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

GET /v2/spells/?format=api&page=29
HTTP 200 OK
Allow: GET, HEAD, OPTIONS
Content-Type: application/json
Vary: Accept

{
    "count": 1435,
    "next": null,
    "previous": "https://api-beta.open5e.com/v2/spells/?format=api&page=28",
    "results": [
        {
            "url": "https://api-beta.open5e.com/v2/spells/whirlwind-kick-a5e/?format=api",
            "key": "whirlwind-kick-a5e",
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                },
                {
                    "type": "slot_level_4",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                },
                {
                    "type": "slot_level_5",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                },
                {
                    "type": "slot_level_6",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                },
                {
                    "type": "slot_level_7",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                },
                {
                    "type": "slot_level_8",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                },
                {
                    "type": "slot_level_9",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                }
            ],
            "school": {
                "key": "transmutation",
                "name": "Transmutation",
                "desc": "**Transmutation** spells change the properties of a creature, object, or environment. They might turn an enemy into a harmless creature, bolster the strength of an ally, make an object move at the caster’s command, or enhance a creature’s innate healing abilities to rapidly recover from injury.",
                "document": "srd"
            },
            "name": "Whirlwind Kick",
            "desc": "You must be able to move in order to cast this spell. You leap into the air and spin like a tornado, striking foes all around you with supernatural force as you fly up to 60 feet in a straight line. Your movement (which does not provoke attacks of opportunity) must end on a surface that can support your weight or you fall as normal.\n\nAs part of the casting of this spell, make a melee spell attack against any number of creatures in the area. On a hit, you deal your unarmed strike damage plus 2d6 thunder damage. In addition, creatures in the area make a Dexterity saving throw or are either pulled 10 feet closer to you or pushed 10 feet away (your choice).",
            "level": 3,
            "higher_level": "The extra thunder damage increases by 1d6 for each slot level above 3rd.",
            "target_type": "creature",
            "range": "Self",
            "ritual": false,
            "casting_time": "action",
            "verbal": true,
            "somatic": true,
            "material": false,
            "material_specified": "",
            "material_cost": null,
            "material_consumed": false,
            "target_count": 1,
            "saving_throw_ability": "dexterity",
            "attack_roll": true,
            "damage_roll": "",
            "damage_types": [],
            "duration": "instantaneous",
            "shape_type": null,
            "shape_magnitude": null,
            "concentration": false,
            "document": "https://api-beta.open5e.com/v2/documents/a5e-ag/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/who-goes-there/?format=api",
            "key": "who-goes-there",
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                }
            ],
            "school": {
                "key": "conjuration",
                "name": "Conjuration",
                "desc": "**Conjuration** spells involve the transportation of objects and creatures from one location to another. Some spells summon creatures or objects to the caster’s side, whereas others allow the caster to teleport to another location. Some conjurations create objects or effects out of nothing.",
                "document": "srd"
            },
            "name": "Who Goes There?",
            "desc": "You sift the surrounding air for sound wave remnants of recent conversations to discern passwords or other important information gleaned from a conversation, such as by guards on a picket line. The spell creates a cloud of words in the caster's mind, assigning relevance to them. Selecting the correct word or phrase is not foolproof, but you can make an educated guess. You make a Wisdom (Perception) check against the target person's Wisdom score (DC 10, if not specified) to successfully pick the key word or phrase.",
            "level": 5,
            "higher_level": "",
            "target_type": "area",
            "range": "60 feet",
            "ritual": false,
            "casting_time": "action",
            "verbal": true,
            "somatic": true,
            "material": true,
            "material_specified": "",
            "material_cost": null,
            "material_consumed": false,
            "target_count": 1,
            "saving_throw_ability": "",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [],
            "duration": "10 minutes",
            "shape_type": null,
            "shape_magnitude": null,
            "concentration": false,
            "document": "https://api-beta.open5e.com/v2/documents/warlock/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/wield-soul/?format=api",
            "key": "wield-soul",
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                }
            ],
            "school": {
                "key": "necromancy",
                "name": "Necromancy",
                "desc": "**Necromancy** spells manipulate the energies of life and death. Such spells can grant an extra reserve of life force, drain the life energy from another creature, create the undead, or even bring the dead back to life.\r\nCreating the undead through the use of necromancy spells such as animate dead is not a good act, and only evil casters use such spells frequently.",
                "document": "srd"
            },
            "name": "Wield Soul",
            "desc": "You draw forth the ebbing life force of a creature and use its arcane power. Upon casting this spell, you must touch a creature that dropped to 0 hit points since your last turn. If it fails a Wisdom saving throw, you gain knowledge of spells, innate spells, and similar abilities it could have used today were it still alive. Expended spells and abilities aren't revealed. Choose one of these spells or abilities with a casting time no longer than 1 action. Until you complete a long rest, you can use this spell or ability once, as a bonus action, using the creature's spell save DC or spellcasting ability bonus.",
            "level": 4,
            "higher_level": "",
            "target_type": "creature",
            "range": "Touch",
            "ritual": false,
            "casting_time": "action",
            "verbal": true,
            "somatic": true,
            "material": false,
            "material_specified": "",
            "material_cost": null,
            "material_consumed": false,
            "target_count": 1,
            "saving_throw_ability": "wisdom",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [],
            "duration": "instantaneous",
            "shape_type": null,
            "shape_magnitude": null,
            "concentration": false,
            "document": "https://api-beta.open5e.com/v2/documents/kp/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/wild-hunt/?format=api",
            "key": "wild-hunt",
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                }
            ],
            "school": {
                "key": "enchantment",
                "name": "Enchantment",
                "desc": "**Enchantment** spells affect the minds of others, influencing or controlling their behavior. Such spells can make enemies see the caster as a friend, force creatures to take a course of action, or even control another creature like a puppet.",
                "document": "srd"
            },
            "name": "Wild Hunt",
            "desc": "While casting this spell, you must chant and drum, calling forth the spirit of the hunt. Up to nine other creatures can join you in the chant.\n  For the duration, each creature that participated in the chant is filled with the fervent bloodlust of the wild hunt and gains several benefits. The creature is immune to being charmed and frightened, it deals one extra die of damage on the first weapon or spell attack it makes on each of its turns, it has advantage on Strength or Dexterity saving throws (the creature's choice), and its Armor Class increases by 1.\n  When this spell ends, a creature affected by it suffers one level of exhaustion.",
            "level": 7,
            "higher_level": "",
            "target_type": "creature",
            "range": "30 feet",
            "ritual": false,
            "casting_time": "action",
            "verbal": true,
            "somatic": true,
            "material": true,
            "material_specified": "",
            "material_cost": null,
            "material_consumed": false,
            "target_count": 1,
            "saving_throw_ability": "strength",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [],
            "duration": "24 hours",
            "shape_type": null,
            "shape_magnitude": null,
            "concentration": false,
            "document": "https://api-beta.open5e.com/v2/documents/toh/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/wild-shield/?format=api",
            "key": "wild-shield",
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                },
                {
                    "type": "slot_level_5",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                },
                {
                    "type": "slot_level_6",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                },
                {
                    "type": "slot_level_7",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                },
                {
                    "type": "slot_level_8",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                },
                {
                    "type": "slot_level_9",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                }
            ],
            "school": {
                "key": "abjuration",
                "name": "Abjuration",
                "desc": "**Abjuration** spells are protective in nature, though some of them have aggressive uses. They create magical barriers, negate harmful effects, harm trespassers, or banish creatures to other planes of existence.",
                "document": "srd"
            },
            "name": "Wild Shield",
