{"count":1955,"next":"https://api-beta.open5e.com/v2/spells/?format=json&ordering=-school&page=31","previous":"https://api-beta.open5e.com/v2/spells/?format=json&ordering=-school&page=29","results":[{"key":"spells-that-dont-suck_devil-binding","document":{"name":"Spells That Don't Suck","key":"spells-that-dont-suck","type":"SOURCE","display_name":"Spells That Don't Suck","publisher":{"name":"Somanyrobots","key":"somanyrobots"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://www.somanyrobots.com/s/Spells-That-Dont-Suck-compressed.pdf"},"casting_options":[],"school":{"name":"Conjuration","key":"conjuration"},"classes":[{"name":"Warlock","key":"srd_warlock"},{"name":"Wizard","key":"srd_wizard"}],"range_unit":"ft","shape_size_unit":"feet","name":"Devil Binding","desc":"You recite a profane chant to summon a devil, which appears in an unoccupied space that you can see within range. The devil’s challenge rating is at least 4 and no higher than 8. The GM chooses the devil’s type, and it is under the GM’s control. If you know a devil’s true name or possess its talisman, you can attempt to summon that devil regardless of its challenge rating.\n\nThe devil typically resents being summoned but will not harm you for the duration. On each of your turns, you can command it. It obeys orders it considers reasonable and fights ruthlessly, but will retreat to preserve its life and rank.\n\nAfter 10 minutes, the devil can ignore your commands and might choose to remain and pursue its own goals. You may attempt to reason with, persuade, or strike a deal that aligns with its interests. If you maintain concentration for the full duration, you may return the devil to whence it came, otherwise, it remains summoned indefinitely.","level":5,"higher_level":"When you cast this spell using a spell slot of 6th level or higher, the devil’s possible challenge rating increases by 2 for each slot level above 5th.","target_type":"area","range_text":"60 ft","range":60,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"a vial of blood and an obsidian chalice worth at least 665 gp","material_cost":"0.00","material_consumed":false,"target_count":1,"saving_throw_ability":"","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"1 hour","shape_type":null,"shape_size":null,"concentration":true,"crossreferences":{"to":[]}},{"key":"spells-that-dont-suck_corrosive-burst","document":{"name":"Spells That Don't Suck","key":"spells-that-dont-suck","type":"SOURCE","display_name":"Spells That Don't Suck","publisher":{"name":"Somanyrobots","key":"somanyrobots"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://www.somanyrobots.com/s/Spells-That-Dont-Suck-compressed.pdf"},"casting_options":[],"school":{"name":"Conjuration","key":"conjuration"},"classes":[{"name":"Sorcerer","key":"srd_sorcerer"},{"name":"Wizard","key":"srd_wizard"}],"range_unit":"ft","shape_size_unit":"ft","name":"Corrosive Burst","desc":"You hurl a ball of dripping acid outward, exploding in a 20- foot radius sphere at a point you can see within range. Every creature in the area must make a Dexterity saving throw, taking 8d4 acid damage on a failed save or half as much on a success. A creature that fails the save takes an additional 4d4 acid damage at the end of each of its turns unless it or another creature within 5 feet spends an action to clear the acid off.","level":4,"higher_level":"When you cast this spell using a spell slot of 5th level or higher, the initial damage increases by 2d4 for each slot level above 4th.","target_type":"point","range_text":"150 ft","range":150,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"a handful of saltpeter and some copper shavings","material_cost":"0.00","material_consumed":false,"target_count":1,"saving_throw_ability":"dexterity","attack_roll":false,"damage_roll":"8d4","damage_types":["acid"],"duration":"1 minute","shape_type":"sphere","shape_size":20,"concentration":false,"crossreferences":{"to":[]}},{"key":"spells-that-dont-suck_conjure-minor-fiends","document":{"name":"Spells That Don't Suck","key":"spells-that-dont-suck","type":"SOURCE","display_name":"Spells That Don't Suck","publisher":{"name":"Somanyrobots","key":"somanyrobots"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://www.somanyrobots.com/s/Spells-That-Dont-Suck-compressed.pdf"},"casting_options":[],"school":{"name":"Conjuration","key":"conjuration"},"classes":[{"name":"Warlock","key":"srd_warlock"},{"name":"Wizard","key":"srd_wizard"}],"range_unit":"ft","shape_size_unit":"feet","name":"Conjure Minor Fiends","desc":"You recite a dark incantation, summoning a group of minor fiends to do your bidding. You may choose the plane you call them from. The spell conjures two demons which use the Minor Fiend stat block below. Alternatively, your GM may choose any number of fiends whose combined challenge ratings are 2 or lower. In combat, the fiends share your initiative count but take their turns immediately after yours.\n\nThe fiends are friendly to you and your companions and hostile to all other creatures. If you lose concentration on the spell, they do not disappear. Instead, they become hostile toward you and your companions. They can’t be dismissed and last for 1 hour after their summoning. A fiend disappears when reduced to 0 hit points.\n\n**At Higher Levels.** When you cast this spell using a spell slot above 3rd level, the number of minor fiends or the combined challenge rating of the summoned fiends increases by 1 for each slot level above 3rd.\n\n## Minor Fiend\n\nMedium fiend (demon)\n\n* * *\n\n -  **Armor Class** 14\n- **Hit Points** 32 (5d8+10)\n- **Speed** 30 ft.\n\n* * *\n\n| STR | DEX | CON | INT | WIS | CHA |\n| --- | --- | --- | --- | --- | --- |\n| 16 (+3) | 14 (+2) | 16 (+3) | 8 (-1) | 14 (+2) | 8 (-1) |\n\n* * *\n\n -  **Damage Resistances** cold, fire, lightning\n- **Damage Immunities** poison\n- **Condition Immunities** charmed, frightened, poisoned\n- **Senses** darkvision 60 ft., passive Perception 12\n- **Languages** Abyssal or Infernal, understands one language you can speak\n- **Proficiency Bonus** 2\n- **Challenge** 1\n\n* * *\n\n_**Magic Resistance.**_ The fiend has advantage on saving throws against spells and other magical effects.\n\n* * *\n\n<h3>Actions</h3>\n<em><strong>Multiattack.</strong></em> The fiend can make two attacks, only one of which can be Abyssal Bile.\n<em><strong>Claws.</strong></em> <em>Melee Weapon Attack:</em> +5 to hit, reach 5 ft., one target. <em>Hit:</em> 1d8 + 3 slashing damage.\n<em><strong>Abyssal Bile.</strong></em> The fiend sprays abyssal bile at one creature within 10 feet of it. The target must make a Charisma saving throw against your spell save DC. On a failed save, it rolls 1d4 and is afflicted by a condition according to the result.\n<ul>\n<li>1: The target is frightened of the fiend.</li>\n<li>2: The target is poisoned.</li>\n<li>3: The target is restrained.</li>\n<li>4: The target erupts into black flames, taking 1d6 fire damage at the start of each of its turns.</li>\n</ul>\nThe target can repeat the saving throw at the end of each of its turns, ending the effect on a success. Once a creature successfully saves against this ability, it is immune for 24 hours.","level":3,"higher_level":"","target_type":null,"range_text":"60 ft","range":60,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"100gp worth of incense mixed with humanoid blood, which is consumed in the casting","material_cost":"100.00","material_consumed":true,"target_count":null,"saving_throw_ability":"","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"1 hour","shape_type":null,"shape_size":null,"concentration":true,"crossreferences":{"to":[]}},{"key":"spells-that-dont-suck_conjure-herald","document":{"name":"Spells That Don't Suck","key":"spells-that-dont-suck","type":"SOURCE","display_name":"Spells That Don't Suck","publisher":{"name":"Somanyrobots","key":"somanyrobots"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://www.somanyrobots.com/s/Spells-That-Dont-Suck-compressed.pdf"},"casting_options":[],"school":{"name":"Conjuration","key":"conjuration"},"classes":[{"name":"Bard","key":"srd_bard"},{"name":"Druid","key":"srd_druid"},{"name":"Wizard","key":"srd_wizard"}],"range_unit":"ft","shape_size_unit":"feet","name":"Conjure Herald","desc":"You create a floating spirit which conveys a message of your choice. The herald appears to be a Medium or Small creature of ghostly form, with you determining its appearance otherwise. The herald knows a fixed message of up to 25 words. When you cast this spell, choose one of the following effects:\n\n -  **Ward.** The herald is cast at a particular location, or on a statue or other object with a mouth, and is fixed to that point. It is invisible and motionless until a specific condition is met within 30 feet of its location. When the condition is met, it appears and recites its message. If cast on an object, it moves the object’s mouth rather than appearing directly. You determine whether it does so once or disappears again and repeats the message every time the condition is met. When cast in this way, the herald lasts until dispelled.\n\n -  **Announcement.** The herald floats through the air up to 100 feet up and 30 feet per round, repeating its message every round. It traverses an area up to a 5-mile radius around its location, conveying its message to every creature it sees. When cast in this way, the herald lasts for 1 hour.","level":2,"higher_level":"","target_type":"object","range_text":"30 ft","range":30,"ritual":true,"casting_time":"1minute","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"a small silver horn worth at least 10gp, which is consumed","material_cost":"10.00","material_consumed":true,"target_count":1,"saving_throw_ability":"","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"special","shape_type":null,"shape_size":null,"concentration":false,"crossreferences":{"to":[]}},{"key":"spells-that-dont-suck_conjure-beast-pack","document":{"name":"Spells That Don't Suck","key":"spells-that-dont-suck","type":"SOURCE","display_name":"Spells That Don't Suck","publisher":{"name":"Somanyrobots","key":"somanyrobots"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://www.somanyrobots.com/s/Spells-That-Dont-Suck-compressed.pdf"},"casting_options":[],"school":{"name":"Conjuration","key":"conjuration"},"classes":[{"name":"Druid","key":"srd_druid"},{"name":"Ranger","key":"srd_ranger"}],"range_unit":"feet","shape_size_unit":"feet","name":"Conjure Beast Pack","desc":"You pull together wisps of magical energy and sculpt them into beasts. Choose a Small or Tiny beast of challenge rating 1/4 or lower, and eight creatures of that type appear immediately in unoccupied spaces around you. If you choose a beast with a flying speed, you summon six creatures instead. Each beast is considered fey and disappears when it drops to 0 hit points or when the spell ends.\n\nThe summoned beasts are friendly to you and your companions. In combat, the beasts share your initiative count, but take their turns immediately after yours. The beasts obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they move as a group and take the Dodge action.\n\nIf you command the beasts to attack, choose a target for each beast to attack within its reach, making a single melee spell attack for each target. On a hit, the target takes 1d4 bludgeoning or piercing damage (your choice), plus 1d4 extra damage for each additional beast attacking it. You have advantage on the attack roll if three or more beasts attack the same target, and you add your spellcasting ability modifier to the damage dealt if six or more beasts attack the same target.","level":3,"higher_level":"When you cast this spell using a spell slot of 4th level or higher, you summon two additional beasts for each slot level above 3rd.