{"count":1955,"next":"https://api-beta.open5e.com/v2/spells/?format=json&ordering=higher_level&page=5","previous":"https://api-beta.open5e.com/v2/spells/?format=json&ordering=higher_level&page=3","results":[{"key":"a5e-ag_speak-with-dead","document":{"name":"Adventurer's Guide","key":"a5e-ag","type":"SOURCE","display_name":"Adventurer's Guide","publisher":{"name":"EN Publishing","key":"en-publishing"},"gamesystem":{"name":"Advanced 5th Edition","key":"a5e"},"permalink":"https://a5esrd.com/a5esrd"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Necromancy","key":"necromancy"},"classes":[],"range_unit":"feet","shape_size_unit":"feet","name":"Speak with Dead","desc":"You call forth the target's memories, animating it enough to answer 5 questions. The corpse's knowledge is limited: it knows only what it knew in life and cannot learn new information or speak about anything that has occurred since its death. It speaks only in the languages it knew, and is under no compulsion to offer a truthful answer if it has reason not to. Answers might be brief, cryptic, or repetitive.\n\nThis spell does not return a departed soul, nor does it have any effect on an undead corpse, or one without a mouth.","level":3,"higher_level":"","target_type":"creature","range_text":"Touch","range":0,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"","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},{"key":"a5e-ag_speak-with-plants","document":{"name":"Adventurer's Guide","key":"a5e-ag","type":"SOURCE","display_name":"Adventurer's Guide","publisher":{"name":"EN Publishing","key":"en-publishing"},"gamesystem":{"name":"Advanced 5th Edition","key":"a5e"},"permalink":"https://a5esrd.com/a5esrd"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Transmutation","key":"transmutation"},"classes":[],"range_unit":"feet","shape_size_unit":"feet","name":"Speak with Plants","desc":"Your voice takes on a magical timbre, awakening the targets to limited sentience. Until the spell ends, the targets can communicate with you and follow simple commands, telling you about recent events including creatures that have passed, weather, and nearby locations.\n\nThe targets have a limited mobility: they can move their branches, tendrils, and stalks freely. This allows them to turn ordinary terrain into difficult terrain, or make difficult terrain caused by vegetation into ordinary terrain for the duration as vines and branches move at your request. This spell can also release a creature restrained by an entangle spell.\n\nAt the Narrator's discretion the targets may be able to perform other tasks, though each must remain rooted in place. If a plant creature is in the area, you can communicate with it but it is not compelled to follow your requests.","level":3,"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":1,"saving_throw_ability":"","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"10 minutes","shape_type":null,"shape_size":null,"concentration":false},{"key":"a5e-ag_spike-growth","document":{"name":"Adventurer's Guide","key":"a5e-ag","type":"SOURCE","display_name":"Adventurer's Guide","publisher":{"name":"EN Publishing","key":"en-publishing"},"gamesystem":{"name":"Advanced 5th Edition","key":"a5e"},"permalink":"https://a5esrd.com/a5esrd"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Transmutation","key":"transmutation"},"classes":[],"range_unit":"feet","shape_size_unit":"feet","name":"Spike Growth","desc":"You cause sharp spikes and thorns to sprout in the area, making it difficult terrain. When a creature enters or moves within the area, it takes 2d4 piercing damage for every 5 feet it travels.\n\nYour magic causes the ground to look natural. A creature that can't see the area when the spell is cast can spot the hazardous terrain just before entering it by making a Perception check against your spell save DC.","level":2,"higher_level":"","target_type":"area","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":"","attack_roll":false,"damage_roll":"2d4","damage_types":["piercing"],"duration":"10 minutes","shape_type":null,"shape_size":null,"concentration":true},{"key":"a5e-ag_sporesight","document":{"name":"Adventurer's Guide","key":"a5e-ag","type":"SOURCE","display_name":"Adventurer's Guide","publisher":{"name":"EN Publishing","key":"en-publishing"},"gamesystem":{"name":"Advanced 5th Edition","key":"a5e"},"permalink":"https://a5esrd.com/a5esrd"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Evocation","key":"evocation"},"classes":[],"range_unit":"feet","shape_size_unit":"feet","name":"Sporesight","desc":"You throw a mushroom at a point within range and detonate it, creating a cloud of spores that fills the area. The cloud of spores travels around corners, and the area is considered lightly obscured for everyone except you. Creatures and objects within the area are covered in spores.