            "desc": "You surround yourself with the forces of chaos. Wild lights and strange sounds engulf you, making stealth impossible. While **wild shield** is active, you can use a reaction to repel a spell of 4th level or lower that targets you or whose area you are within. A repelled spell has no effect on you, but doing this causes the chance of a chaos magic surge as if you had cast a spell, with you considered the caster for any effect of the surge.\n\n**Wild shield** ends when the duration expires or when it absorbs 4 levels of spells. If you try to repel a spell whose level exceeds the number of levels remaining, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level – the number of levels **wild shield** can still repel. If the check succeeds, the spell is repelled; if the check fails, the spell has its full effect. The chance of a chaos magic surge exists regardless of whether the spell is repelled.\n",
            "level": 4,
            "higher_level": "When you cast this spell using a spell slot of 5th level or higher, you can repel one additional spell level for each slot level above 4th.",
            "target_type": "area",
            "range": "Self",
            "ritual": false,
            "casting_time": "action",
            "verbal": true,
            "somatic": true,
            "material": false,
            "material_specified": "",
            "material_cost": null,
            "material_consumed": false,
            "target_count": 1,
            "saving_throw_ability": "",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [],
            "duration": "1 minute",
            "shape_type": null,
            "shape_magnitude": null,
            "concentration": false,
            "document": "https://api-beta.open5e.com/v2/documents/deep-magic/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/wind-lash/?format=api",
            "key": "wind-lash",
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                },
                {
                    "type": "player_level_1",
                    "damage_roll": "1d8",
                    "target_count": null,
                    "duration": null,
                    "range": null
                },
                {
                    "type": "player_level_2",
                    "damage_roll": "1d8",
                    "target_count": null,
                    "duration": null,
                    "range": null
                },
                {
                    "type": "player_level_3",
                    "damage_roll": "1d8",
                    "target_count": null,
                    "duration": null,
                    "range": null
                },
                {
                    "type": "player_level_4",
                    "damage_roll": "1d8",
                    "target_count": null,
                    "duration": null,
                    "range": null
                },
                {
                    "type": "player_level_5",
                    "damage_roll": "2d8",
                    "target_count": null,
                    "duration": null,
                    "range": null
                },
                {
                    "type": "player_level_6",
                    "damage_roll": "2d8",
                    "target_count": null,
                    "duration": null,
                    "range": null
                },
                {
                    "type": "player_level_7",
                    "damage_roll": "2d8",
                    "target_count": null,
                    "duration": null,
                    "range": null
                },
                {
                    "type": "player_level_8",
                    "damage_roll": "2d8",
                    "target_count": null,
                    "duration": null,
                    "range": null
                },
                {
                    "type": "player_level_9",
                    "damage_roll": "2d8",
                    "target_count": null,
                    "duration": null,
                    "range": null
                },
                {
                    "type": "player_level_10",
                    "damage_roll": "2d8",
                    "target_count": null,
                    "duration": null,
                    "range": null
                },
                {
                    "type": "player_level_11",
                    "damage_roll": "3d8",
                    "target_count": null,
                    "duration": null,
                    "range": null
                },
                {
                    "type": "player_level_12",
                    "damage_roll": "3d8",
                    "target_count": null,
                    "duration": null,
                    "range": null
                },
                {
                    "type": "player_level_13",
                    "damage_roll": "3d8",
                    "target_count": null,
                    "duration": null,
                    "range": null
                },
                {
                    "type": "player_level_14",
                    "damage_roll": "3d8",
                    "target_count": null,
                    "duration": null,
                    "range": null
                },
                {
                    "type": "player_level_15",
                    "damage_roll": "3d8",
                    "target_count": null,
                    "duration": null,
                    "range": null
                },
                {
                    "type": "player_level_16",
                    "damage_roll": "3d8",
                    "target_count": null,
                    "duration": null,
                    "range": null
                },
                {
                    "type": "player_level_17",
                    "damage_roll": "4d8",
                    "target_count": null,
                    "duration": null,
                    "range": null
                },
                {
                    "type": "player_level_18",
                    "damage_roll": "4d8",
                    "target_count": null,
                    "duration": null,
                    "range": null
                },
                {
                    "type": "player_level_19",
                    "damage_roll": "4d8",
                    "target_count": null,
                    "duration": null,
                    "range": null
                },
                {
                    "type": "player_level_20",
                    "damage_roll": "4d8",
                    "target_count": null,
                    "duration": null,
                    "range": null
                }
            ],
            "school": {
                "key": "evocation",
                "name": "Evocation",
                "desc": "**Evocation** spells manipulate magical energy to produce a desired effect. Some call up blasts of fire or lightning. Others channel positive energy to heal wounds.",
                "document": "srd"
            },
            "name": "Wind Lash",
            "desc": "Your swift gesture creates a solid lash of howling wind. Make a melee spell attack against the target. On a hit, the target takes 1d8 slashing damage from the shearing wind and is pushed 5 feet away from you.",
            "level": 0,
            "higher_level": "The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).",
            "target_type": "creature",
            "range": "20 feet",
            "ritual": false,
            "casting_time": "action",
            "verbal": true,
            "somatic": true,
            "material": false,
            "material_specified": "",
            "material_cost": null,
            "material_consumed": false,
            "target_count": 1,
            "saving_throw_ability": "",
            "attack_roll": true,
            "damage_roll": "1d8",
            "damage_types": [
                "slashing"
            ],
            "duration": "instantaneous",
            "shape_type": null,
            "shape_magnitude": null,
            "concentration": false,
            "document": "https://api-beta.open5e.com/v2/documents/deep-magic/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/wind-of-the-hereafter/?format=api",
            "key": "wind-of-the-hereafter",
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                }
            ],
            "school": {
                "key": "conjuration",
                "name": "Conjuration",
                "desc": "**Conjuration** spells involve the transportation of objects and creatures from one location to another. Some spells summon creatures or objects to the caster’s side, whereas others allow the caster to teleport to another location. Some conjurations create objects or effects out of nothing.",
                "document": "srd"
            },
            "name": "Wind of the Hereafter",
            "desc": "You create a 30-foot-radius sphere of roiling wind that carries the choking stench of death. The sphere is centered on a point you choose within range. The wind blows around corners. When a creature starts its turn in the sphere, it takes 8d8 necrotic damage, or half as much damage if it makes a successful Constitution saving throw. Creatures are affected even if they hold their breath or don’t need to breathe.\n\nThe sphere moves 10 feet away from you at the start of each of your turns, drifting along the surface of the ground. It is not heavier than air but drifts in a straight line for the duration of the spell, even if that carries it over a cliff or gully. If the sphere meets a wall or other impassable obstacle, it turns to the left or right (select randomly).",
            "level": 8,
            "higher_level": "",
            "target_type": "point",
            "range": "120 feet",
            "ritual": false,
            "casting_time": "action",
            "verbal": true,
            "somatic": true,
            "material": true,
            "material_specified": "a vial of air from a tomb",
            "material_cost": null,
            "material_consumed": false,
            "target_count": 1,
            "saving_throw_ability": "constitution",
            "attack_roll": false,
            "damage_roll": "8d8",
            "damage_types": [
                "necrotic"
            ],
            "duration": "10 minutes",
            "shape_type": "sphere",
            "shape_magnitude": 30,
            "concentration": true,
            "document": "https://api-beta.open5e.com/v2/documents/deep-magic/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/wind-tunnel/?format=api",
            "key": "wind-tunnel",
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                }
            ],
            "school": {
                "key": "evocation",
                "name": "Evocation",
                "desc": "**Evocation** spells manipulate magical energy to produce a desired effect. Some call up blasts of fire or lightning. Others channel positive energy to heal wounds.",