\n\n> # _Sample Beasts_\n> \n> _Note that a conjured beast pack does not use the normal attack within their stat blocks, and so does not apply any additional effects. Below are all the eligible beasts in the SRD 5.1._\n> \n> * * *\n> \n> _Frog, Sea Horse, Baboon, Badger, Bat, Cat, Crab, Eagle, Giant Fire Beetle, Hawk, Jackal, Lizard, Octopus, Owl, Quipper, Rat, Raven, Scorpion, Spider, Weasel, Blood Hawk, Flying Snake, Giant Rat, Poisonous Snake, Stirge, Badger, Giant Centipede_","target_type":"area","range_text":"Self","range":0,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"a handful of grain or corn","material_cost":"0.00","material_consumed":false,"target_count":0,"saving_throw_ability":"","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"1 hour","shape_type":null,"shape_size":null,"concentration":true,"crossreferences":{"to":[]}},{"key":"spells-that-dont-suck_caustic-quarrel","document":{"name":"Spells That Don't Suck","key":"spells-that-dont-suck","type":"SOURCE","display_name":"Spells That Don't Suck","publisher":{"name":"Somanyrobots","key":"somanyrobots"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://www.somanyrobots.com/s/Spells-That-Dont-Suck-compressed.pdf"},"casting_options":[],"school":{"name":"Conjuration","key":"conjuration"},"classes":[{"name":"Sorcerer","key":"srd_sorcerer"},{"name":"Wizard","key":"srd_wizard"}],"range_unit":"ft","shape_size_unit":"feet","name":"Caustic Quarrel","desc":"You conjure an arrow of acid and send it streaking towards a target within range. Make a ranged spell attack. On a hit, the target takes 6d4 acid damage and is coated in acid. An acid-coated target can use its action to wipe the acid off. If not, then at the end of its next turn, it takes an additional 4d4 acid damage.","level":2,"higher_level":"When you cast this spell using a spell slot of 3rd level or higher, both instances of damage increase by 1d4 for each slot level above 2nd.","target_type":"creature","range_text":"90 ft","range":90,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"a bit of fool's gold, sulfur, and water","material_cost":"0.00","material_consumed":false,"target_count":1,"saving_throw_ability":"","attack_roll":true,"damage_roll":"6d4 + 4d4","damage_types":["acid"],"duration":"instantaneous","shape_type":null,"shape_size":null,"concentration":false,"crossreferences":{"to":[]}},{"key":"spells-that-dont-suck_call-for-aid","document":{"name":"Spells That Don't Suck","key":"spells-that-dont-suck","type":"SOURCE","display_name":"Spells That Don't Suck","publisher":{"name":"Somanyrobots","key":"somanyrobots"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://www.somanyrobots.com/s/Spells-That-Dont-Suck-compressed.pdf"},"casting_options":[],"school":{"name":"Conjuration","key":"conjuration"},"classes":[{"name":"Cleric","key":"srd_cleric"}],"range_unit":"ft","shape_size_unit":"feet","name":"Call for Aid","desc":"You seek assistance from a mighty extraplanar being — a god, archdevil, or other legendary and powerful creature. It sends one of its loyal servants to aid you, which appears in an unoccupied space within range.\n\nWhen the creature appears, it is friendly but under no obligation to help you. It speaks at least one language you speak. It typically demands payment for its aid, in a form appropriate to the creature (for example, tithes for a celestial or sacrifices for a fiend). When payment has monetary value, it usually is 50 gp per minute, 500 gp per hour, or 5,000 gp per day. It may be decreased or increased as much as 50% depending on whether the extraplanar being endorses the task, or on the danger of the task. The cost usually increases when repeatedly summoning the same extraplanar being and may be free the first time if the being favors you.\n\nServices can be anything appropriate to the creature summoned. Creatures will rarely agree to tasks that are suicidal, impossible, abhorrent, or especially lengthy. After the creature completes the task, or you are unable to satisfy its payment, it returns to its home plane.","level":6,"higher_level":"","target_type":"creature","range_text":"30 ft","range":30,"ritual":false,"casting_time":"1minute","reaction_condition":null,"verbal":true,"somatic":true,"material":false,"material_specified":"","material_cost":null,"material_consumed":false,"target_count":1,"saving_throw_ability":"","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"instantaneous","shape_type":null,"shape_size":null,"concentration":false,"crossreferences":{"to":[]}},{"key":"spells-that-dont-suck_burst-of-flame","document":{"name":"Spells That Don't Suck","key":"spells-that-dont-suck","type":"SOURCE","display_name":"Spells That Don't Suck","publisher":{"name":"Somanyrobots","key":"somanyrobots"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://www.somanyrobots.com/s/Spells-That-Dont-Suck-compressed.pdf"},"casting_options":[],"school":{"name":"Conjuration","key":"conjuration"},"classes":[{"name":"Bard","key":"srd_bard"},{"name":"Sorcerer","key":"srd_sorcerer"},{"name":"Wizard","key":"srd_wizard"}],"range_unit":"ft","shape_size_unit":"feet","name":"Burst of Flame","desc":"You summon up a fiery explosion, creating light, heat, or smoke. You may conjure the explosion at any point within 60 feet, but it will have added effect if you conjure it atop an existing nonmagical flame (extinguishing up to a 5-foot cube of flame). Choose one of the following effects.\n\n -  **Light.** You create a shower of sparks, blinding onlookers. Each creature in a 10-foot radius must make a Constitution saving throw or be blinded until the end of your next turn. If you target an existing flame, the radius increases to 20 feet.\n\n -  **Heat.** You conjure a blast of intense heat. Each creature in a 10-foot radius must make a Constitution saving throw. On a failed save, a creature takes 3d6 fire damage, or half as much on a successful save. If you target an existing flame, the damage increases to 4d6.\n\n -  **Smoke.** You create a 15-foot radius cloud of thick, oily smoke. It spreads around corners, and its area is heavily obscured. If you target an existing flame, the radius is 30 feet. The cloud lasts for 1 minute or until dispersed by a strong breeze.","level":2,"higher_level":"","target_type":null,"range_text":"60 ft","range":60,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":false,"material_specified":"","material_cost":null,"material_consumed":false,"target_count":null,"saving_throw_ability":"constitution","attack_roll":false,"damage_roll":"3d6","damage_types":["fire"],"duration":"instantaneous","shape_type":null,"shape_size":null,"concentration":false,"crossreferences":{"to":[]}},{"key":"spells-that-dont-suck_blade-burst","document":{"name":"Spells That Don't Suck","key":"spells-that-dont-suck","type":"SOURCE","display_name":"Spells That Don't Suck","publisher":{"name":"Somanyrobots","key":"somanyrobots"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://www.somanyrobots.com/s/Spells-That-Dont-Suck-compressed.pdf"},"casting_options":[],"school":{"name":"Conjuration","key":"conjuration"},"classes":[{"name":"Sorcerer","key":"srd_sorcerer"},{"name":"Warlock","key":"srd_warlock"},{"name":"Wizard","key":"srd_wizard"}],"range_unit":"feet","shape_size_unit":"feet","name":"Blade Burst","desc":"You conjure a ring of blades to slash or stab at your foes. All other creatures within 5 feet of you must succeed on a Dexterity saving throw or take 1d6 slashing or piercing damage (your choice).\n\nThis spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).","level":0,"higher_level":"","target_type":"creature","range_text":"Self","range":0,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":false,"material_specified":"","material_cost":null,"material_consumed":false,"target_count":null,"saving_throw_ability":"dexterity","attack_roll":false,"damage_roll":"1d6","damage_types":["piercing"],"duration":"instantaneous","shape_type":null,"shape_size":null,"concentration":false,"crossreferences":{"to":[]}},{"key":"spells-that-dont-suck_black-ice","document":{"name":"Spells That Don't Suck","key":"spells-that-dont-suck","type":"SOURCE","display_name":"Spells That Don't Suck","publisher":{"name":"Somanyrobots","key":"somanyrobots"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://www.somanyrobots.com/s/Spells-That-Dont-Suck-compressed.pdf"},"casting_options":[],"school":{"name":"Conjuration","key":"conjuration"},"classes":[{"name":"Druid","key":"srd_druid"},{"name":"Sorcerer","key":"srd_sorcerer"},{"name":"Warlock","key":"srd_warlock"},{"name":"Wizard","key":"srd_wizard"}],"range_unit":"ft","shape_size_unit":"feet","name":"Black Ice","desc":"You cause a patch of nearly transparent ice to form on ground that you can see within range. Until the spell ends, the magic ice fills a 5-foot square. Any creature on the ice’s space when you cast the spell must succeed on a Dexterity saving throw or take 1d6 cold damage. If the creature is Medium or smaller, it also falls prone on a failed save.\n\nA creature must also make the saving throw when it moves onto the ice’s space for the first time on a turn or ends its turn atop it.\n\nThis spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).","level":0,"higher_level":"","target_type":"area","range_text":"60 ft","range":60,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":false,"material_specified":"","material_cost":null,"material_consumed":false,"target_count":1,"saving_throw_ability":"dexterity","attack_roll":false,"damage_roll":"1d6","damage_types":["cold"],"duration":"1 minute","shape_type":null,"shape_size":null,"concentration":true,"crossreferences":{"to":[]}},{"key":"spells-that-dont-suck_arctic-breath","document":{"name":"Spells That Don't Suck","key":"spells-that-dont-suck","type":"SOURCE","display_name":"Spells That Don't Suck","publisher":{"name":"Somanyrobots","key":"somanyrobots"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://www.somanyrobots.com/s/Spells-That-Dont-Suck-compressed.pdf"},"casting_options":[{"type":"default","damage_roll":"2d8","target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_2","damage_roll":"3d8","target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_3","damage_roll":"4d8","target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_4","damage_roll":"5d8","target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_5","damage_roll":"6d8","target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_6","damage_roll":"7d8","target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_7","damage_roll":"8d8","target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_8","damage_roll":"9d8","target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_9","damage_roll":"10d8","target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Conjuration","key":"conjuration"},"classes":[{"name":"Druid","key":"srd_druid"},{"name":"Sorcerer","key":"srd_sorcerer"},{"name":"Wizard","key":"srd_wizard"}],"range_unit":"feet","shape_size_unit":"feet","name":"Arctic Breath","desc":"A line of freezing arctic wind 30 feet long and 5 feet wide blasts out from you in a direction of your choice. Each creature in the line must make a Dexterity saving throw.