\n\nUntil the spell ends, you know the exact location of all affected objects and creatures. Any attack roll you make against an affected creature or object has advantage, and the affected creatures and objects can't benefit from being invisible.","level":7,"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":"10 minutes","shape_type":null,"shape_size":null,"concentration":true},{"key":"a5e-ag_storm-of-vengeance","document":{"name":"Adventurer's Guide","key":"a5e-ag","type":"SOURCE","display_name":"Adventurer's Guide","publisher":{"name":"EN Publishing","key":"en-publishing"},"gamesystem":{"name":"Advanced 5th Edition","key":"a5e"},"permalink":"https://a5esrd.com/a5esrd"},"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 Vengeance","desc":"You conjure a churning storm cloud that spreads to cover the target area. As it forms, lightning and thunder mix with howling winds, and each creature beneath the cloud makes a Constitution saving throw or takes 2d6 thunder damage and becomes deafened for 5 minutes.\n\nUntil the spell ends, at the start of your turn the cloud produces additional effects: Round 2\\. Acidic rain falls throughout the area dealing 1d6 acid damage to each creature and object beneath the cloud.\n\nRound 3\\. Lightning bolts strike up to 6 creatures or objects of your choosing that are beneath the cloud (no more than one bolt per creature or object). A creature struck by this lightning makes a Dexterity saving throw, taking 10d6 lightning damage on a failed save, or half damage on a successful save.\n\nRound 4\\. Hailstones fall throughout the area dealing 2d6 bludgeoning damage to each creature beneath the cloud.\n\nRound 5�10\\. Gusts and freezing rain turn the area beneath the cloud into difficult terrain that is heavily obscured. Ranged weapon attacks are impossible while a creature or its target are beneath the cloud. When a creature concentrating on a spell starts its turn beneath the cloud or enters into the area, it makes a Constitution saving throw or loses concentration. Gusts of strong winds between 20�50 miles per hour automatically disperse fog, mists, and similar effects (whether mundane or magical). Finally, each creature beneath the cloud takes 1d6 cold damage.","level":9,"higher_level":"","target_type":"area","range_text":"Sight","range":2020,"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":"2d6","damage_types":["thunder"],"duration":"1 minute","shape_type":null,"shape_size":null,"concentration":true},{"key":"a5e-ag_symbol","document":{"name":"Adventurer's Guide","key":"a5e-ag","type":"SOURCE","display_name":"Adventurer's Guide","publisher":{"name":"EN Publishing","key":"en-publishing"},"gamesystem":{"name":"Advanced 5th Edition","key":"a5e"},"permalink":"https://a5esrd.com/a5esrd"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Abjuration","key":"abjuration"},"classes":[],"range_unit":"feet","shape_size_unit":"feet","name":"Symbol","desc":"You inscribe a potent glyph on the target, setting a magical trap for your enemies. If the glyph is moved more than 10 feet from its original position, or if it comes within 20 feet of another glyph that you have cast, the spell ends. Finding the Tiny glyph requires an Investigation check against your spell save DC.\n\nDescribe the actions a creature must perform to trigger the spell, such as approaching within a certain distance, opening or touching the object the glyph is inscribed on, or seeing or reading the glyph. The creature must have a clear path to the glyph to trigger it. You can specify certain creatures which don't trigger the spell, such as those with a certain appearance or those who speak a certain phrase. Once the glyph is triggered, the spell ends.\n\nWhen triggered, the glyph sheds dim light in a 60-foot radius for 10 minutes, after which the spell ends. Each creature within the sphere's area is targeted by the glyph, as are creatures that enter the sphere for the first time on a turn.\n\nWhen you cast the spell, choose one of the following effects.\n\nDeath: Creatures in the area make a Constitution saving throw, taking 10d10 necrotic damage on a failed save, or half as much on a successful save.\n\nDiscord: Creatures in the area make a Constitution saving throw or bicker and argue with other creatures for 1 minute. While bickering, a creature cannot meaningfully communicate and it has disadvantage on attack rolls and ability checks.