                "document": "srd"
            },
            "name": "Wind Tunnel",
            "desc": "You create a swirling tunnel of strong wind extending from yourself in a direction you choose. The tunnel is a line 60 feet long and 10 feet wide. The wind blows from you toward the end of the line, which is stationary once created. A creature in the line moving with the wind (away from you) adds 10 feet to its speed, and ranged weapon attacks launched with the wind don’t have disadvantage because of long range. Creatures in the line moving against the wind (toward you) spend 2 feet of movement for every 1 foot they move, and ranged weapon attacks launched along the line against the wind are made with disadvantage.\n\nThe wind tunnel immediately disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the line. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance of extinguishing them.",
            "level": 1,
            "higher_level": "",
            "target_type": "creature",
            "range": "Self",
            "ritual": false,
            "casting_time": "action",
            "verbal": true,
            "somatic": true,
            "material": true,
            "material_specified": "a paper straw",
            "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_magnitude": null,
            "concentration": true,
            "document": "https://api-beta.open5e.com/v2/documents/deep-magic/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/wind-up-a5e/?format=api",
            "key": "wind-up-a5e",
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                }
            ],
            "school": {
                "key": "evocation",
                "name": "Evocation",
                "desc": "**Evocation** spells manipulate magical energy to produce a desired effect. Some call up blasts of fire or lightning. Others channel positive energy to heal wounds.",
                "document": "srd"
            },
            "name": "Wind Up",
            "desc": "You wind your power up like a spring. You gain advantage on the next melee attack roll you make before the end of the spell's duration, after which the spell ends.",
            "level": 1,
            "higher_level": "",
            "target_type": "creature",
            "range": "Self",
            "ritual": false,
            "casting_time": "action",
            "verbal": false,
            "somatic": true,
            "material": false,
            "material_specified": "",
            "material_cost": null,
            "material_consumed": false,
            "target_count": 1,
            "saving_throw_ability": "",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [],
            "duration": "8 hours",
            "shape_type": null,
            "shape_magnitude": null,
            "concentration": false,
            "document": "https://api-beta.open5e.com/v2/documents/a5e-ag/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/wind-walk/?format=api",
            "key": "wind-walk",
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                }
            ],
            "school": {
                "key": "transmutation",
                "name": "Transmutation",
                "desc": "**Transmutation** spells change the properties of a creature, object, or environment. They might turn an enemy into a harmless creature, bolster the strength of an ally, make an object move at the caster’s command, or enhance a creature’s innate healing abilities to rapidly recover from injury.",
                "document": "srd"
            },
            "name": "Wind Walk",
            "desc": "You and up to ten willing creatures you can see within range assume a gaseous form for the duration, appearing as wisps of cloud. While in this cloud form, a creature has a flying speed of 300 feet and has resistance to damage from nonmagical weapons. The only actions a creature can take in this form are the Dash action or to revert to its normal form. Reverting takes 1 minute, during which time a creature is incapacitated and can't move. Until the spell ends, a creature can revert to cloud form, which also requires the 1-minute transformation. If a creature is in cloud form and flying when the effect ends, the creature descends 60 feet per round for 1 minute until it lands, which it does safely. If it can't land after 1 minute, the creature falls the remaining distance.",
            "level": 6,
            "higher_level": "",
            "target_type": "creature",
            "range": "30 feet",
            "ritual": false,
            "casting_time": "action",
            "verbal": true,
            "somatic": true,
            "material": true,
            "material_specified": "Fire and holy water.",
            "material_cost": null,
            "material_consumed": false,
            "target_count": 1,
            "saving_throw_ability": "",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [],
            "duration": "8 hours",
            "shape_type": null,
            "shape_magnitude": null,
            "concentration": false,
            "document": "https://api-beta.open5e.com/v2/documents/srd/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/wind-walk-a5e/?format=api",
            "key": "wind-walk-a5e",
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                }
            ],
            "school": {
                "key": "transmutation",
                "name": "Transmutation",
                "desc": "**Transmutation** spells change the properties of a creature, object, or environment. They might turn an enemy into a harmless creature, bolster the strength of an ally, make an object move at the caster’s command, or enhance a creature’s innate healing abilities to rapidly recover from injury.",
                "document": "srd"
            },
            "name": "Wind Walk",
            "desc": "The targets assume a gaseous form and appear as wisps of cloud. Each target has a flying speed of 300 feet and resistance to damage from nonmagical weapons, but the only action it can take is the Dash action or to revert to its normal form (a process that takes 1 minute during which it is incapacitated and can't move).\n\nUntil the spell ends, a target can change again to cloud form (in an identical transformation process).\n\nWhen the effect ends for a target flying in cloud form, it descends 60 feet each round for up to 1 minute or until it safely lands. If the target can't land after 1 minute, the creature falls the rest of the way normally.",
            "level": 6,
            "higher_level": "",
            "target_type": "object",
            "range": "30 feet",
            "ritual": false,
            "casting_time": "action",
            "verbal": true,
            "somatic": true,
            "material": true,
            "material_specified": "",
            "material_cost": null,
            "material_consumed": false,
            "target_count": 1,
            "saving_throw_ability": "",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [],
            "duration": "8 hours",
            "shape_type": null,
            "shape_magnitude": null,
            "concentration": false,
            "document": "https://api-beta.open5e.com/v2/documents/a5e-ag/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/wind-wall/?format=api",
            "key": "wind-wall",
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                }
            ],
            "school": {
                "key": "evocation",
                "name": "Evocation",
                "desc": "**Evocation** spells manipulate magical energy to produce a desired effect. Some call up blasts of fire or lightning. Others channel positive energy to heal wounds.",
                "document": "srd"
            },
            "name": "Wind Wall",
            "desc": "A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration. When the wall appears, each creature within its area must make a strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can't pass through it.",
            "level": 3,
            "higher_level": "",
            "target_type": "point",
            "range": "120 feet",
            "ritual": false,
            "casting_time": "action",
            "verbal": true,
            "somatic": true,
            "material": true,
            "material_specified": "A tiny fan and a feather of exotic origin.",
            "material_cost": null,
            "material_consumed": false,
            "target_count": 1,
            "saving_throw_ability": "strength",
            "attack_roll": false,
            "damage_roll": "3d8",
            "damage_types": [
                "bludgeoning"
            ],
            "duration": "1 minute",
            "shape_type": null,
            "shape_magnitude": null,
            "concentration": true,
            "document": "https://api-beta.open5e.com/v2/documents/srd/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/wind-wall-a5e/?format=api",
            "key": "wind-wall-a5e",
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                },
                {
                    "type": "slot_level_4",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                },
                {
                    "type": "slot_level_5",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                },
                {
                    "type": "slot_level_6",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                },
                {
                    "type": "slot_level_7",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                },
                {
                    "type": "slot_level_8",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                },
                {
                    "type": "slot_level_9",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                }
            ],
            "school": {
                "key": "evocation",
                "name": "Evocation",
                "desc": "**Evocation** spells manipulate magical energy to produce a desired effect. Some call up blasts of fire or lightning. Others channel positive energy to heal wounds.",
                "document": "srd"
            },
            "name": "Wind Wall",
            "desc": "A wall of strong wind rises from the ground at a point you choose. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground.\n\nWhen the wall appears, each creature within its area makes a Strength saving throw, taking 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one.\n\nThe wall keeps fog, smoke, and other gases (including creatures in gaseous form) at bay. Small or smaller flying creatures or objects can't pass through. Loose, lightweight materials brought into the area fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss (larger projectiles such as boulders and siege engine attacks are unaffected).",