\n\nOn a failure, a creature takes 2d8 cold damage and its speed is reduced by 10 feet until the end of its next turn. On a success, a creature takes half as much damage and isn’t slowed.","level":1,"higher_level":"When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.","target_type":"creature","range_text":"Self","range":0,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":false,"material_specified":"","material_cost":null,"material_consumed":false,"target_count":null,"saving_throw_ability":"dexterity","attack_roll":false,"damage_roll":"2d8","damage_types":["cold"],"duration":"instantaneous","shape_type":null,"shape_size":null,"concentration":false,"crossreferences":{"to":[]}},{"key":"spells-that-dont-suck_arcanists-sword","document":{"name":"Spells That Don't Suck","key":"spells-that-dont-suck","type":"SOURCE","display_name":"Spells That Don't Suck","publisher":{"name":"Somanyrobots","key":"somanyrobots"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://www.somanyrobots.com/s/Spells-That-Dont-Suck-compressed.pdf"},"casting_options":[],"school":{"name":"Conjuration","key":"conjuration"},"classes":[{"name":"Bard","key":"srd_bard"},{"name":"Wizard","key":"srd_wizard"}],"range_unit":"ft","shape_size_unit":"feet","name":"Arcanist's Sword","desc":"You create a glowing sword-shaped plane of force that hovers within range for the duration. When the sword appears and as a bonus action on subsequent turns, you can give the sword one of the following commands.\n\n -  **Attack.** The sword moves up to 20 feet toward a creature and makes a melee spell attack against it. On a hit, the target takes force damage equal to 3d10 + your spellcasting ability modifier.\n\n -  **Guard.** The sword moves up to 20 feet into a creature’s space and grants the creature half cover as it attempts to deflect incoming attacks. The first time a hostile creature comes within 5 feet of the sword, the sword makes a melee spell attack against that creature. On a hit, the target takes force damage equal to 3d10 + your spellcasting ability modifier. The sword cannot attack again until you command it again.\n\n -  **Whirl.** The sword moves up to 20 feet toward a point and then begins to spin in a deadly whirl. A creature that starts in the sword’s space or passes within 5 feet of the sword on its turn must succeed on a Dexterity saving throw or take 3d10 force damage.","level":7,"higher_level":"","target_type":"area","range_text":"60 ft","range":60,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"a miniature platinum sword with a grip and pommel of copper and zinc, worth 250 gp","material_cost":"0.00","material_consumed":false,"target_count":1,"saving_throw_ability":"","attack_roll":true,"damage_roll":"3d10","damage_types":["force"],"duration":"1 minute","shape_type":null,"shape_size":null,"concentration":false,"crossreferences":{"to":[]}},{"key":"kp_shadow-tree","document":{"name":"Kobold Press Compilation","key":"kp","type":"SOURCE","display_name":"Kobold Press Compilation","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Conjuration","key":"conjuration"},"classes":[],"range_unit":"feet","shape_size_unit":"feet","name":"Shadow Tree","desc":"This spell temporarily draws a willow tree from the Shadow Realm to the location you designate within range. The tree is 5 feet in diameter and 20 feet tall.\n  When you cast the spell, you can specify individuals who can interact with the tree. All other creatures see the tree as a shadow version of itself and can't grasp or climb it, passing through its shadowy substance. A creature that can interact with the tree and that has Sunlight Sensitivity or Sunlight Hypersensitivity is protected from sunlight while within 20 feet of the tree. A creature that can interact with the tree can climb into its branches, giving the creature half cover.","level":2,"higher_level":"","target_type":"creature","range_text":"60 feet","range":60,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"","material_cost":null,"material_consumed":false,"target_count":1,"saving_throw_ability":"","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"10 minutes","shape_type":null,"shape_size":null,"concentration":false,"crossreferences":{"to":[]}},{"key":"kp_selfish-wish","document":{"name":"Kobold Press Compilation","key":"kp","type":"SOURCE","display_name":"Kobold Press Compilation","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Conjuration","key":"conjuration"},"classes":[],"range_unit":"feet","shape_size_unit":"feet","name":"Selfish Wish","desc":"The selfish wish grants the desires of a supplicant in exchange for power. Like a wish for a great increase in Strength may come with an equal reduction in Intelligence). In exchange for casting the selfish wish, the caster also receives an influx of power. The caster receives the following bonuses for 2 minutes: Doubled speed one extra action each round (as haste) Armor class increases by 3","level":9,"higher_level":"","target_type":"creature","range_text":"Self","range":0,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"","material_cost":null,"material_consumed":false,"target_count":1,"saving_throw_ability":"","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"instantaneous","shape_type":null,"shape_size":null,"concentration":false,"crossreferences":{"to":[]}},{"key":"kp_jeweled-fissure","document":{"name":"Kobold Press Compilation","key":"kp","type":"SOURCE","display_name":"Kobold Press Compilation","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Conjuration","key":"conjuration"},"classes":[],"range_unit":"feet","shape_size_unit":"feet","name":"Jeweled Fissure","desc":"Deep Magic: dragon With a sweeping gesture, you cause jagged crystals to burst from the ground and hurtle directly upward. Choose an origin point within the spell's range that you can see. Starting from that point, the crystals burst out of the ground along a 30-foot line. All creatures in that line and up to 100 feet above it take 2d8 thunder damage plus 2d8 piercing damage; a successful Dexterity saving throw negates the piercing damage. A creature that fails the saving throw is impaled by a chunk of crystal that halves the creature's speed, prevents it from flying, and causes it to fall to the ground if it was flying. To remove a crystal, the creature or an ally within 5 feet of it must use an action and make a successful DC 13 Strength check. If the check succeeds, the impaled creature takes 1d8 piercing damage and its speed and flying ability are restored to normal.","level":3,"higher_level":"","target_type":"point","range_text":"100 feet","range":100,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"","material_cost":null,"material_consumed":false,"target_count":1,"saving_throw_ability":"dexterity","attack_roll":false,"damage_roll":"1d8","damage_types":["piercing"],"duration":"instantaneous","shape_type":"line","shape_size":30,"concentration":false,"crossreferences":{"to":[]}},{"key":"kp_hirvsths-call","document":{"name":"Kobold Press Compilation","key":"kp","type":"SOURCE","display_name":"Kobold Press Compilation","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_5","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_6","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_7","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_8","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_9","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Conjuration","key":"conjuration"},"classes":[],"range_unit":"feet","shape_size_unit":"feet","name":"Hirvsth's Call","desc":"Deep Magic: Rothenian You summon a spectral herd of ponies to drag off a creature that you can see in range. The target must be no bigger than Large and must make a Dexterity saving throw. On a successful save, the spell has no effect. On a failed save, a spectral rope wraps around the target and pulls it 60 feet in a direction of your choosing as the herd races off. The ponies continue running in the chosen direction for the duration of the spell but will alter course to avoid impassable obstacles. Once you choose the direction, you cannot change it. The ponies ignore difficult terrain and are immune to damage. The target is prone and immobilized but can use its action to make a Strength or Dexterity check against your spell DC to escape the spectral bindings. The target takes 1d6 bludgeoning damage for every 20 feet it is dragged by the ponies. The herd moves 60 feet each round at the beginning of your turn.","level":4,"higher_level":"When you cast this spell using a spell slot of 5th level or higher, one additional creature can be targeted for each slot level above 4th.","target_type":"creature","range_text":"30 feet","range":30,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":false,"material_specified":"","material_cost":null,"material_consumed":false,"target_count":1,"saving_throw_ability":"dexterity","attack_roll":false,"damage_roll":"1d6","damage_types":["bludgeoning"],"duration":"1 minute","shape_type":null,"shape_size":null,"concentration":false,"crossreferences":{"to":[]}},{"key":"kp_doom-of-voracity","document":{"name":"Kobold Press Compilation","key":"kp","type":"SOURCE","display_name":"Kobold Press Compilation","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_4","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_5","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_6","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_7","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_8","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_9","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Conjuration","key":"conjuration"},"classes":[],"range_unit":"feet","shape_size_unit":"feet","name":"Doom of Voracity","desc":"You create a ripple of dark energy that destroys everything it touches. You create a 10-foot-radius, 10-foot-deep cylindrical extra-dimensional hole on a horizontal surface of sufficient size. Since it extends into another dimension, the pit has no weight and does not otherwise displace the original underlying material. You can create the pit in the deck of a ship as easily as in a dungeon floor or the ground of a forest. Any creature standing in the original conjured space, or on an expanded space as it grows, must succeed on a Dexterity saving throw to avoid falling in. The sloped pit edges crumble continuously, and any creature adjacent to the pit when it expands must succeed on a Dexterity saving throw to avoid falling in. Creatures subjected to a successful pushing effect (such as by a spell like incapacitated for 2 rounds. When the spell ends, creatures within the pit must make a Constitution saving throw. Those who succeed rise up with the bottom of the pit until they are standing on the original surface. Those who fail also rise up but are stunned for 2 rounds.","level":3,"higher_level":"When you cast this spell using a spell slot of 4th level or higher, increase the depth of the pit by 10 feet for each slot level above 3rd.","target_type":"creature","range_text":"120 feet","range":120,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"","material_cost":null,"material_consumed":false,"target_count":1,"saving_throw_ability":"dexterity","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"1 minute","shape_type":null,"shape_size":null,"concentration":false,"crossreferences":{"to":[]}},{"key":"kp_conjure-manabane-swarm","document":{"name":"Kobold Press Compilation","key":"kp","type":"SOURCE","display_name":"Kobold Press Compilation","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Conjuration","key":"conjuration"},"classes":[],"range_unit":"feet","shape_size_unit":"feet","name":"Conjure Manabane Swarm","desc":"Deep Magic: summoning You summon a swarm of manabane scarabs that has just 40 hit points. The swarm appears at a spot you choose within 