\n\nConfused: Creatures in the area make an Intelligence saving throw or become confused for 1 minute.\n\nFear: Creatures in the area make a Wisdom saving throw or are frightened for 1 minute.\n\nWhile frightened, a creature drops whatever it is holding and must move at least 30 feet away from the glyph on each of its turns.\n\nHopelessness: Creatures in the area make a Charisma saving throw or become overwhelmed with despair for 1 minute. While despairing, a creature can't attack or target any creature with harmful features, spells, traits, or other magical effects.\n\nPain: Creatures in the area make a Constitution saving throw or become incapacitated for 1 minute.\n\nSleep: Creatures in the area make a Wisdom saving throw or fall unconscious for 10 minutes.\n\nA sleeping creature awakens if it takes damage or an action is used to wake it.\n\nStunning: Creatures in the area make a Wisdom saving throw or become stunned for 1 minute.","level":7,"higher_level":"","target_type":"creature","range_text":"Touch","range":0,"ritual":false,"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":"constitution","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"permanent","shape_type":null,"shape_size":null,"concentration":false},{"key":"a5e-ag_teleport","document":{"name":"Adventurer's Guide","key":"a5e-ag","type":"SOURCE","display_name":"Adventurer's Guide","publisher":{"name":"EN Publishing","key":"en-publishing"},"gamesystem":{"name":"Advanced 5th Edition","key":"a5e"},"permalink":"https://a5esrd.com/a5esrd"},"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":"Teleport","desc":"You teleport the targets instantly across vast distances. When you cast this spell, choose a destination. You must know the location you're teleporting to, and it must be on the same plane of existence.\n\nTeleportation is difficult magic and you may arrive off-target or somewhere else entirely depending on how familiar you are with the location you're teleporting to. When you teleport, the Narrator rolls 1d100 and consults Table: Teleport Familiarity.\n\nFamiliarity is determined as follows: Permanent Circle: A permanent teleportation circle whose sigil sequence you know (see teleportation circle).\n\nAssociated Object: You have an object taken from the target location within the last 6 months, such as a piece of wood from the pew in a grand temple or a pinch of grave dust from a vampire's hidden redoubt.\n\nVery Familiar: A place you have frequented, carefully studied, or can see at the time you cast the spell.\n\nSeen Casually: A place you have seen more than once but don't know well. This could be a castle you've passed by but never visited, or the farms you look down on from your tower of ivory.\n\nViewed Once: A place you have seen once, either in person or via magic.\n\nDescription: A place you only know from someone else's description (whether spoken, written, or even marked on a map).\n\nFalse Destination: A place that doesn't actually exist. This typically happens when someone deceives you, either intentionally (like a wizard creating an illusion to hide their actual tower) or unintentionally (such as when the location you attempt to teleport to no longer exists).\n\nYour arrival is determined as follows: On Target: You and your targets arrive exactly where you mean to.\n\nOff Target: You and your targets arrive some distance away from the target in a random direction. The further you travel, the further away you are likely to arrive. You arrive off target by a number of miles equal to 1d10 × 1d10 percent of the total distance of your trip.\n\nIf you tried to travel 1, 000 miles and roll a 2 and 4 on the d10s, you land 6 percent off target and arrive 60 miles away from your intended destination in a random direction. Roll 1d8 to randomly determine the direction: 1—north, 2 —northeast, 3 —east, 4 —southeast, 5—south, 6 —southwest, 7—west, 8—northwest.\n\nSimilar Location: You and your targets arrive in a different location that somehow resembles the target area. If you tried to teleport to your favorite inn, you might end up at a different inn, or in a room with much of the same decor.\n\nTypically you appear at the closest similar location, but that is not always the case.