
                    "key": "srd-2024_bard"
                },
                {
                    "name": "Druid",
                    "key": "srd-2024_druid"
                },
                {
                    "name": "Ranger",
                    "key": "srd-2024_ranger"
                }
            ],
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Animal Messenger",
            "desc": "A Tiny Beast of your choice that you can see within range must succeed on a Charisma saving throw, or it attempts to deliver a message for you (if the target's Challenge Rating isn't 0, it automatically succeeds). You specify a location you have visited and a recipient who matches a general description, such as \"a person dressed in the uniform of the town guard\" or \"a red-haired dwarf wearing a pointed hat.\" You also communicate a message of up to twenty-five words. The Beast travels for the duration toward the specified location, covering about 25 miles per 24 hours or 50 miles if the Beast can fly. When the Beast arrives, it delivers your message to the creature that you described, mimicking your communication. If the Beast doesn't reach its destination before the spell ends, the message is lost, and the Beast returns to where you cast the spell.",
            "level": 2,
            "higher_level": "The spell's duration increases by 48 hours for each spell slot level above 2.",
            "target_type": "creature",
            "range_text": "30 feet",
            "range": 30,
            "ritual": true,
            "casting_time": "action",
            "reaction_condition": null,
            "verbal": true,
            "somatic": true,
            "material": true,
            "material_specified": "a morsel of food",
            "material_cost": null,
            "material_consumed": false,
            "target_count": 1,
            "saving_throw_ability": "charisma",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [],
            "duration": "24 hour",
            "shape_type": null,
            "shape_size": null,
            "concentration": false
        },
        {
            "key": "srd-2024_animate-dead",
            "document": {
                "name": "System Reference Document 5.2",
                "key": "srd-2024",
                "type": "SOURCE",
                "display_name": "5e 2024 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast"
                },
                "gamesystem": {
                    "name": "5th Edition 2024",
                    "key": "5e-2024"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "casting_options": [
                {
                    "type": "slot_level_4",
                    "damage_roll": null,
                    "target_count": 3,
                    "duration": null,
                    "range": null,
                    "concentration": null,
                    "shape_size": null,
                    "desc": "You animate or reassert control over 2 additional Undead creatures."
                },
                {
                    "type": "slot_level_5",
                    "damage_roll": null,
                    "target_count": 5,
                    "duration": null,
                    "range": null,
                    "concentration": null,
                    "shape_size": null,
                    "desc": "You animate or reassert control over 4 additional Undead creatures."
                },
                {
                    "type": "slot_level_6",
                    "damage_roll": null,
                    "target_count": 7,
                    "duration": null,
                    "range": null,
                    "concentration": null,
                    "shape_size": null,
                    "desc": "You animate or reassert control over 6 additional Undead creatures."
                },
                {
                    "type": "slot_level_7",
                    "damage_roll": null,
                    "target_count": 9,
                    "duration": null,
                    "range": null,
                    "concentration": null,
                    "shape_size": null,
                    "desc": "You animate or reassert control over 8 additional Undead creatures."
                },
                {
                    "type": "slot_level_8",
                    "damage_roll": null,
                    "target_count": 11,
                    "duration": null,
                    "range": null,
                    "concentration": null,
                    "shape_size": null,
                    "desc": "You animate or reassert control over 10 additional Undead creatures."
                },
                {
                    "type": "slot_level_9",
                    "damage_roll": null,
                    "target_count": 13,
                    "duration": null,
                    "range": null,
                    "concentration": null,
                    "shape_size": null,
                    "desc": "You animate or reassert control over 12 additional Undead creatures."