60 feet and attacks the closest enemy. You can conjure the swarm to appear in an enemy's space. If you prefer, you can summon two full-strength, standard swarms of insects (including beetles, centipedes, spiders, or wasps) instead.","level":4,"higher_level":"","target_type":"point","range_text":"60 feet","range":60,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"","material_cost":null,"material_consumed":false,"target_count":1,"saving_throw_ability":"","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"1 minute","shape_type":null,"shape_size":null,"concentration":false,"crossreferences":{"to":[]}},{"key":"deepmx_summon-old-ones-avatar","document":{"name":"Deep Magic Extended","key":"deepmx","type":"SOURCE","display_name":"Deep Magic Extended","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/deepmagic"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"ritual","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Conjuration","key":"conjuration"},"classes":[{"name":"Bard","key":"srd_bard"},{"name":"Cleric","key":"srd_cleric"},{"name":"Druid","key":"srd_druid"},{"name":"Warlock","key":"srd_warlock"},{"name":"Wizard","key":"srd_wizard"}],"range_unit":"feet","shape_size_unit":"feet","name":"Summon Old One's Avatar","desc":"Deep Magic: void magic You summon a worldly incarnation of a Great Old One, which appears in an unoccupied space you can see within range. This avatar manifests as a Void speaker (Creature Codex NPC) augmented by boons from the Void. Choose one of the following options for the type of avatar that appears (other options might be available if the GM allows): Avatar of Cthulhu. The Void speaker is a goat-man with the ability to cast black goat's blessing and unseen strangler at will. Avatar of Yog-Sothoth. The Void speaker is a human with 1d4 + 1 flesh warps and the ability to cast gift of Azathoth and thunderwave at will. When the avatar appears, you must make a Charisma saving throw. If it succeeds, the avatar is friendly to you and your allies. If it fails, the avatar is friendly to no one and attacks the nearest creature to it, pursuing and fighting for as long as possible. Roll initiative for the avatar, which takes its own turn. If friendly to you, it obeys verbal commands you issue to it (no action required by you). If the avatar has no command, it attacks the nearest creature. Each round you maintain concentration on the spell, you must make a successful DC 15 Wisdom saving throw or take 1d6 psychic damage. If the cumulative total of this damage exceeds your Wisdom score, you gain one point of Void taint and you are afflicted with a short-term madness. The same penalty recurs when the damage exceeds twice your Wisdom, three times your Wisdom, etc. The avatar disappears when it drops to 0 hit points or when the spell ends. If you stop concentrating on the spell before an hour has elapsed, the avatar becomes uncontrolled and hostile and doesn't disappear until 1d6 rounds later or it's killed.","level":9,"higher_level":"","target_type":"creature","range_text":"60 feet","range":60,"ritual":true,"casting_time":"10minutes","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"","material_cost":null,"material_consumed":false,"target_count":1,"saving_throw_ability":"charisma","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"1 hour","shape_type":null,"shape_size":null,"concentration":false,"crossreferences":{"to":[]}},{"key":"deepmx_spire-of-stone","document":{"name":"Deep Magic Extended","key":"deepmx","type":"SOURCE","display_name":"Deep Magic Extended","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/deepmagic"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Conjuration","key":"conjuration"},"classes":[{"name":"Warlock","key":"srd_warlock"},{"name":"Wizard","key":"srd_wizard"}],"range_unit":"feet","shape_size_unit":"feet","name":"Spire of Stone","desc":"You cause a spire of rock to burst out of the ground, floor, or another surface beneath your feet. The spire is as wide as your space, and lifting you, it can rise up to 20 feet in height. When the spire appears, a creature within 5 feet of you must succeed on a Dexterity saving throw or fall prone. As a bonus action on your turn, you can cause the spire to rise or descend up to 20 feet to a maximum height of 40 feet. If you move off of the spire, it immediately collapses back into the ground. When the spire disappears, it leaves the surface from which it sprang unharmed. You can create a new spire as a bonus action for the duration of the spell.","level":2,"higher_level":"","target_type":"creature","range_text":"Self","range":0,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"","material_cost":null,"material_consumed":false,"target_count":1,"saving_throw_ability":"dexterity","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"10 minutes","shape_type":null,"shape_size":null,"concentration":false,"crossreferences":{"to":[]}},{"key":"deepmx_shadow-realm-gateway","document":{"name":"Deep Magic Extended","key":"deepmx","type":"SOURCE","display_name":"Deep Magic Extended","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/deepmagic"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"ritual","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Conjuration","key":"conjuration"},"classes":[{"name":"Warlock","key":"srd_warlock"},{"name":"Wizard","key":"srd_wizard"}],"range_unit":"feet","shape_size_unit":"feet","name":"Shadow Realm Gateway","desc":"By drawing a circle of black chalk up to 15 feet in diameter and chanting for one minute, you open a portal directly into the Shadow Realm. The portal fills the chalk circle and appears as a vortex of inky blackness; nothing can be seen through it. Any object or creature that passes through the portal instantly arrives safely in the Shadow Realm. The portal remains open for one minute or until you lose concentration on it, and it can be used to travel between the Shadow Realm and the chalk circle, in both directions, as many times as desired during the spell's duration. This spell can only be cast as a ritual.","level":5,"higher_level":"","target_type":"object","range_text":"30 feet","range":30,"ritual":true,"casting_time":"1minute","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"","material_cost":null,"material_consumed":false,"target_count":1,"saving_throw_ability":"","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"1 minute","shape_type":null,"shape_size":null,"concentration":false,"crossreferences":{"to":[]}},{"key":"deepmx_move-the-cosmic-wheel","document":{"name":"Deep Magic Extended","key":"deepmx","type":"SOURCE","display_name":"Deep Magic Extended","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/deepmagic"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Conjuration","key":"conjuration"},"classes":[{"name":"Cleric","key":"srd_cleric"},{"name":"Wizard","key":"srd_wizard"}],"range_unit":"feet","shape_size_unit":"feet","name":"Move the Cosmic Wheel","desc":"Deep Magic: clockwork You wind your music box and call forth a piece of another plane of existence with which you are familiar, either through personal experience or intense study. The magic creates a bubble of space with a 30-foot radius within range of you and at a spot you designate. The portion of your plane that's inside the bubble swaps places with a corresponding portion of the plane your music box is attuned with. There is a 10% chance that the portion of the plane you summon arrives with native creatures on it. Inanimate objects and non-ambulatory life (like trees) are cut off at the edge of the bubble, while living creatures that don't fit inside the bubble are shunted outside of it before the swap occurs. Otherwise, creatures from both planes that are caught inside the bubble are sent along with their chunk of reality to the other plane for the duration of the spell unless they make a successful Charisma saving throw when the spell is cast; with a successful save, a creature can choose whether to shift planes with the bubble or leap outside of it a moment before the shift occurs. Any natural reaction between the two planes occurs normally (fire spreads, water flows, etc.) while energy (such as necrotic energy) leaks slowly across the edge of the sphere (no more than a foot or two per hour). Otherwise, creatures and effects can move freely across the boundary of the sphere; for the duration of the spell, it becomes a part of its new location to the fullest extent possible, given the natures of the two planes. The two displaced bubbles shift back to their original places automatically after 24 hours. Note that the amount of preparation involved (acquiring and attuning the music box) precludes this spell from being cast on the spur of the moment. Because of its unpredictable and potentially wide-ranging effect, it's also advisable to discuss your interest in this spell with your GM before adding it to your character's repertoire.","level":8,"higher_level":"","target_type":"creature","range_text":"120 feet","range":120,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"","material_cost":null,"material_consumed":false,"target_count":1,"saving_throw_ability":"charisma","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"24 hours","shape_type":null,"shape_size":null,"concentration":false,"crossreferences":{"to":[]}},{"key":"deepmx_ley-storm","document":{"name":"Deep Magic Extended","key":"deepmx","type":"SOURCE","display_name":"Deep Magic Extended","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/deepmagic"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Conjuration","key":"conjuration"},"classes":[{"name":"Druid","key":"srd_druid"},{"name":"Warlock","key":"srd_warlock"},{"name":"Wizard","key":"srd_wizard"}],"range_unit":"feet","shape_size_unit":"feet","name":"Ley Storm","desc":"A roiling stormcloud of ley energy forms, centered around a point you can see and extending horizontally to a radius of 360 feet, with a thickness of 30 feet. Shifting color shoots through the writhing cloud, and thunder roars out of it. Each creature under the cloud at the moment when it's created (no more than 5,000 feet beneath it) takes 2d6 thunder damage and is disruptive aura spell. Rounds 5-10. Flashes of multicolored light burst through and out of the cloud, causing creatures to have disadvantage on Wisdom (Perception) checks that rely on sight while they are beneath the cloud. In addition, each round, you trigger a burst of energy that fills a 20-foot sphere centered on a point you can see beneath the cloud. Each creature in the sphere takes 4d8 force damage (no saving throw). Special. A geomancer who casts this spell regains 4d10 hit points.","level":9,"higher_level":"","target_type":"point","range_text":"Special","range":0,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":false,"material_specified":"","material_cost":null,"material_consumed":false,"target_count":1,"saving_throw_ability":"wisdom","attack_roll":false,"damage_roll":"2d6","damage_types":["thunder"],"duration":"1 minute","shape_type":"sphere","shape_size":20,"concentration":false,"crossreferences":{"to":[]}},{"key":"deepmx_gremlins","document":{"name":"Deep Magic Extended","key":"deepmx","type":"SOURCE","display_name":"Deep Magic