            "level": 3,
            "higher_level": "The damage increases by 1d8 for each slot level above 3rd.",
            "target_type": "point",
            "range": "120 feet",
            "ritual": false,
            "casting_time": "action",
            "verbal": true,
            "somatic": true,
            "material": true,
            "material_specified": "",
            "material_cost": null,
            "material_consumed": false,
            "target_count": 1,
            "saving_throw_ability": "strength",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [],
            "duration": "1 minute",
            "shape_type": null,
            "shape_magnitude": null,
            "concentration": true,
            "document": "https://api-beta.open5e.com/v2/documents/a5e-ag/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/winding-key/?format=api",
            "key": "winding-key",
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                }
            ],
            "school": {
                "key": "transmutation",
                "name": "Transmutation",
                "desc": "**Transmutation** spells change the properties of a creature, object, or environment. They might turn an enemy into a harmless creature, bolster the strength of an ally, make an object move at the caster’s command, or enhance a creature’s innate healing abilities to rapidly recover from injury.",
                "document": "srd"
            },
            "name": "Winding Key",
            "desc": "Deep Magic: clockwork You target a construct, giving it an extra action or move on each of its turns.",
            "level": 2,
            "higher_level": "",
            "target_type": "creature",
            "range": "60 feet",
            "ritual": false,
            "casting_time": "action",
            "verbal": true,
            "somatic": false,
            "material": true,
            "material_specified": "",
            "material_cost": null,
            "material_consumed": false,
            "target_count": 1,
            "saving_throw_ability": "",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [],
            "duration": "1 minute",
            "shape_type": null,
            "shape_magnitude": null,
            "concentration": false,
            "document": "https://api-beta.open5e.com/v2/documents/dmag-e/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/winged-spies/?format=api",
            "key": "winged-spies",
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                }
            ],
            "school": {
                "key": "divination",
                "name": "Divination",
                "desc": "**Divination** spells reveal information, whether in the form of secrets long forgotten, glimpses of the future, the locations of hidden things, the truth behind illusions, or visions of distant people or places.",
                "document": "srd"
            },
            "name": "Winged Spies",
            "desc": "This spell summons a swarm of ravens or other birds-or a swarm of bats if cast at night or underground-to serve you as spies. The swarm moves out as you direct, but it won't patrol farther away than the spell's range. Commands must be simple, such as “search the valley to the east for travelers” or “search everywhere for humans on horses.” The GM can judge how clear and effective your instructions are and use that estimation in determining what the spies report. You can recall the spies at any time by whispering into the air, but the spell ends when the swarm returns to you and reports. You must receive the swarm's report before the spell expires, or you gain nothing. The swarm doesn't fight for you; it avoids danger if possible but defends itself if it must. You know if the swarm is destroyed, and the spell ends.",
            "level": 4,
            "higher_level": "",
            "target_type": "area",
            "range": "10 miles",
            "ritual": false,
            "casting_time": "action",
            "verbal": true,
            "somatic": true,
            "material": false,
            "material_specified": "",
            "material_cost": null,
            "material_consumed": false,
            "target_count": 1,
            "saving_throw_ability": "",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [],
            "duration": "10 hours",
            "shape_type": null,
            "shape_magnitude": null,
            "concentration": false,
            "document": "https://api-beta.open5e.com/v2/documents/kp/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/winterdark/?format=api",
            "key": "winterdark",
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                }
            ],
            "school": {
                "key": "transmutation",
                "name": "Transmutation",
                "desc": "**Transmutation** spells change the properties of a creature, object, or environment. They might turn an enemy into a harmless creature, bolster the strength of an ally, make an object move at the caster’s command, or enhance a creature’s innate healing abilities to rapidly recover from injury.",
                "document": "srd"
            },
            "name": "Winterdark",
            "desc": "This spell invokes the deepest part of night on the winter solstice. You target a 40-foot-radius, 60-foot-high cylinder centered on a point within range, which is plunged into darkness and unbearable cold. Each creature in the area when you cast the spell and at the start of its turn must make a successful Constitution saving throw or take 1d6 cold damage and gain one level of exhaustion. Creatures immune to cold damage are also immune to the exhaustion effect, as are creatures wearing cold weather gear or otherwise adapted for a cold environment.\n\nAs a bonus action, you can move the center of the effect 20 feet.",
            "level": 6,
            "higher_level": "",
            "target_type": "point",
            "range": "120 feet",
            "ritual": false,
            "casting_time": "action",
            "verbal": true,
            "somatic": true,
            "material": false,
            "material_specified": "",
            "material_cost": null,
            "material_consumed": false,
            "target_count": 1,
            "saving_throw_ability": "constitution",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [],
            "duration": "1 hour",
            "shape_type": null,
            "shape_magnitude": null,
            "concentration": true,
            "document": "https://api-beta.open5e.com/v2/documents/deep-magic/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/winters-radiance/?format=api",
            "key": "winters-radiance",
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                }
            ],
            "school": {
                "key": "evocation",
                "name": "Evocation",
                "desc": "**Evocation** spells manipulate magical energy to produce a desired effect. Some call up blasts of fire or lightning. Others channel positive energy to heal wounds.",
                "document": "srd"
            },
            "name": "Winter's Radiance",
            "desc": "When you cast this spell, the piercing rays of a day’s worth of sunlight reflecting off fresh snow blankets the area. A creature caught in the spell’s area must succeed on a Constitution saving throw or have disadvantage on ranged attacks and Wisdom (Perception) checks for the duration of the spell. In addition, an affected creature’s vision is hampered such that foes it targets are treated as having three-quarters cover.",
            "level": 6,
            "higher_level": "",
            "target_type": "area",
            "range": "400 feet",
            "ritual": false,
            "casting_time": "action",
            "verbal": true,
            "somatic": true,
            "material": true,
            "material_specified": "a piece of polished glass",
            "material_cost": null,
            "material_consumed": false,
            "target_count": 1,
            "saving_throw_ability": "constitution",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [],
            "duration": "1 minute",
            "shape_type": null,
            "shape_magnitude": null,
            "concentration": true,
            "document": "https://api-beta.open5e.com/v2/documents/deep-magic/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/wintry-glide/?format=api",
            "key": "wintry-glide",
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                }
            ],
            "school": {
                "key": "conjuration",
                "name": "Conjuration",
                "desc": "**Conjuration** spells involve the transportation of objects and creatures from one location to another. Some spells summon creatures or objects to the caster’s side, whereas others allow the caster to teleport to another location. Some conjurations create objects or effects out of nothing.",
                "document": "srd"
            },
            "name": "Wintry Glide",
            "desc": "Upon casting wintry glide, you can travel via ice or snow without crossing the intervening space. If you are adjacent to a mass of ice or snow, you can enter it by expending 5 feet of movement. By expending another 5 feet of movement, you can immediately exit from that mass at any point—within 500 feet—that’s part of the contiguous mass of ice or snow. When you enter the ice or snow, you instantly know the extent of the material within 500 feet. You must have at least 10 feet of movement available when you cast the spell, or it fails.\n\nIf the mass of ice or snow is destroyed while you are transiting it, you must make a successful Constitution saving throw against your spell save DC to avoid taking 4d6 bludgeoning damage and falling prone at the midpoint of a line between your entrance point and your intended exit point.",
            "level": 4,
            "higher_level": "",
            "target_type": "point",
            "range": "Self",
            "ritual": false,
            "casting_time": "action",
            "verbal": true,
            "somatic": true,
            "material": false,
            "material_specified": "",
            "material_cost": null,
            "material_consumed": false,
            "target_count": 1,
            "saving_throw_ability": "constitution",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [],
            "duration": "1 minute",
            "shape_type": null,
            "shape_magnitude": null,
            "concentration": true,
            "document": "https://api-beta.open5e.com/v2/documents/deep-magic/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/wish/?format=api",
            "key": "wish",