                }
            ],
            "school": {
                "name": "Necromancy",
                "key": "necromancy"
            },
            "classes": [
                {
                    "name": "Cleric",
                    "key": "srd-2024_cleric"
                },
                {
                    "name": "Wizard",
                    "key": "srd-2024_wizard"
                }
            ],
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Animate Dead",
            "desc": "Choose a pile of bones or a corpse of a Medium or Small Humanoid within range. The target becomes an Undead creature: a Skeleton if you chose bones or a Zombie if you chose a corpse (see \"Monsters\" for the stat blocks). On each of your turns, you can take a Bonus Action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move on its next turn, or you can issue a general command, such as to guard a chamber or corridor. If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. Once given an order, the creature continues to follow it until its task is complete. The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell rather than animating a new creature.",
            "level": 3,
            "higher_level": "You animate or reassert control over two additional Undead creatures for each spell slot level above 3. Each of the creatures must come from a different corpse or pile of bones.",
            "target_type": "creature",
            "range_text": "10 feet",
            "range": 10,
            "ritual": false,
            "casting_time": "minute",
            "reaction_condition": null,
            "verbal": true,
            "somatic": true,
            "material": true,
            "material_specified": "a drop of blood, a piece of flesh, and a pinch of bone dust",
            "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
        },
        {
            "key": "srd-2024_antimagic-field",
            "document": {
                "name": "System Reference Document 5.2",
                "key": "srd-2024",
                "type": "SOURCE",
                "display_name": "5e 2024 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast"
                },
                "gamesystem": {
                    "name": "5th Edition 2024",
                    "key": "5e-2024"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "casting_options": [],
            "school": {
                "name": "Abjuration",
                "key": "abjuration"
            },
            "classes": [
                {
                    "name": "Cleric",
                    "key": "srd-2024_cleric"
                },
                {
                    "name": "Wizard",
                    "key": "srd-2024_wizard"
                }
            ],
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Antimagic Field",
            "desc": "An aura of antimagic surrounds you in 10-foot Emanation. No one can cast spells, take Magic actions, or create other magical effects inside the aura, and those things can't target or otherwise affect anything inside it. Magical properties of magic items don't work inside the aura or on anything inside it. Areas of effect created by spells or other magic can't extend into the aura, and no one can teleport into or out of it or use planar travel there. Portals close temporarily while in the aura. Ongoing spells, except those cast by an Artifact or a deity, are suppressed in the area. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration.",
            "level": 8,
            "higher_level": "",
            "target_type": "creature",
            "range_text": "Self",
            "range": 0,
            "ritual": false,
            "casting_time": "action",
            "reaction_condition": null,
            "verbal": true,
            "somatic": true,
            "material": true,
            "material_specified": "iron filings",
            "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
        },
        {
            "key": "srd-2024_antipathysympathy",
            "document": {
                "name": "System Reference Document 5.2",
                "key": "srd-2024",
                "type": "SOURCE",
                "display_name": "5e 2024 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast"
                },
                "gamesystem": {
                    "name": "5th Edition 2024",
                    "key": "5e-2024"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "casting_options": [],
            "school": {
                "name": "Enchantment",
                "key": "enchantment"
            },
            "classes": [
                {
                    "name": "Bard",
                    "key": "srd-2024_bard"
                },
                {
                    "name": "Druid",
                    "key": "srd-2024_druid"
                },
                {
                    "name": "Wizard",
                    "key": "srd-2024_wizard"
                }
            ],
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Antipathy/Sympathy",
            "desc": "As you cast the spell, choose whether it creates antipathy or sympathy, and target one creature or object that is Huge or smaller. Then specify a kind of creature, such as red dragons, goblins, or vampires. A creature of the chosen kind makes a Wisdom saving throw when it comes within 120 feet of the target. Your choice of antipathy or sympathy determines what happens to a creature when it fails that save:\n\n**Antipathy**. The creature has the Frightened condition. The Frightened creature must use its movement on its turns to get as far away as possible from the target, moving by the safest route.\n\n**Sympathy**. The creature has the Charmed condition. The Charmed creature must use its movement on its turns to get as close as possible to the target, moving by the safest route. If the creature is within 5 feet of the target, the creature can't willingly move away. If the target damages the Charmed creature, that creature can make a Wisdom saving throw to end the effect, as described below.\n\n**Ending the Effect**. If the Frightened or Charmed creature ends its turn more than 120 feet away from the target, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target. A creature that successfully saves against this effect is immune to it for 1 minute, after which it can be affected again.",
            "level": 8,
            "higher_level": "",
            "target_type": "creature",
            "range_text": "60 feet",
            "range": 60,
            "ritual": false,
            "casting_time": "hour",
            "reaction_condition": null,
            "verbal": true,
            "somatic": true,
            "material": true,
            "material_specified": "a mix of vinegar and honey",
            "material_cost": null,
            "material_consumed": false,
            "target_count": 1,
            "saving_throw_ability": "wisdom",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [],
            "duration": "10 day",
            "shape_type": null,
            "shape_size": null,
            "concentration": false
        },
        {
            "key": "srd-2024_arcane-eye",
            "document": {
                "name": "System Reference Document 5.2",
                "key": "srd-2024",
                "type": "SOURCE",
                "display_name": "5e 2024 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast"
                },
                "gamesystem": {
                    "name": "5th Edition 2024",
                    "key": "5e-2024"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "casting_options": [],
            "school": {
                "name": "Divination",
                "key": "divination"
            },
            "classes": [
                {
                    "name": "Wizard",
                    "key": "srd-2024_wizard"
                }
            ],
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Arcane Eye",
            "desc": "You create an Invisible, invulnerable eye within range that hovers for the duration. You mentally receive visual information from the eye, which can see in every direction. It also has Darkvision with a range of 30 feet. As a Bonus Action, you can move the eye up to 30 feet in any direction. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter.",
            "level": 4,
            "higher_level": "",
            "target_type": "creature",
            "range_text": "30 feet",
            "range": 30,
            "ritual": false,
            "casting_time": "action",
            "reaction_condition": null,
            "verbal": true,
            "somatic": true,
            "material": true,
            "material_specified": "a bit of bat fur",
            "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
        },
        {
            "key": "srd-2024_arcane-hand",
            "document": {
                "name": "System Reference Document 5.2",
                "key": "srd-2024",
                "type": "SOURCE",
                "display_name": "5e 2024 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast"
                },
                "gamesystem": {
                    "name": "5th Edition 2024",
                    "key": "5e-2024"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "casting_options": [
                {
                    "type": "slot_level_6",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null,
                    "concentration": null,
                    "shape_size": null,
                    "desc": "Clenched Fist deals 6d8 Force damage. Grasping Hand deals 4d6 Bludgeoning damage."