Extended","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/deepmagic"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_5","damage_roll":"4d8","target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_6","damage_roll":"5d8","target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_7","damage_roll":"6d8","target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_8","damage_roll":"7d8","target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_9","damage_roll":"8d8","target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Conjuration","key":"conjuration"},"classes":[{"name":"Warlock","key":"srd_warlock"},{"name":"Wizard","key":"srd_wizard"}],"range_unit":"feet","shape_size_unit":"feet","name":"Gremlins","desc":"Deep Magic: clockwork You target a construct and summon a plague of invisible spirits to harass it. The target resists the spell and negates its effect with a successful Wisdom saving throw. While the spell remains in effect, the construct has disadvantage on attack rolls, ability checks, and saving throws, and it takes 3d8 force damage at the start of each of its turns as it is magically disassembled by the spirits.","level":4,"higher_level":"When you cast this spell using a spell slot of 5th or higher, the damage increases by 1d8 for each slot above 4th.","target_type":"creature","range_text":"60 feet","range":60,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"","material_cost":null,"material_consumed":false,"target_count":1,"saving_throw_ability":"wisdom","attack_roll":false,"damage_roll":"3d8","damage_types":["force"],"duration":"1 minute","shape_type":null,"shape_size":null,"concentration":false,"crossreferences":{"to":[]}},{"key":"deepmx_cosmic-alignment","document":{"name":"Deep Magic Extended","key":"deepmx","type":"SOURCE","display_name":"Deep Magic Extended","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/deepmagic"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"ritual","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Conjuration","key":"conjuration"},"classes":[{"name":"Wizard","key":"srd_wizard"}],"range_unit":"feet","shape_size_unit":"feet","name":"Cosmic Alignment","desc":"Deep Magic: illumination You arrange the forces of the cosmos to your benefit. Choose a cosmic event from the Comprehension of the Starry Sky ability that affects spellcasting (conjunction, eclipse, or nova; listed after the spell). You cast spells as if under the effect of the cosmic event until the next sunrise or 24 hours have passed. When the ability requires you to expend your insight, you expend your ritual focus instead. This spell must be cast outdoors, and the casting of this spell is obvious to everyone within 100 miles of its casting when an appropriate symbol, such as a flaming comet, appears in the sky above your location while you are casting the spell. Conjunction: Planetary conjunctions destabilize minds and emotions. You can give one creature you can see disadvantage on a saving throw against one enchantment or illusion spell cast by you. Eclipse: Eclipses plunge the world into darkness and strengthen connections to the shadow plane. When you cast a spell of 5th level or lower that causes necrotic damage, you can reroll a number of damage dice up to your Intelligence modifier (minimum of one). You must use the new rolls. Nova: The nova is a powerful aid to divination spells. You can treat one divination spell you cast as though you had used a spell slot one level higher than the slot actually used.","level":9,"higher_level":"","target_type":"creature","range_text":"Self","range":0,"ritual":true,"casting_time":"1hour","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"","material_cost":null,"material_consumed":false,"target_count":1,"saving_throw_ability":"intelligence","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"24 hours","shape_type":null,"shape_size":null,"concentration":false,"crossreferences":{"to":[]}},{"key":"deepmx_call-the-hunter","document":{"name":"Deep Magic Extended","key":"deepmx","type":"SOURCE","display_name":"Deep Magic Extended","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/deepmagic"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Conjuration","key":"conjuration"},"classes":[{"name":"Cleric","key":"srd_cleric"}],"range_unit":"feet","shape_size_unit":"feet","name":"Call the Hunter","desc":"Deep Magic: clockwork You detach a portion of your soul to become the embodiment of justice in the form of a clockwork outsider known as a Zelekhut who will serve at your commands for the duration, so long as those commands are consistent with its desire to punish wrongdoers. You may give the creature commands as a bonus action; it acts either immediately before or after you.","level":8,"higher_level":"","target_type":"creature","range_text":"90 feet","range":90,"ritual":false,"casting_time":"1minute","reaction_condition":null,"verbal":true,"somatic":true,"material":false,"material_specified":"","material_cost":null,"material_consumed":false,"target_count":1,"saving_throw_ability":"","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"10 minutes","shape_type":null,"shape_size":null,"concentration":false,"crossreferences":{"to":[]}},{"key":"deepmx_armored-shell","document":{"name":"Deep Magic Extended","key":"deepmx","type":"SOURCE","display_name":"Deep Magic Extended","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/deepmagic"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_2","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_3","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_4","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_5","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_6","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_7","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_8","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_9","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Conjuration","key":"conjuration"},"classes":[{"name":"Warlock","key":"srd_warlock"},{"name":"Wizard","key":"srd_wizard"}],"range_unit":"feet","shape_size_unit":"feet","name":"Armored Shell","desc":"Deep Magic: clockwork This spell creates a suit of magical studded leather armor (AC 12). It does not grant you proficiency in its use. Casters without the appropriate armor proficiency suffer disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity and cannot cast spells.","level":1,"higher_level":"Casting armored shell using a higher-level spell slot creates stronger armor: a chain shirt (AC 13) at level 2, scale mail (AC 14) at level 3, chain mail (AC 16) at level 4, and plate armor (AC 18) at level 5.","target_type":"creature","range_text":"Self","range":0,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"","material_cost":null,"material_consumed":false,"target_count":1,"saving_throw_ability":"strength","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"1 hour","shape_type":null,"shape_size":null,"concentration":false,"crossreferences":{"to":[]}},{"key":"deepmx_armored-heart","document":{"name":"Deep Magic Extended","key":"deepmx","type":"SOURCE","display_name":"Deep Magic Extended","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/deepmagic"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Conjuration","key":"conjuration"},"classes":[{"name":"Bard","key":"srd_bard"},{"name":"Warlock","key":"srd_warlock"},{"name":"Wizard","key":"srd_wizard"}],"range_unit":"feet","shape_size_unit":"feet","name":"Armored Heart","desc":"Deep Magic: clockwork The targeted creature gains resistance to bludgeoning, slashing, and piercing damage. This resistance can be overcome with adamantine or magical weapons.","level":1,"higher_level":"","target_type":"creature","range_text":"Touch","range":0,"ritual":false,"casting_time":"bonus-action","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"","material_cost":null,"material_consumed":false,"target_count":1,"saving_throw_ability":"","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"1 round","shape_type":null,"shape_size":null,"concentration":false,"crossreferences":{"to":[]}},{"key":"deepmx_anomalous-object","document":{"name":"Deep Magic Extended","key":"deepmx","type":"SOURCE","display_name":"Deep Magic Extended","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/deepmagic"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Conjuration","key":"conjuration"},"classes":[{"name":"Wizard","key":"srd_wizard"}],"range_unit":"feet","shape_size_unit":"feet","name":"Anomalous Object","desc":"Deep Magic: temporal By touching an object, you retrieve another version of the object from elsewhere in time. If the object is attended, you must succeed on a melee spell attack roll against the creature holding or controlling the object. Any effect that affects the original object also affects the duplicate (charges spent, damage taken, etc.) and any effect that affects the duplicate also affects the original object. If either object is destroyed, both are destroyed. This spell does not affect sentient items or unique artifacts.","level":7,"higher_level":"","target_type":"object","range_text":"Touch","range":0,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"","material_cost":null,"material_consumed":false,"target_count":1,"saving_throw_ability":"","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"1 minute","shape_type":null,"shape_size":null,"concentration":false,"crossreferences":{"to":[]}},{"key":"wz_who-goes-there","document":{"name":"Warlock Zine","key":"wz","type":"SOURCE","display_name":"Warlock Zine","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/kpstore/product-category/all-products/warlock-5th-edition-dnd/"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Conjuration","key":"conjuration"},"classes":[],"range_unit":"feet","shape_size_unit":"feet","name":"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_text":"60 feet","range":60,"ritual":false,"casting_time":"10minutes","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"","material_cost":null,"material_consumed":false,"target_count":1,"saving_throw_ability":"","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"10 minutes","shape_type":null,"shape_size":null,"concentration":false,"crossreferences":{"to":[]}},{"key":"wz_threshold-slip","document":{"name":"Warlock Zine","key":"wz","type":"SOURCE","display_name":"Warlock Zine","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/kpstore/product-category/all-products/warlock-5th-edition-dnd/"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Conjuration","key":"conjuration"},"classes":[],"range_unit":"feet","shape_size_unit":"feet","name":"Threshold Slip","desc":"The threshold of a doorway, the sill of a window, the junction where the floor meets the wall, the intersection of two walls—these are all points of travel for you. When you cast this spell, you can step into the junction of two surfaces, slip through the boundary of the Material Plane, and reappear in an unoccupied space with another junction you can see within 60 feet.