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                }
            ],
            "school": {
                "key": "conjuration",
                "name": "Conjuration",
                "desc": "**Conjuration** spells involve the transportation of objects and creatures from one location to another. Some spells summon creatures or objects to the caster’s side, whereas others allow the caster to teleport to another location. Some conjurations create objects or effects out of nothing.",
                "document": "srd"
            },
            "name": "Wish",
            "desc": "Wish is the mightiest spell a mortal creature can cast. By simply speaking aloud, you can alter the very foundations of reality in accord with your desires. The basic use of this spell is to duplicate any other spell of 8th level or lower. You don't need to meet any requirements in that spell, including costly components. The spell simply takes effect. Alternatively, you can create one of the following effects of your choice: \n- You create one object of up to 25,000 gp in value that isn't a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space you can see on the ground. \n- You allow up to twenty creatures that you can see to regain all hit points, and you end all effects on them described in the greater restoration spell. \n- You grant up to ten creatures you can see resistance to a damage type you choose. \n- You grant up to ten creatures you can see immunity to a single spell or other magical effect for 8 hours. For instance, you could make yourself and all your companions immune to a lich's life drain attack. \n- You undo a single recent event by forcing a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a wish spell could undo an opponent's successful save, a foe's critical hit, or a friend's failed save. You can force the reroll to be made with advantage or disadvantage, and you can choose whether to use the reroll or the original roll. \nYou might be able to achieve something beyond the scope of the above examples. State your wish to the DM as precisely as possible. The DM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire might only be partly achieved, or you might suffer some unforeseen consequence as a result of how you worded the wish. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the game. Similarly, wishing for a legendary magic item or artifact might instantly transport you to the presence of the item's current owner. The stress of casting this spell to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you cast a spell until you finish a long rest, you take 1d10 necrotic damage per level of that spell. This damage can't be reduced or prevented in any way. In addition, your Strength drops to 3, if it isn't 3 or lower already, for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast wish ever again if you suffer this stress.",
            "level": 9,
            "higher_level": "",
            "target_type": "creature",
            "range": "Self",
            "ritual": false,
            "casting_time": "action",
            "verbal": true,
            "somatic": false,
            "material": false,
            "material_specified": "",
            "material_cost": null,
            "material_consumed": false,
            "target_count": 1,
            "saving_throw_ability": "",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [],
            "duration": "instantaneous",
            "shape_type": null,
            "shape_magnitude": null,
            "concentration": false,
            "document": "https://api-beta.open5e.com/v2/documents/srd/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/wish-a5e/?format=api",
            "key": "wish-a5e",
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                }
            ],
            "school": {
                "key": "conjuration",
                "name": "Conjuration",
                "desc": "**Conjuration** spells involve the transportation of objects and creatures from one location to another. Some spells summon creatures or objects to the caster’s side, whereas others allow the caster to teleport to another location. Some conjurations create objects or effects out of nothing.",
                "document": "srd"
            },
            "name": "Wish",
            "desc": "This is the mightiest of mortal magics and alters reality itself.\n\nThe safest use of this spell is the duplication of any other spell of 8th-level or lower without needing to meet its requirements (including components).\n\nYou may instead choose one of the following:\n\n* One nonmagical object of your choice that is worth up to 25, 000 gold and no more than 300 feet in any dimension appears in an unoccupied space you can see on the ground.\n* Up to 20 creatures that you can see to regain all their hit points, and each is further healed as per the greater restoration spell.\n* Up to 10 creatures that you can see gain resistance to a damage type you choose.\n* Up to 10 creatures you can see gain immunity to a single spell or other magical effect for 8 hours.\n* You force a reroll of any roll made within the last round (including your last turn). You can force the reroll to be made with advantage or disadvantage, and you can choose whether to use the reroll or the original roll.\n\nYou might be able to achieve something beyond the scope of the above examples. State your wish to the Narrator as precisely as possible, being very careful in your wording. Be aware that the greater the wish, the greater the chance for an unexpected result. This spell might simply fizzle, your desired outcome might only be partly achieved, or you might suffer some unforeseen consequence as a result of how you worded the wish. The Narrator has the final authority in ruling what occurs—and reality is not tampered with lightly.\n\n**_Multiple Wishes:_** The stress of casting this spell to produce any effect other than duplicating another spell weakens you. Until finishing a long rest, each time you cast a spell you take 1d10 necrotic damage per level of that spell. This damage can't be reduced or prevented. In addition, your Strength drops to 3 for 2d4 days (if it isn't 3 or lower already). For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33% chance that you are unable to cast wish ever again.",
            "level": 9,
            "higher_level": "",
            "target_type": "object",
            "range": "Self",
            "ritual": false,
            "casting_time": "action",
            "verbal": true,
            "somatic": false,
            "material": false,
            "material_specified": "",
            "material_cost": null,
            "material_consumed": false,
            "target_count": 1,
            "saving_throw_ability": "",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [],
            "duration": "instantaneous",
            "shape_type": null,
            "shape_magnitude": null,
            "concentration": false,
            "document": "https://api-beta.open5e.com/v2/documents/a5e-ag/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/withered-sight/?format=api",
            "key": "withered-sight",
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                },
                {
                    "type": "slot_level_2",
                    "damage_roll": null,
                    "target_count": 2,
                    "duration": null,
                    "range": null
                },
                {
                    "type": "slot_level_3",
                    "damage_roll": null,
                    "target_count": 3,
                    "duration": null,
                    "range": null
                },
                {
                    "type": "slot_level_4",
                    "damage_roll": null,
                    "target_count": 4,
                    "duration": null,
                    "range": null
                },
                {
                    "type": "slot_level_5",
                    "damage_roll": null,
                    "target_count": 5,
                    "duration": null,
                    "range": null
                },
                {
                    "type": "slot_level_6",
                    "damage_roll": null,
                    "target_count": 6,
                    "duration": null,
                    "range": null
                },
                {
                    "type": "slot_level_7",
                    "damage_roll": null,
                    "target_count": 7,
                    "duration": null,
                    "range": null
                },
                {
                    "type": "slot_level_8",
                    "damage_roll": null,
                    "target_count": 8,
                    "duration": null,
                    "range": null
                },
                {
                    "type": "slot_level_9",
                    "damage_roll": null,
                    "target_count": 9,
                    "duration": null,
                    "range": null
                }
            ],
            "school": {
                "key": "necromancy",
                "name": "Necromancy",
                "desc": "**Necromancy** spells manipulate the energies of life and death. Such spells can grant an extra reserve of life force, drain the life energy from another creature, create the undead, or even bring the dead back to life.\r\nCreating the undead through the use of necromancy spells such as animate dead is not a good act, and only evil casters use such spells frequently.",
                "document": "srd"
            },
            "name": "Withered Sight",
            "desc": "You cause the eyes of a creature you can see within range to lose acuity. The target must make a Constitution saving throw. On a failed save, the creature has disadvantage on Wisdom (Perception) checks and all attack rolls for the duration of the spell. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This spell has no effect on a creature that is blind or that doesn’t use its eyes to see.\n",
            "level": 1,
            "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.",
            "target_type": "creature",
            "range": "30 feet",
            "ritual": false,
            "casting_time": "action",
            "verbal": true,
            "somatic": true,
            "material": true,
            "material_specified": "a dried lizard's eye",
            "material_cost": null,
            "material_consumed": false,
            "target_count": 1,
            "saving_throw_ability": "constitution",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [],
            "duration": "1 minute",
            "shape_type": null,
            "shape_magnitude": null,
            "concentration": true,
            "document": "https://api-beta.open5e.com/v2/documents/deep-magic/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/wolfsong/?format=api",