                },
                {
                    "type": "slot_level_7",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null,
                    "concentration": null,
                    "shape_size": null,
                    "desc": "Clenched Fist deals 8d8 Force damage. Grasping Hand deals 6d6 Bludgeoning damage."
                },
                {
                    "type": "slot_level_8",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null,
                    "concentration": null,
                    "shape_size": null,
                    "desc": "Clenched Fist deals 10d8 Force damage. Grasping Hand deals 8d6 Bludgeoning damage."
                },
                {
                    "type": "slot_level_9",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null,
                    "concentration": null,
                    "shape_size": null,
                    "desc": "Clenched Fist deals 12d8 Force damage. Grasping Hand deals 10d6 Bludgeoning damage."
                }
            ],
            "school": {
                "name": "Evocation",
                "key": "evocation"
            },
            "classes": [
                {
                    "name": "Sorcerer",
                    "key": "srd-2024_sorcerer"
                },
                {
                    "name": "Wizard",
                    "key": "srd-2024_wizard"
                }
            ],
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Arcane Hand",
            "desc": "You create a Large hand of shimmering magical energy in an unoccupied space that you can see within range. The hand lasts for the duration, and it moves at your command, mimicking the movements of your own hand. The hand is an object that has AC 20 and Hit Points equal to your Hit Point maximum. If it drops to 0 Hit Points, the spell ends. The hand doesn't occupy its space. When you cast the spell and as a Bonus Action on your later turns, you can move the hand up to 60 feet and then cause one of the following effects:",
            "level": 5,
            "higher_level": "The damage of the Clenched Fist increases by 2d8 and the damage of the Grasping Hand increases by 2d6 for each spell slot level above 5.",
            "target_type": "creature",
            "range_text": "120 feet",
            "range": 120,
            "ritual": false,
            "casting_time": "action",
            "reaction_condition": null,
            "verbal": true,
            "somatic": true,
            "material": true,
            "material_specified": "an eggshell and a glove",
            "material_cost": null,
            "material_consumed": false,
            "target_count": 1,
            "saving_throw_ability": "",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [],
            "duration": "1 minute",
            "shape_type": null,
            "shape_size": null,
            "concentration": true
        },
        {
            "key": "srd-2024_arcane-lock",
            "document": {
                "name": "System Reference Document 5.2",
                "key": "srd-2024",
                "type": "SOURCE",
                "display_name": "5e 2024 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast"
                },
                "gamesystem": {
                    "name": "5th Edition 2024",
                    "key": "5e-2024"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "casting_options": [],
            "school": {
                "name": "Abjuration",
                "key": "abjuration"
            },
            "classes": [
                {
                    "name": "Wizard",
                    "key": "srd-2024_wizard"
                }
            ],
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Arcane Lock",
            "desc": "You touch a closed door, window, gate, container, or hatch and magically lock it for the duration. This lock can't be unlocked by any nonmagical means. You and any creatures you designate when you cast the spell can open and close the object despite the lock. You can also set a password that, when spoken within 5 feet of the object, unlocks it for 1 minute.",
            "level": 2,
            "higher_level": "",
            "target_type": "creature",
            "range_text": "Touch",
            "range": 0,
            "ritual": false,
            "casting_time": "action",
            "reaction_condition": null,
            "verbal": true,
            "somatic": true,
            "material": true,
            "material_specified": "gold dust worth 25+ GP, which the spell consumes",
            "material_cost": null,
            "material_consumed": true,
            "target_count": 1,
            "saving_throw_ability": "",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [],
            "duration": "until dispelled",
            "shape_type": null,
            "shape_size": null,
            "concentration": false
        },
        {
            "key": "srd-2024_arcane-sword",
            "document": {
                "name": "System Reference Document 5.2",
                "key": "srd-2024",
                "type": "SOURCE",
                "display_name": "5e 2024 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast"
                },
                "gamesystem": {
                    "name": "5th Edition 2024",
                    "key": "5e-2024"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "casting_options": [],
            "school": {
                "name": "Evocation",
                "key": "evocation"
            },
            "classes": [
                {
                    "name": "Bard",
                    "key": "srd-2024_bard"
                },
                {
                    "name": "Wizard",
                    "key": "srd-2024_wizard"
                }