\n  You can take one willing creature of your size or smaller that you're touching with you. The target junction must have unoccupied spaces for both of you to enter when you reappear or the spell fails.","level":2,"higher_level":"","target_type":"point","range_text":"Self","range":0,"ritual":false,"casting_time":"bonus-action","reaction_condition":null,"verbal":true,"somatic":false,"material":false,"material_specified":"","material_cost":null,"material_consumed":false,"target_count":1,"saving_throw_ability":"","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"instantaneous","shape_type":null,"shape_size":null,"concentration":false,"crossreferences":{"to":[]}},{"key":"wz_summon-clockwork-beast","document":{"name":"Warlock Zine","key":"wz","type":"SOURCE","display_name":"Warlock Zine","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/kpstore/product-category/all-products/warlock-5th-edition-dnd/"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"ritual","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Conjuration","key":"conjuration"},"classes":[],"range_unit":"feet","shape_size_unit":"feet","name":"Summon Clockwork Beast","desc":"Deep Magic: clockwork Once per day, you can cast this ritual to summon a Tiny clockwork beast doesn't require air, food, drink, or sleep. When its hit points are reduced to 0, it crumbles into a heap of gears and springs.","level":5,"higher_level":"","target_type":"point","range_text":"10 feet","range":10,"ritual":true,"casting_time":"10minutes","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"","material_cost":null,"material_consumed":false,"target_count":1,"saving_throw_ability":"","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"1 hour","shape_type":null,"shape_size":null,"concentration":false,"crossreferences":{"to":[]}},{"key":"wz_storm-of-axes","document":{"name":"Warlock Zine","key":"wz","type":"SOURCE","display_name":"Warlock Zine","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/kpstore/product-category/all-products/warlock-5th-edition-dnd/"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Conjuration","key":"conjuration"},"classes":[],"range_unit":"feet","shape_size_unit":"feet","name":"Storm of Axes","desc":"Deep Magic: battle You conjure up dozens of axes and direct them in a pattern in chopping, whirling mayhem. The blades fill eight 5-foot squares in a line 40 feet long or in a double-strength line 20 feet long and 10 deep. The axes cause 6d8 slashing damage to creatures in the area at the moment the spell is cast or half damage with a successful Dexterity saving throw. By maintaining concentration, you can move the swarm of axes up to 20 feet per round in any direction you wish. If the storm of axes moves into spaces containing creatures, they immediately must make another Dexterity saving throw or suffer damage again.","level":4,"higher_level":"","target_type":"creature","range_text":"25 feet","range":25,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"","material_cost":null,"material_consumed":false,"target_count":1,"saving_throw_ability":"dexterity","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"concentration + 1 round","shape_type":"line","shape_size":5,"concentration":false,"crossreferences":{"to":[]}},{"key":"wz_skull-road","document":{"name":"Warlock Zine","key":"wz","type":"SOURCE","display_name":"Warlock Zine","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/kpstore/product-category/all-products/warlock-5th-edition-dnd/"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Conjuration","key":"conjuration"},"classes":[],"range_unit":"feet","shape_size_unit":"feet","name":"Skull Road","desc":"You conjure a portal linking an unoccupied space you can see within range to an imprecise location on the plane of Evermaw. The portal is a circular opening, which you can make 5-20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration. If your casting is at 5th level, this opens a pathway to the River of Tears, to the Vitreous Mire, or to the Plains of Bone-travel to a settlement can take up to 7 days (1d6+1). If cast at 7th level, the skull road spell opens a portal to a small settlement of gnolls, ghouls, or shadows on the plane near the Eternal Palace of Mot or a similar settlement. Undead casters can use this spell in the reverse direction, opening a portal from Evermaw to the mortal world, though with similar restrictions. At 5th level, the portal opens in a dark forest, cavern, or ruins far from habitation. At 7th level, the skull road leads directly to a tomb, cemetery, or mass grave near a humanoid settlement of some kind.","level":5,"higher_level":"","target_type":"point","range_text":"60 feet","range":60,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"","material_cost":null,"material_consumed":false,"target_count":1,"saving_throw_ability":"","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"1 minute","shape_type":null,"shape_size":null,"concentration":false,"crossreferences":{"to":[]}},{"key":"wz_reciprocating-portal","document":{"name":"Warlock Zine","key":"wz","type":"SOURCE","display_name":"Warlock Zine","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/kpstore/product-category/all-products/warlock-5th-edition-dnd/"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Conjuration","key":"conjuration"},"classes":[],"range_unit":"feet","shape_size_unit":"feet","name":"Reciprocating Portal","desc":"With a gesture and a muttered word, you cause an inky black, circular portal to open on the ground beneath one or more creatures. You can create one 15-foot-diameter portal, two 10-foot-diameter portals, or six 5-foot-diameter portals. A creature that's standing where you create a portal must make a Dexterity saving throw. On a failed save, the creature falls through the portal, disappears into a demiplane where it is stunned as it falls endlessly, and the portal closes.\n  At the start of your next turn, the creatures that failed their saving throws fall through matching portals directly above their previous locations. A falling creature lands prone in the space it once occupied or the nearest unoccupied space and takes falling damage as if it fell 60 feet, regardless of the distance between the exit portal and the ground. Flying and levitating creatures can't be affected by this spell.","level":3,"higher_level":"","target_type":"creature","range_text":"60 feet","range":60,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":false,"material_specified":"","material_cost":null,"material_consumed":false,"target_count":1,"saving_throw_ability":"dexterity","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"instantaneous","shape_type":null,"shape_size":null,"concentration":false,"crossreferences":{"to":[]}},{"key":"wz_putrescent-faerie-circle","document":{"name":"Warlock Zine","key":"wz","type":"SOURCE","display_name":"Warlock Zine","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/kpstore/product-category/all-products/warlock-5th-edition-dnd/"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Conjuration","key":"conjuration"},"classes":[],"range_unit":"feet","shape_size_unit":"feet","name":"Putrescent Faerie Circle","desc":"You create a 20-foot-diameter circle of loosely-packed toadstools that spew sickly white spores and ooze a tarry substance. At the start of each of your turns, each creature within the circle must make a Constitution saving throw. A creature takes 4d8 necrotic damage on a failed save, or half as much damage on a successful one. If a creature attempts to pass through the ring of toadstools, the toadstools release a cloud of spores, and the creature must make a Constitution saving throw. On a failure, the creature takes 8d8 poison damage and is poisoned for 1 minute. On a success, the creature takes half as much damage and isn't poisoned. While a creature is poisoned, it is paralyzed. It can attempt a new Constitution saving throw at the end of each of its turns to remove the paralyzed condition (but not the poisoned condition).","level":5,"higher_level":"","target_type":"creature","range_text":"60 feet","range":60,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"","material_cost":null,"material_consumed":false,"target_count":1,"saving_throw_ability":"constitution","attack_roll":false,"damage_roll":"4d8","damage_types":["necrotic"],"duration":"1 minute","shape_type":null,"shape_size":null,"concentration":false,"crossreferences":{"to":[]}},{"key":"wz_pratfall","document":{"name":"Warlock Zine","key":"wz","type":"SOURCE","display_name":"Warlock Zine","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/kpstore/product-category/all-products/warlock-5th-edition-dnd/"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Conjuration","key":"conjuration"},"classes":[],"range_unit":"feet","shape_size_unit":"feet","name":"Pratfall","desc":"You cause a small bit of bad luck to befall a creature, making it look humorously foolish. You create one of the following effects within range: A small, oily puddle appears under the feet of your target, causing it to lose balance. The target must succeed on a Dexterity saving throw or be unable use a bonus action on its next turn as it regains its footing. Tiny particles blow in your target's face, causing it to sneeze. The target must succeed on a Constitution saving throw or have disadvantage on its first attack roll on its next turn. Strobing lights flash briefly before your target's eyes, causing difficulties with its vision. The target must succeed on a Constitution saving throw or its passive Perception is halved until the end of its next turn. The target feels the sensation of a quick, mild clap against its ears, briefly disorienting it. The target must succeed on a Constitution saving throw to maintain its concentration. An invisible force sharply tugs on the target's trousers, causing the clothing to slip down. The target must make a Dexterity saving throw. On a failed save, the target has disadvantage on its next attack roll with a two-handed weapon or loses its shield bonus to its Armor Class until the end of its next turn as it uses one hand to gather its slipping clothing. Only one of these effects can be used on a single creature at a time.","level":1,"higher_level":"","target_type":"creature","range_text":"60 feet","range":60,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":false,"material_specified":"","material_cost":null,"material_consumed":false,"target_count":1,"saving_throw_ability":"dexterity","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"instantaneous","shape_type":null,"shape_size":null,"concentration":false,"crossreferences":{"to":[]}},{"key":"wz_mirror-realm","document":{"name":"Warlock Zine","key":"wz","type":"SOURCE","display_name":"Warlock Zine","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/kpstore/product-category/all-products/warlock-5th-edition-dnd/"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"ritual","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Conjuration","key":"conjuration"},"classes":[],"range_unit":"feet","shape_size_unit":"feet","name":"Mirror Realm","desc":"You transform a mirror into a magical doorway to an extradimensional realm. You and any creatures you designate when you cast the spell can move through the doorway into the realm beyond. For the spell's duration, the mirror remains anchored in the plane of origin, where it can't be broken or otherwise damaged by any mundane means. No creatures other than those you designate can pass through the mirror or see into the mirror realm.\n  The realm within the mirror is an exact reflection of the location you left. The temperature is comfortable, and any environmental threats (lava, poisonous gas, or similar) are inert, harmless facsimiles of the real thing. Likewise, magic items reflected in the mirror realm have no magical properties, but those carried into it work normally. Food, drink, and other beneficial items within the mirror realm (reflections of originals in the real world) function as normal, real items; food can be eaten, wine can be drunk, and so on. Only items that were reflected in the mirror at the moment the spell was cast exist inside the mirror realm. Items placed in front of the mirror afterward don't appear in the mirror realm, and creatures never do unless they are allowed in by you. Items found in the mirror realm dissolve into nothingness when they leave it, but the effects of food and drink remain.