            "key": "wolfsong",
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                },
                {
                    "type": "slot_level_2",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                },
                {
                    "type": "slot_level_3",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                },
                {
                    "type": "slot_level_4",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                },
                {
                    "type": "slot_level_5",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                },
                {
                    "type": "slot_level_6",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                },
                {
                    "type": "slot_level_7",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                },
                {
                    "type": "slot_level_8",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                },
                {
                    "type": "slot_level_9",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                }
            ],
            "school": {
                "key": "transmutation",
                "name": "Transmutation",
                "desc": "**Transmutation** spells change the properties of a creature, object, or environment. They might turn an enemy into a harmless creature, bolster the strength of an ally, make an object move at the caster’s command, or enhance a creature’s innate healing abilities to rapidly recover from injury.",
                "document": "srd"
            },
            "name": "Wolfsong",
            "desc": "You emit a howl that can be heard clearly from 300 feet away outdoors. The howl can convey a message of up to nine words, which can be understood by all dogs and wolves in that area, as well as (if you choose) one specific creature of any kind that you name when casting the spell.\n\nIf you cast the spell indoors and aboveground, the howl can be heard out to 200 feet from you. If you cast the spell underground, the howl can be heard from 100 feet away. A creature that understands the message is not compelled to act in a particular way, though the nature of the message might suggest or even dictate a course of action.\n",
            "level": 1,
            "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, you can name another specific recipient for each slot level above 2nd.",
            "target_type": "area",
            "range": "Self",
            "ritual": false,
            "casting_time": "action",
            "verbal": true,
            "somatic": true,
            "material": false,
            "material_specified": "",
            "material_cost": null,
            "material_consumed": false,
            "target_count": 1,
            "saving_throw_ability": "",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [],
            "duration": "instantaneous",
            "shape_type": null,
            "shape_magnitude": null,
            "concentration": false,
            "document": "https://api-beta.open5e.com/v2/documents/deep-magic/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/word-of-misfortune/?format=api",
            "key": "word-of-misfortune",
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                }
            ],
            "school": {
                "key": "enchantment",
                "name": "Enchantment",
                "desc": "**Enchantment** spells affect the minds of others, influencing or controlling their behavior. Such spells can make enemies see the caster as a friend, force creatures to take a course of action, or even control another creature like a puppet.",
                "document": "srd"
            },
            "name": "Word of Misfortune",
            "desc": "You hiss a word of Void Speech. Choose one creature you can see within range. The next time the target makes a saving throw during the spell’s duration, it must roll a d4 and subtract the result from the total of the saving throw. The spell then ends.",
            "level": 0,
            "higher_level": "",
            "target_type": "creature",
            "range": "60 feet",
            "ritual": false,
            "casting_time": "action",
            "verbal": true,
            "somatic": true,
            "material": false,
            "material_specified": "",
            "material_cost": null,
            "material_consumed": false,
            "target_count": 1,
            "saving_throw_ability": "",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [],
            "duration": "1 minute.",
            "shape_type": null,
            "shape_magnitude": null,
            "concentration": true,
            "document": "https://api-beta.open5e.com/v2/documents/deep-magic/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/word-of-recall/?format=api",
            "key": "word-of-recall",
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                }
            ],
            "school": {
                "key": "conjuration",
                "name": "Conjuration",
                "desc": "**Conjuration** spells involve the transportation of objects and creatures from one location to another. Some spells summon creatures or objects to the caster’s side, whereas others allow the caster to teleport to another location. Some conjurations create objects or effects out of nothing.",
                "document": "srd"
            },
            "name": "Word of Recall",
            "desc": "You and up to five willing creatures within 5 feet of you instantly teleport to a previously designated sanctuary. You and any creatures that teleport with you appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary (see below). If you cast this spell without first preparing a sanctuary, the spell has no effect. You must designate a sanctuary by casting this spell within a location, such as a temple, dedicated to or strongly linked to your deity. If you attempt to cast the spell in this manner in an area that isn't dedicated to your deity, the spell has no effect.",
            "level": 6,
            "higher_level": "",
            "target_type": "creature",
            "range": "5 feet",
            "ritual": false,
            "casting_time": "action",
            "verbal": true,
            "somatic": false,
            "material": false,
            "material_specified": "",
            "material_cost": null,
            "material_consumed": false,
            "target_count": 1,
            "saving_throw_ability": "",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [],
            "duration": "instantaneous",
            "shape_type": null,
            "shape_magnitude": null,
            "concentration": false,
            "document": "https://api-beta.open5e.com/v2/documents/srd/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/word-of-recall-a5e/?format=api",
            "key": "word-of-recall-a5e",
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                }
            ],
            "school": {
                "key": "conjuration",
                "name": "Conjuration",
                "desc": "**Conjuration** spells involve the transportation of objects and creatures from one location to another. Some spells summon creatures or objects to the caster’s side, whereas others allow the caster to teleport to another location. Some conjurations create objects or effects out of nothing.",
                "document": "srd"
            },
            "name": "Word of Recall",
            "desc": "The targets instantly teleport to a previously designated sanctuary, appearing in the nearest unoccupied space to the spot you designated when you prepared your sanctuary.\n\nYou must first designate a sanctuary by casting this spell within a location aligned with your faith, such as a temple dedicated to or strongly linked to your deity.",
            "level": 6,
            "higher_level": "",
            "target_type": "creature",
            "range": "5 feet",
            "ritual": false,
            "casting_time": "action",
            "verbal": true,
            "somatic": false,
            "material": false,
            "material_specified": "",
            "material_cost": null,
            "material_consumed": false,
            "target_count": 5,
            "saving_throw_ability": "",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [],
            "duration": "instantaneous",
            "shape_type": null,
            "shape_magnitude": null,
            "concentration": false,
            "document": "https://api-beta.open5e.com/v2/documents/a5e-ag/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/wormway-a5e/?format=api",
            "key": "wormway-a5e",
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                },
                {
                    "type": "ritual",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                }
            ],
            "school": {
                "key": "enchantment",
                "name": "Enchantment",
                "desc": "**Enchantment** spells affect the minds of others, influencing or controlling their behavior. Such spells can make enemies see the caster as a friend, force creatures to take a course of action, or even control another creature like a puppet.",
                "document": "srd"
            },
            "name": "Wormway",
            "desc": "You call a Gargantuan monstrosity from the depths of the world to carry you and your allies across great distances. When you cast this spell, the nearest purple worm within range is charmed by you and begins moving toward a point on the ground that you can see. If there are no purple worms within range, the spell fails. The earth rumbles slightly as it approaches and breaks through the surface. Any creatures within 20 feet of that point must make a Dexterity saving throw or be knocked prone and pushed 10 feet away from it.\n\nUpon emerging, the purple worm lays down before you and opens its maw. Targets can climb inside where they are enclosed in an impervious hemispherical dome of force.\n\nOnce targets are loaded into the purple worm, nothing—not physical objects, energy, or other spell effects —can pass through the barrier, in or out, though targets in the sphere can breathe there. The hemisphere is immune to all damage, and creatures and objects inside can't be damaged by attacks or effects originating from outside, nor can a target inside the hemisphere damage anything outside it.\n\nThe atmosphere inside the dome is comfortable and dry regardless of conditions outside it.\n\nThe purple worm waits until you give it a mental command to depart, at which point it dives back into the ground and travels, without need for rest or food, as directly as possible while avoiding obstacles to a destination known to you. It travels 150 miles per day.\n\nWhen the purple worm reaches its destination it surfaces, the dome vanishes, and it disgorges the targets in its mouth before diving back into the depths again.\n\nThe purple worm remains charmed by you until it has delivered you to your destination and returned to the depths, or until it is attacked at which point the charm ends, it vomits its targets in the nearest unoccupied space as soon as possible, and then retreats to safety.",