            ],
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Arcane Sword",
            "desc": "You create a spectral sword that hovers within range. It lasts for the duration. When the sword appears, you make a melee spell attack against a target within 5 feet of the sword. On a hit, the target takes Force damage equal to 4d12 plus your spellcasting ability modifier. On your later turns, you can take a Bonus Action to move the sword up to 30 feet to a spot you can see and repeat the attack against the same target or a different one.",
            "level": 7,
            "higher_level": "",
            "target_type": "creature",
            "range_text": "90 feet",
            "range": 90,
            "ritual": false,
            "casting_time": "action",
            "reaction_condition": null,
            "verbal": true,
            "somatic": true,
            "material": true,
            "material_specified": "a miniature sword worth 250+ GP",
            "material_cost": null,
            "material_consumed": true,
            "target_count": 1,
            "saving_throw_ability": "",
            "attack_roll": true,
            "damage_roll": "4d12",
            "damage_types": [
                "force"
            ],
            "duration": "1 minute",
            "shape_type": null,
            "shape_size": null,
            "concentration": true
        },
        {
            "key": "srd-2024_arcanists-magic-aura",
            "document": {
                "name": "System Reference Document 5.2",
                "key": "srd-2024",
                "type": "SOURCE",
                "display_name": "5e 2024 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast"
                },
                "gamesystem": {
                    "name": "5th Edition 2024",
                    "key": "5e-2024"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "casting_options": [],
            "school": {
                "name": "Illusion",
                "key": "illusion"
            },
            "classes": [
                {
                    "name": "Wizard",
                    "key": "srd-2024_wizard"
                }
            ],
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Arcanist's Magic Aura",
            "desc": "With a touch, you place an illusion on a willing creature or an object that isn't being worn or carried. A creature gains the Mask effect below, and an object gains the False Aura effect below. The effect lasts for the duration. If you cast the spell on the same target every day for 30 days, the illusion lasts until dispelled.",
            "level": 2,
            "higher_level": "",
            "target_type": "creature",
            "range_text": "Touch",
            "range": 0,
            "ritual": false,
            "casting_time": "action",
            "reaction_condition": null,
            "verbal": true,
            "somatic": true,
            "material": true,
            "material_specified": "a small square of silk",
            "material_cost": null,
            "material_consumed": false,
            "target_count": 1,
            "saving_throw_ability": "",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [],
            "duration": "24 hour",
            "shape_type": null,
            "shape_size": null,
            "concentration": false
        },
        {
            "key": "srd-2024_astral-projection",
            "document": {
                "name": "System Reference Document 5.2",
                "key": "srd-2024",
                "type": "SOURCE",
                "display_name": "5e 2024 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast"
                },
                "gamesystem": {
                    "name": "5th Edition 2024",
                    "key": "5e-2024"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "casting_options": [],
            "school": {
                "name": "Necromancy",
                "key": "necromancy"
            },
            "classes": [
                {
                    "name": "Cleric",
                    "key": "srd-2024_cleric"
                },
                {
                    "name": "Warlock",
                    "key": "srd-2024_warlock"
                },
                {
                    "name": "Wizard",
                    "key": "srd-2024_wizard"
                }
            ],
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Astral Projection",
            "desc": "You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell ends instantly if you are already on that plane). Each target's body is left behind in a state of suspended animation; it has the Unconscious condition, doesn't need food or air, and doesn't age. A target's astral form resembles its body in almost every way, replicating its game statistics and possessions. The principal difference is the addition of a silvery cord that trails from between the shoulder blades of the astral form. The cord fades from view after 1 foot. If the cord is cut—which happens only when an effect states that it does so—the target's body and astral form both die. A target's astral form can travel through the Astral Plane. The moment an astral form leaves that plane, the target's body and possessions travel along the silver cord, causing the target to re-enter its body on the new plane. Any damage or other effects that apply to an astral form have no effect on the target's body and vice versa. If a target's body or astral form drops to 0 Hit Points, the spell ends for that target. The spell ends for all the targets if you take a Magic action to dismiss it. When the spell ends for a target who isn't dead, the target reappears in its body and exits the state of suspended animation.",
            "level": 9,
            "higher_level": "",