\n  Sound passes through the mirror in both directions. Creatures in the mirror realm can see what's happening in the world, but creatures in the world see only what the mirror reflects. Objects can cross the mirror boundary only while worn or carried by a creature, and spells can't cross it at all. You can't stand in the mirror realm and shoot arrows or cast spells at targets in the world or vice versa.\n  The boundaries of the mirror realm are the same as the room or location in the plane of origin, but the mirror realm can't exceed 50,000 square feet (for simplicity, imagine 50 cubes, each cube being 10 feet on a side). If the original space is larger than this, such as an open field or a forest, the boundary is demarcated with an impenetrable, gray fog.\n  Any creature still inside the mirror realm when the spell ends is expelled through the mirror into the nearest empty space.\n  If this spell is cast in the same spot every day for a year, it becomes permanent. Once permanent, the mirror can't be moved or destroyed through mundane means. You can allow new creatures into the mirror realm (and disallow previous creatures) by recasting the spell within range of the permanent mirror. Casting the spell elsewhere doesn't affect the creation or the existence of a permanent mirror realm; a determined spellcaster could have multiple permanent mirror realms to use as storage spaces, hiding spots, and spy vantages.","level":7,"higher_level":"","target_type":"creature","range_text":"90 feet","range":90,"ritual":true,"casting_time":"action","reaction_condition":null,"verbal":false,"somatic":true,"material":true,"material_specified":"","material_cost":null,"material_consumed":false,"target_count":1,"saving_throw_ability":"","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"24 hours","shape_type":null,"shape_size":null,"concentration":false,"crossreferences":{"to":[]}},{"key":"wz_ethereal-stairs","document":{"name":"Warlock Zine","key":"wz","type":"SOURCE","display_name":"Warlock Zine","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/kpstore/product-category/all-products/warlock-5th-edition-dnd/"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_6","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_7","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_8","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_9","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Conjuration","key":"conjuration"},"classes":[],"range_unit":"feet","shape_size_unit":"feet","name":"Ethereal Stairs","desc":"You create a staircase out of the nothingness of the air. A shimmering staircase 10 feet wide appears and remains for the duration. The staircase ascends at a 45-degree angle to a point as much as 60 feet above the ground. The staircase consists only of steps with no apparent support, unless you choose to have it resemble a stone or wooden structure. Even then, its magical nature is obvious, as it has no color and is translucent, and only the steps have solidity; the rest of it is no more solid than air. The staircase can support up to 10 tons of weight. It can be straight, spiral, or switchback. Its bottom must connect to solid ground, but its top need not connect to anything.","level":5,"higher_level":"When you cast this spell using a spell slot of 6th level or higher, the staircase extends an additional 20 feet for each slot level above 5th.","target_type":"point","range_text":"30 feet","range":30,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":false,"material_specified":"","material_cost":null,"material_consumed":false,"target_count":1,"saving_throw_ability":"","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"1 minute","shape_type":null,"shape_size":null,"concentration":true,"crossreferences":{"to":[]}},{"key":"wz_door-of-the-far-traveler","document":{"name":"Warlock Zine","key":"wz","type":"SOURCE","display_name":"Warlock Zine","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/kpstore/product-category/all-products/warlock-5th-edition-dnd/"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_9","damage_roll":null,"target_count":null,"duration":"12 hours","range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Conjuration","key":"conjuration"},"classes":[],"range_unit":"feet","shape_size_unit":"feet","name":"Door of the Far Traveler","desc":"You conjure a door to the destination of your choice that lasts for the duration or until dispelled. You sketch the outline of the door with chalk on any hard surface (a wall, a cliffside, the deck of a ship, etc.) and scribe sigils of power around its outline. The doorway must be at least 1 foot wide by 2 feet tall and can be no larger than 5 feet wide by 10 feet tall. Once the door is drawn, place the knob appropriately; it attaches magically to the surface and your drawing becomes a real door to the spell's destination. The doorway remains functional for the spell's duration. During that time, anyone can open or close the door and pass through it in either direction.\n  The destination can be on any plane of existence. It must be familiar to you, and your level of familiarity with it determines the accuracy of the spell (determined by the GM). If it's a place you've visited, you can expect 100 percent accuracy. If it's been described to you by someone who was there, you might arrive in the wrong room or even the wrong structure, depending on how detailed their description was. If you've only heard about the destination third-hand, you may end up in a similar structure that's in a very different locale.\n  *Door of the far traveler* doesn't create a doorway at the destination. It connects to an existing, working door. It can't, for example, take you to an open field or a forest with no structures (unless someone built a doorframe with a door in that spot for this specific purpose!). While the spell is in effect, the pre-existing doorway connects only to the area you occupied while casting the spell. If you connected to an existing doorway between a home's parlor and library, for example, and your door leads into the library, then people can still walk through that doorway from the parlor into the library normally. Anyone trying to go the other direction, however, arrives wherever you came from instead of in the parlor.\n  Before casting the spell, you must spend one hour etching magical symbols onto the doorknob that will serve as the spell's material component to attune it to your desired destination. Once prepared, the knob remains attuned to that destination until it's used or you spend another hour attuning it to a different location.\n  *The door of the far traveler* is dispelled if you remove the knob from the door. You can do this as a bonus action from either side of the door, provided it's shut. If the spell's duration expires naturally, the knob falls to the ground on whichever side of the door you're on. Once the spell ends, the knob loses its attunement to any location and another hour must be spent attuning it before it can be used again.","level":8,"higher_level":"If you cast this spell using a 9thlevel slot, the duration increases to 12 hours.","target_type":"area","range_text":"10 feet","range":10,"ritual":false,"casting_time":"10minutes","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"","material_cost":null,"material_consumed":false,"target_count":1,"saving_throw_ability":"","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"6 hours","shape_type":null,"shape_size":null,"concentration":false,"crossreferences":{"to":[]}},{"key":"wz_commanders-pavilion","document":{"name":"Warlock Zine","key":"wz","type":"SOURCE","display_name":"Warlock Zine","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/kpstore/product-category/all-products/warlock-5th-edition-dnd/"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"ritual","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Conjuration","key":"conjuration"},"classes":[],"range_unit":"feet","shape_size_unit":"feet","name":"Commander's Pavilion","desc":"Creates a command tent 30 feet by 30 feet with a peak height of 20 feet. It is filled with items a military commander might require of a headquarters tent on a campaign, such as maps of the area, a spyglass, a sandglass, materials for correspondence, references for coding and decoding messages, books on history and strategy relevant to the area, banners, spare uniforms, and badges of rank. Such minor mundane items dissipate once the spell's effect ends. Recasting the spell on subsequent days maintains the existing tent for another 24 hours.","level":3,"higher_level":"","target_type":"area","range_text":"Touch","range":0,"ritual":true,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"","material_cost":null,"material_consumed":false,"target_count":1,"saving_throw_ability":"","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"24 hours","shape_type":null,"shape_size":null,"concentration":false,"crossreferences":{"to":[]}},{"key":"deepm_wintry-glide","document":{"name":"Deep Magic for 5th Edition","key":"deepm","type":"SOURCE","display_name":"Deep Magic for 5th Edition","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/kpstore/product/deep-magic-for-5th-edition-hardcover/"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Conjuration","key":"conjuration"},"classes":[],"range_unit":"feet","shape_size_unit":"feet","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_text":"Self","range":0,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":false,"material_specified":"","material_cost":null,"material_consumed":false,"target_count":1,"saving_throw_ability":"constitution","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"1 minute","shape_type":null,"shape_size":null,"concentration":true,"crossreferences":{"to":[]}},{"key":"deepm_wind-of-the-hereafter","document":{"name":"Deep Magic for 5th Edition","key":"deepm","type":"SOURCE","display_name":"Deep Magic for 5th Edition","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/kpstore/product/deep-magic-for-5th-edition-hardcover/"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Conjuration","key":"conjuration"},"classes":[],"range_unit":"feet","shape_size_unit":"feet","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_text":"120 feet","range":120,"ritual":false,"casting_time":"action","reaction_condition":null,"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_size":30,"concentration":true,"crossreferences":{"to":[]}},{"key":"deepm_weilers-ward","document":{"name":"Deep Magic for 5th Edition","key":"deepm","type":"SOURCE","display_name":"Deep Magic for 5th Edition","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/kpstore/product/deep-magic-for-5th-edition-hardcover/"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_3","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_4","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_5","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_6","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_7","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_8","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_9","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Conjuration","key":"conjuration"},"classes":[],"range_unit":"feet","shape_size_unit":"feet","name":"Weiler’s Ward","desc":"You create four small orbs of faerie magic that float around your head and give off dim light out to a radius of 15 feet. Whenever a Large or smaller enemy enters that area of dim light, or starts its turn in the area, you can use your reaction to attack it with one or more of the orbs. The enemy creature makes a Charisma saving throw. On a failed save, the creature is pushed 20 feet directly away from you, and each orb you used in the attack explodes violently, dealing 1d6 force damage to the creature.