            "level": 6,
            "higher_level": "",
            "target_type": "point",
            "range": "150 miles",
            "ritual": true,
            "casting_time": "action",
            "verbal": true,
            "somatic": true,
            "material": false,
            "material_specified": "",
            "material_cost": null,
            "material_consumed": false,
            "target_count": 1,
            "saving_throw_ability": "dexterity",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [],
            "duration": "instantaneous",
            "shape_type": null,
            "shape_magnitude": null,
            "concentration": false,
            "document": "https://api-beta.open5e.com/v2/documents/a5e-ag/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/wotans-rede/?format=api",
            "key": "wotans-rede",
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                },
                {
                    "type": "ritual",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                }
            ],
            "school": {
                "key": "divination",
                "name": "Divination",
                "desc": "**Divination** spells reveal information, whether in the form of secrets long forgotten, glimpses of the future, the locations of hidden things, the truth behind illusions, or visions of distant people or places.",
                "document": "srd"
            },
            "name": "Wotan's Rede",
            "desc": "You recite a poem in the Northern tongue, sent to your lips by Wotan himself, to gain supernatural insight or advice. Your next Intelligence or Charisma check within 1 minute is made with advantage, and you can include twice your proficiency bonus. At the GM's discretion, this spell can instead provide a piece of general advice equivalent to an contact other plane.",
            "level": 2,
            "higher_level": "",
            "target_type": "creature",
            "range": "Self",
            "ritual": true,
            "casting_time": "action",
            "verbal": true,
            "somatic": true,
            "material": false,
            "material_specified": "",
            "material_cost": null,
            "material_consumed": false,
            "target_count": 1,
            "saving_throw_ability": "",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [],
            "duration": "instantaneous",
            "shape_type": null,
            "shape_magnitude": null,
            "concentration": false,
            "document": "https://api-beta.open5e.com/v2/documents/dmag-e/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/wresting-wind/?format=api",
            "key": "wresting-wind",
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                }
            ],
            "school": {
                "key": "evocation",
                "name": "Evocation",
                "desc": "**Evocation** spells manipulate magical energy to produce a desired effect. Some call up blasts of fire or lightning. Others channel positive energy to heal wounds.",
                "document": "srd"
            },
            "name": "Wresting Wind",
            "desc": "By blowing a pinch of confetti from your cupped hand, you create a burst of air that can rip weapons and other items out of the hands of your enemies. Each enemy in a 20-foot radius centered on a point you target within range must make a successful Strength saving throw or drop anything held in its hands. The objects land 10 feet away from the creatures that dropped them, in random directions.",
            "level": 2,
            "higher_level": "",
            "target_type": "point",
            "range": "90 feet",
            "ritual": false,
            "casting_time": "action",
            "verbal": true,
            "somatic": true,
            "material": true,
            "material_specified": "a handful of paper confetti",
            "material_cost": null,
            "material_consumed": false,
            "target_count": 1,
            "saving_throw_ability": "strength",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [],
            "duration": "instantaneous",
            "shape_type": null,
            "shape_magnitude": null,
            "concentration": false,
            "document": "https://api-beta.open5e.com/v2/documents/deep-magic/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/write-memory/?format=api",
            "key": "write-memory",
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                }
            ],
            "school": {
                "key": "transmutation",
                "name": "Transmutation",
                "desc": "**Transmutation** spells change the properties of a creature, object, or environment. They might turn an enemy into a harmless creature, bolster the strength of an ally, make an object move at the caster’s command, or enhance a creature’s innate healing abilities to rapidly recover from injury.",
                "document": "srd"
            },
            "name": "Write Memory",
            "desc": "Deep Magic: clockwork You copy your memories, or those learned from the spell read memory, onto an empty memory gear.",
            "level": 4,
            "higher_level": "",
            "target_type": "creature",
            "range": "Touch",
            "ritual": false,
            "casting_time": "action",
            "verbal": true,
            "somatic": true,
            "material": true,
            "material_specified": "",
            "material_cost": null,
            "material_consumed": false,
            "target_count": 1,
            "saving_throw_ability": "",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [],
            "duration": "instantaneous",
            "shape_type": null,
            "shape_magnitude": null,
            "concentration": false,
            "document": "https://api-beta.open5e.com/v2/documents/dmag-e/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/writhing-arms/?format=api",
            "key": "writhing-arms",
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                },
                {
                    "type": "slot_level_2",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                },
                {
                    "type": "slot_level_3",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                },
                {
                    "type": "slot_level_4",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                },
                {
                    "type": "slot_level_5",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                },
                {
                    "type": "slot_level_6",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                },
                {
                    "type": "slot_level_7",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                },
                {
                    "type": "slot_level_8",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                },
                {
                    "type": "slot_level_9",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                }
            ],
            "school": {
                "key": "transmutation",
                "name": "Transmutation",
                "desc": "**Transmutation** spells change the properties of a creature, object, or environment. They might turn an enemy into a harmless creature, bolster the strength of an ally, make an object move at the caster’s command, or enhance a creature’s innate healing abilities to rapidly recover from injury.",
                "document": "srd"
            },
            "name": "Writhing Arms",
            "desc": "Your arms become constantly writhing tentacles. You can use your action to make a melee spell attack against any target within range. The target takes 1d10 necrotic damage and is grappled (escape DC is your spell save DC). If the target does not escape your grapple, you can use your action on each subsequent turn to deal 1d10 necrotic damage to the target automatically.\n\nAlthough you control the tentacles, they make it difficult to manipulate items. You cannot wield weapons or hold objects, including material components, while under the effects of this spell.\n",
            "level": 1,
            "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the damage you deal with your tentacle attack increases by 1d10 for each slot level above 1st.",
            "target_type": "object",
            "range": "10 feet",
            "ritual": false,
            "casting_time": "action",
            "verbal": true,
            "somatic": true,
            "material": false,
            "material_specified": "",
            "material_cost": null,
            "material_consumed": false,
            "target_count": 1,
            "saving_throw_ability": "",
            "attack_roll": true,
            "damage_roll": "1d10",
            "damage_types": [
                "necrotic"
            ],
            "duration": "1 minute",
            "shape_type": null,
            "shape_magnitude": null,
            "concentration": true,
            "document": "https://api-beta.open5e.com/v2/documents/deep-magic/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/writhing-transformation-a5e/?format=api",
            "key": "writhing-transformation-a5e",
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                },
                {
                    "type": "ritual",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                }
            ],
            "school": {
                "key": "transmutation",
                "name": "Transmutation",
                "desc": "**Transmutation** spells change the properties of a creature, object, or environment. They might turn an enemy into a harmless creature, bolster the strength of an ally, make an object move at the caster’s command, or enhance a creature’s innate healing abilities to rapidly recover from injury.",
                "document": "srd"
            },
            "name": "Writhing Transformation",