            "target_type": "creature",
            "range_text": "10 feet",
            "range": 10,
            "ritual": false,
            "casting_time": "hour",
            "reaction_condition": null,
            "verbal": true,
            "somatic": true,
            "material": true,
            "material_specified": "for each of the spell's targets, one jacinth worth 1,000+ GP and one silver bar worth 100+ GP, all of which the spell consumes",
            "material_cost": null,
            "material_consumed": true,
            "target_count": 1,
            "saving_throw_ability": "",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [],
            "duration": "until dispelled",
            "shape_type": null,
            "shape_size": null,
            "concentration": false
        },
        {
            "key": "srd-2024_augury",
            "document": {
                "name": "System Reference Document 5.2",
                "key": "srd-2024",
                "type": "SOURCE",
                "display_name": "5e 2024 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast"
                },
                "gamesystem": {
                    "name": "5th Edition 2024",
                    "key": "5e-2024"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "casting_options": [],
            "school": {
                "name": "Divination",
                "key": "divination"
            },
            "classes": [
                {
                    "name": "Cleric",
                    "key": "srd-2024_cleric"
                },
                {
                    "name": "Druid",
                    "key": "srd-2024_druid"
                },
                {
                    "name": "Wizard",
                    "key": "srd-2024_wizard"
                }
            ],
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Augury",
            "desc": "You receive an omen from an otherworldly entity about the results of a course of action that you plan to take within the next 30 minutes. The GM chooses the omen from the Omens table. Table: Omens | Omen | For Results That Will Be … | |--------------|----------------------------| | Weal | Good | | Woe | Bad | | Weal and woe | Good and bad | | Indifference | Neither good nor bad | The spell doesn't account for circumstances, such as other spells, that might change the results. If you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer.",
            "level": 2,
            "higher_level": "",
            "target_type": "creature",
            "range_text": "Self",
            "range": 0,
            "ritual": true,
            "casting_time": "minute",
            "reaction_condition": null,
            "verbal": true,
            "somatic": true,
            "material": true,
            "material_specified": "specially marked sticks, bones, cards, or other divinatory tokens worth 25+ GP",
            "material_cost": null,
            "material_consumed": true,
            "target_count": 1,
            "saving_throw_ability": "",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [],
            "duration": "instantaneous",
            "shape_type": null,
            "shape_size": null,
            "concentration": false
        },
        {
            "key": "srd-2024_awaken",
            "document": {
                "name": "System Reference Document 5.2",
                "key": "srd-2024",
                "type": "SOURCE",
                "display_name": "5e 2024 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast"
                },
                "gamesystem": {
                    "name": "5th Edition 2024",
                    "key": "5e-2024"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "casting_options": [],
            "school": {
                "name": "Transmutation",
                "key": "transmutation"
            },
            "classes": [
                {
                    "name": "Bard",
                    "key": "srd-2024_bard"
                },
                {
                    "name": "Druid",
                    "key": "srd-2024_druid"
                }
            ],
            "range_unit": "feet",
            "shape_size_unit": "feet",
            "name": "Awaken",
            "desc": "You spend the casting time tracing magical pathways within a precious gemstone, and then touch the target. The target must be either a Beast or Plant creature with an Intelligence of 3 or less or a natural plant that isn't a creature. The target gains an Intelligence of 10 and the ability to speak one language you know. If the target is a natural plant, it becomes a Plant creature and gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human's. The GM chooses statistics appropriate for the awakened Plant, such as the statistics for the Awakened Shrub or Awakened Tree in \"Monsters.\" The awakened target has the Charmed condition for 30 days or until you or your allies deal damage to it. When that condition ends, the awakened creature chooses its attitude toward you.",
            "level": 5,
            "higher_level": "",
            "target_type": "creature",
            "range_text": "Touch",
            "range": 0,
            "ritual": false,
            "casting_time": "hour",
            "reaction_condition": null,
            "verbal": true,
            "somatic": true,
            "material": true,
            "material_specified": "an agate worth 1,000+ GP, which the spell consumes",
            "material_cost": null,
            "material_consumed": true,
            "target_count": 1,
            "saving_throw_ability": "",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [],
            "duration": "instantaneous",
            "shape_type": null,
            "shape_size": null,
            "concentration": false
        }
    ]
}