\n","level":2,"higher_level":"When you cast this spell using a spell slot of 3rd level or higher, the number of orbs increases by one for each slot level above 2nd.","target_type":"area","range_text":"Self","range":0,"ritual":false,"casting_time":"bonus-action","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"a lock of hair from a fey creature","material_cost":null,"material_consumed":false,"target_count":1,"saving_throw_ability":"charisma","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"1 hour","shape_type":null,"shape_size":null,"concentration":true,"crossreferences":{"to":[]}},{"key":"deepm_walk-the-twisted-path","document":{"name":"Deep Magic for 5th Edition","key":"deepm","type":"SOURCE","display_name":"Deep Magic for 5th Edition","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/kpstore/product/deep-magic-for-5th-edition-hardcover/"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_7","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_8","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_9","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Conjuration","key":"conjuration"},"classes":[],"range_unit":"feet","shape_size_unit":"feet","name":"Walk the Twisted Path","desc":"When you cast this spell, you and up to five creatures you can see within 20 feet of you enter a shifting landscape of endless walls and corridors that connect to many places throughout the world.\n\nYou can find your way to a destination within 100 miles, as long as you know for certain that your destination exists (though you don’t need to have seen or visited it before), and you must make a successful DC 20 Intelligence check. If you have the ability to retrace a path you have previously taken without making a check (as a minotaur or a goristro can), this check automatically succeeds. On a failed check, you don't find your path this round, and you and your companions each take 4d6 psychic damage as the madness of the shifting maze exacts its toll. You must repeat the check at the start of each of your turns until you find your way to your destination or until you die. In either event, the spell ends.\n\nWhen the spell ends, you and those traveling with you appear in a safe location at your destination.\n","level":6,"higher_level":"When you cast this spell using a spell slot of 7th level or higher, you can bring along two additional creatures or travel an additional 100 miles for each slot level above 6th.","target_type":"creature","range_text":"Self","range":0,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"a map","material_cost":null,"material_consumed":false,"target_count":5,"saving_throw_ability":"","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"special","shape_type":null,"shape_size":null,"concentration":false,"crossreferences":{"to":[]}},{"key":"deepm_vine-trestle","document":{"name":"Deep Magic for 5th Edition","key":"deepm","type":"SOURCE","display_name":"Deep Magic for 5th Edition","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/kpstore/product/deep-magic-for-5th-edition-hardcover/"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"ritual","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_3","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_4","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_5","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_6","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_7","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_8","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"slot_level_9","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Conjuration","key":"conjuration"},"classes":[],"range_unit":"feet","shape_size_unit":"feet","name":"Vine Trestle","desc":"You cause a vine to sprout from the ground and crawl across a surface or rise into the air in a direction chosen by you. The vine must sprout from a solid surface (such as the ground or a wall), and it is strong enough to support 600 pounds of weight along its entire length. The vine collapses immediately if that 600-pound limit is exceeded. A vine that collapses from weight or damage instantly disintegrates.\n\nThe vine has many small shoots, so it can be climbed with a successful DC 5 Strength (Athletics) check. It has AC 8, hit points equal to 5 × your spellcasting level, and a damage threshold of 5.\n","level":2,"higher_level":"When you cast this spell using a spell slot of 3rd level or higher, the vine can support an additional 30 pounds, and its damage threshold increases by 1 for each slot level above 2nd.\n\n***Ritual Focus.*** If you expend your ritual focus, the vine is permanent until destroyed or dispelled.","target_type":"point","range_text":"30 feet","range":30,"ritual":true,"casting_time":"10minutes","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"a 1-inch piece of green vine that is consumed in the casting","material_cost":null,"material_consumed":false,"target_count":1,"saving_throw_ability":"","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"1 hour","shape_type":null,"shape_size":null,"concentration":false,"crossreferences":{"to":[]}},{"key":"deepm_unseen-strangler","document":{"name":"Deep Magic for 5th Edition","key":"deepm","type":"SOURCE","display_name":"Deep Magic for 5th Edition","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/kpstore/product/deep-magic-for-5th-edition-hardcover/"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null},{"type":"ritual","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Conjuration","key":"conjuration"},"classes":[],"range_unit":"feet","shape_size_unit":"feet","name":"Unseen Strangler","desc":"You conjure an immaterial, tentacled aberration in an unoccupied space you can see within range, and you specify a password that the phantom recognizes. The entity remains where you conjured it until the spell ends, until you dismiss it as an action, or until you move more than 80 feet from it.\n\nThe strangler is invisible to all creatures except you, and it can’t be harmed. When a Small or larger creature approaches within 30 feet of it without speaking the password that you specified, the strangler starts whispering your name. This whispering is always audible to you, regardless of other sounds in the area, as long as you’re conscious. The strangler sees invisible creatures and can see into the Ethereal Plane. It ignores illusions.\n\nIf any creatures hostile to you are within 5 feet of the strangler at the start of your turn, the strangler attacks one of them with a tentacle. It makes a melee weapon attack with a bonus equal to your spellcasting ability modifier + your proficiency bonus. On a hit, it deals 3d6 bludgeoning damage, and a Large or smaller creature is grappled (escape DC = your spellcasting ability modifier + your proficiency bonus). Until this grapple ends, the target is restrained, and the strangler can’t attack another target. If the strangler scores a critical hit, the target begins to suffocate and can’t speak until the grapple ends.","level":3,"higher_level":"","target_type":"creature","range_text":"30 feet","range":30,"ritual":true,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"a pinch of sulfur and a live rodent","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_size":null,"concentration":false,"crossreferences":{"to":[]}},{"key":"deepm_torrent-of-fire","document":{"name":"Deep Magic for 5th Edition","key":"deepm","type":"SOURCE","display_name":"Deep Magic for 5th Edition","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/kpstore/product/deep-magic-for-5th-edition-hardcover/"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Conjuration","key":"conjuration"},"classes":[],"range_unit":"feet","shape_size_unit":"feet","name":"Torrent of Fire","desc":"You harness the power of fire contained in ley lines with this spell. You create a 60-foot cone of flame. Creatures in the cone take 6d6 fire damage, or half as much damage with a successful Dexterity saving throw. You can then flow along the flames, reappearing anywhere inside the cone’s area. This repositioning doesn’t count as movement and doesn’t trigger opportunity attacks.","level":4,"higher_level":"","target_type":"creature","range_text":"Self","range":0,"ritual":false,"casting_time":"round","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"a piece of obsidian","material_cost":null,"material_consumed":false,"target_count":1,"saving_throw_ability":"dexterity","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"instantaneous","shape_type":"cone","shape_size":60,"concentration":false,"crossreferences":{"to":[]}},{"key":"deepm_time-step","document":{"name":"Deep Magic for 5th Edition","key":"deepm","type":"SOURCE","display_name":"Deep Magic for 5th Edition","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/kpstore/product/deep-magic-for-5th-edition-hardcover/"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Conjuration","key":"conjuration"},"classes":[],"range_unit":"feet","shape_size_unit":"feet","name":"Time Step","desc":"You briefly step forward in time. You disappear from your location and reappear at the start of your next turn in a location of your choice that you can see within 30 feet of the space you disappeared from. You can’t be affected by anything that happens during the time you’re missing, and you aren’t aware of anything that happens during that time.","level":2,"higher_level":"","target_type":"creature","range_text":"Self","range":0,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":false,"material":false,"material_specified":"","material_cost":null,"material_consumed":false,"target_count":1,"saving_throw_ability":"","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"instantaneous","shape_type":null,"shape_size":null,"concentration":false,"crossreferences":{"to":[]}},{"key":"deepm_summon-star","document":{"name":"Deep Magic for 5th Edition","key":"deepm","type":"SOURCE","display_name":"Deep Magic for 5th Edition","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/kpstore/product/deep-magic-for-5th-edition-hardcover/"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Conjuration","key":"conjuration"},"classes":[],"range_unit":"feet","shape_size_unit":"feet","name":"Summon Star","desc":"You summon a friendly star from the heavens to do your bidding. It appears in an unoccupied space you can see within range and takes the form of a glowing humanoid with long white hair. All creatures other than you who view the star must make a successful Wisdom saving throw or be charmed for the duration of the spell. A creature charmed in this way can repeat the Wisdom saving throw at the end of each of its turns. On a success, the creature is no longer charmed and is immune to the effect of this casting of the spell. In all other ways, the star is equivalent to a [deva](https://api.open5e.com/monsters/deva). It understands and obeys verbal commands you give it. If you do not give the star a command, it defends itself and attacks the last creature that attacked it. The star disappears when it drops to 0 hit points or when the spell ends.","level":8,"higher_level":"","target_type":"creature","range_text":"90 feet","range":90,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":false,"material_specified":"","material_cost":null,"material_consumed":false,"target_count":1,"saving_throw_ability":"wisdom","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"1 minute","shape_type":null,"shape_size":null,"concentration":true,"crossreferences":{"to":[]}}]}