            "desc": "As part of the casting of this spell, you lay down in the coffin on a patch of bare earth and it buries itself. Over the following week, you are incapacitated and do not need air, food, or sleep. Your insides are eaten by worms, but you do not die and your skin remains intact. If you are exhumed during this time, or if the spell is otherwise interrupted, you die.\n\nAt the end of the week, the transformation is complete and your true form is permanently changed. Your appearance is unchanged but underneath your skin is a sentient mass of worms. Any creature that makes a Medicine check against your spell save DC realizes that there is something moving underneath your skin.\n\nYour statistics change in the following ways:\n\n* Your type changes to aberration, and you do not age or require sleep.\n* You cannot be healed by normal means, but you can spend an action or bonus action to consume 2d6 live worms, regaining an equal amount of hit points by adding them to your body.\n* You can sense and telepathically control all worms that have the beast type and are within 60 feet of you.\n\nIn addition, you are able to discard your shell of skin and travel as a writhing mass of worms. As an action, you can abandon your skin and pour out onto the ground. In this form you have the statistics of **swarm of insects** with the following exceptions: you keep your hit points, Wisdom, Intelligence, and Charisma scores, and proficiencies. You know but cannot cast spells in this form. You also gain a burrow speed of 10 feet. Any worms touching you instantly join with your swarm, granting you a number of temporary hit points equal to the number of worms that join with your form (maximum 40 temporary hit points). These temporary hit points last until you are no longer in this form.\n\nIf you spend an hour in the same space as a dead creature of your original form's size, you can eat its insides and inhabit its skin in the same way you once inhabited your own. While you are in your swarm form, the most recent skin you inhabited remains intact and you can move back into a previously inhabited skin in 1 minute. You have advantage on checks made to impersonate a creature while wearing its skin.",
            "level": 9,
            "higher_level": "",
            "target_type": "creature",
            "range": "Self",
            "ritual": true,
            "casting_time": "action",
            "verbal": true,
            "somatic": true,
            "material": true,
            "material_specified": "",
            "material_cost": null,
            "material_consumed": false,
            "target_count": 1,
            "saving_throw_ability": "",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [],
            "duration": "instantaneous",
            "shape_type": null,
            "shape_magnitude": null,
            "concentration": false,
            "document": "https://api-beta.open5e.com/v2/documents/a5e-ag/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/yellow-sign/?format=api",
            "key": "yellow-sign",
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                }
            ],
            "school": {
                "key": "enchantment",
                "name": "Enchantment",
                "desc": "**Enchantment** spells affect the minds of others, influencing or controlling their behavior. Such spells can make enemies see the caster as a friend, force creatures to take a course of action, or even control another creature like a puppet.",
                "document": "srd"
            },
            "name": "Yellow Sign",
            "desc": "You attempt to afflict a humanoid you can see within range with memories of distant, alien realms and their peculiar inhabitants. The target must make a successful Wisdom saving throw or be afflicted with a form of long-term madness and be charmed by you for the duration of the spell or until you or one of your allies harms it in any way. While charmed in this way, the creature regards you as a sacred monarch. If you or an ally of yours is fighting the creature, it has advantage on its saving throw.\n\nA successful [remove curse](https://api.open5e.com/spells/remove-curse) spell ends both effects.",
            "level": 4,
            "higher_level": "",
            "target_type": "creature",
            "range": "30 feet",
            "ritual": false,
            "casting_time": "action",
            "verbal": true,
            "somatic": true,
            "material": false,
            "material_specified": "",
            "material_cost": null,
            "material_consumed": false,
            "target_count": 1,
            "saving_throw_ability": "wisdom",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [],
            "duration": "1d10 hours",
            "shape_type": null,
            "shape_magnitude": null,
            "concentration": false,
            "document": "https://api-beta.open5e.com/v2/documents/deep-magic/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/zone-of-truth/?format=api",
            "key": "zone-of-truth",
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                }
            ],
            "school": {
                "key": "enchantment",
                "name": "Enchantment",
                "desc": "**Enchantment** spells affect the minds of others, influencing or controlling their behavior. Such spells can make enemies see the caster as a friend, force creatures to take a course of action, or even control another creature like a puppet.",
                "document": "srd"
            },
            "name": "Zone of Truth",
            "desc": "You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw. An affected creature is aware of the fate and can avoid answering questions she would normally have responded with a lie. Such a creature can remain evasive in his answers as they remain within the limits of truth.",
            "level": 2,
            "higher_level": "",
            "target_type": "point",
            "range": "60 feet",
            "ritual": false,
            "casting_time": "action",
            "verbal": true,
            "somatic": true,
            "material": false,
            "material_specified": "",
            "material_cost": null,
            "material_consumed": false,
            "target_count": 1,
            "saving_throw_ability": "charisma",
            "attack_roll": false,
            "damage_roll": "",
            "damage_types": [],
            "duration": "10 minutes",
            "shape_type": "sphere",
            "shape_magnitude": 15,
            "concentration": false,
            "document": "https://api-beta.open5e.com/v2/documents/srd/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/zone-of-truth-a5e/?format=api",
            "key": "zone-of-truth-a5e",
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                }
            ],
            "school": {
                "key": "enchantment",
                "name": "Enchantment",
                "desc": "**Enchantment** spells affect the minds of others, influencing or controlling their behavior. Such spells can make enemies see the caster as a friend, force creatures to take a course of action, or even control another creature like a puppet.",
                "document": "srd"
            },
            "name": "Zone of Truth",
            "desc": "You create a zone that minimizes deception. Any creature that is able to be charmed can't speak a deliberate lie while in the area.\n\nAn affected creature is aware of the spell and can choose not to speak, or it might be evasive in its communications. A creature that enters the zone for the first time on its turn or starts its turn there must make a Charisma saving throw. On a failed save, the creature takes 2d4 psychic damage when it intentionally tries to mislead or occlude important information. Each time the spell damages a creature, it makes a Deception check (DC 8 + the damage dealt) or its suffering is obvious. You know whether a creature succeeds on its saving throw",
            "level": 2,
            "higher_level": "",
            "target_type": "creature",
            "range": "60 feet",
            "ritual": false,
            "casting_time": "action",
            "verbal": true,
            "somatic": true,
            "material": false,
            "material_specified": "",
            "material_cost": null,
            "material_consumed": false,
            "target_count": 1,
            "saving_throw_ability": "charisma",
            "attack_roll": false,
            "damage_roll": "2d4",
            "damage_types": [
                "psychic"
            ],
            "duration": "10 minutes",
            "shape_type": null,
            "shape_magnitude": null,
            "concentration": false,
            "document": "https://api-beta.open5e.com/v2/documents/a5e-ag/?format=api"
        },
        {
            "url": "https://api-beta.open5e.com/v2/spells/zymurgic-aura/?format=api",
            "key": "zymurgic-aura",
            "casting_options": [
                {
                    "type": "default",
                    "damage_roll": null,
                    "target_count": null,
                    "duration": null,
                    "range": null
                }
            ],
            "school": {
                "key": "necromancy",
                "name": "Necromancy",
                "desc": "**Necromancy** spells manipulate the energies of life and death. Such spells can grant an extra reserve of life force, drain the life energy from another creature, create the undead, or even bring the dead back to life.\r\nCreating the undead through the use of necromancy spells such as animate dead is not a good act, and only evil casters use such spells frequently.",
                "document": "srd"
            },
            "name": "Zymurgic Aura",
            "desc": "A wave of putrefaction surges from you, targeting creatures of your choice within a 30-foot radius around you, speeding the rate of decay in those it touches. The target must make a Constitution saving throw. It takes 10d6 necrotic damage on a failed save or half as much on a successful save. Its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature takes a long rest.",
            "level": 7,
            "higher_level": "",
            "target_type": "creature",
            "range": "Self",
            "ritual": false,
            "casting_time": "action",
            "verbal": true,
            "somatic": false,
            "material": true,
            "material_specified": "",
            "material_cost": null,
            "material_consumed": false,
            "target_count": 1,
            "saving_throw_ability": "constitution",
            "attack_roll": false,
            "damage_roll": "10d6",
            "damage_types": [
                "necrotic"
            ],
            "duration": "instantaneous",
            "shape_type": null,
            "shape_magnitude": null,
            "concentration": false,
            "document": "https://api-beta.open5e.com/v2/documents/warlock/?format=api"
        }
    ]
}