\n\nMishap: The spell's magic goes awry, and each teleporting creature or object takes 3d10 force damage. The Narrator rerolls on the table to determine where you arrive. When multiple mishaps occur targets take damage each time.","level":7,"higher_level":"","target_type":"object","range_text":"Special","range":0,"ritual":true,"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":"3d10","damage_types":["force"],"duration":"instantaneous","shape_type":null,"shape_size":null,"concentration":false},{"key":"a5e-ag_teleportation-circle","document":{"name":"Adventurer's Guide","key":"a5e-ag","type":"SOURCE","display_name":"Adventurer's Guide","publisher":{"name":"EN Publishing","key":"en-publishing"},"gamesystem":{"name":"Advanced 5th Edition","key":"a5e"},"permalink":"https://a5esrd.com/a5esrd"},"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":"Teleportation Circle","desc":"You draw a 10-foot diameter circle on the ground and open within it a shimmering portal to a permanent teleportation circle elsewhere in the world. The portal remains open until the end of your next turn. Any creature that enters the portal instantly travels to the destination circle.\n\nPermanent teleportation circles are commonly found within major temples, guilds, and other important locations. Each circle has a unique sequence of magical runes inscribed in a certain pattern called a sigil sequence.\n\nWhen you cast teleportation circle, you inscribe runes that match the sigil sequence of a teleportation circle you know. When you first gain the ability to cast this spell, you learn the sigil sequences for 2 destinations on the Material Plane, determined by the Narrator. You can learn a new sigil sequence with 1 minute of observation and study.\n\nCasting the spell in the same location every day for a year creates a permanent teleportation circle with its own unique sigil sequence. You do not need to teleport when casting the spell to make a permanent destination.","level":5,"higher_level":"","target_type":"creature","range_text":"Touch","range":0,"ritual":false,"casting_time":"1minute","reaction_condition":null,"verbal":true,"somatic":false,"material":true,"material_specified":"","material_cost":null,"material_consumed":false,"target_count":1,"saving_throw_ability":"","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"1 round","shape_type":null,"shape_size":null,"concentration":false},{"key":"a5e-ag_thaumaturgy","document":{"name":"Adventurer's Guide","key":"a5e-ag","type":"SOURCE","display_name":"Adventurer's Guide","publisher":{"name":"EN Publishing","key":"en-publishing"},"gamesystem":{"name":"Advanced 5th Edition","key":"a5e"},"permalink":"https://a5esrd.com/a5esrd"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Transmutation","key":"transmutation"},"classes":[],"range_unit":"feet","shape_size_unit":"feet","name":"Thaumaturgy","desc":"You draw upon divine power and create a minor divine effect. When you cast the spell, choose one of the following:\n\n* Your voice booms up to three times louder than normal\n* You cause flames to flicker, brighten, dim, or change color\n* You send harmless tremors throughout the ground.\n* You create an instantaneous sound, like ethereal chimes, sinister laughter, or a dragon's roar at a point of your choosing within range.\n* You instantaneously cause an unlocked door or window to fly open or slam shut.\n* You alter the appearance of your eyes.\n\nLingering effects last until the spell ends. If you cast this spell multiple times, you can have up to 3 of the lingering effects active at a time, and can dismiss an effect at any time on your turn.","level":0,"higher_level":"","target_type":"point","range_text":"30 feet","range":30,"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":"1 minute","shape_type":null,"shape_size":null,"concentration":false},{"key":"a5e-ag_time-stop","document":{"name":"Adventurer's Guide","key":"a5e-ag","type":"SOURCE","display_name":"Adventurer's Guide","publisher":{"name":"EN Publishing","key":"en-publishing"},"gamesystem":{"name":"Advanced 5th Edition","key":"a5e"},"permalink":"https://a5esrd.com/a5esrd"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Transmutation","key":"transmutation"},"classes":[],"range_unit":"feet","shape_size_unit":"feet","name":"Time Stop","desc":"You stop time, granting yourself extra time to take actions. When you cast the spell, the world is frozen in place while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal.\n\nThe spell ends if you move more than 1, 000 feet from where you cast the spell, or if you affect either a creature other than yourself or an object worn or carried by someone else.","level":9,"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},{"key":"a5e-ag_tiny-hut","document":{"name":"Adventurer's Guide","key":"a5e-ag","type":"SOURCE","display_name":"Adventurer's Guide","publisher":{"name":"EN Publishing","key":"en-publishing"},"gamesystem":{"name":"Advanced 5th Edition","key":"a5e"},"permalink":"https://a5esrd.com/a5esrd"},"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":"Evocation","key":"evocation"},"classes":[],"range_unit":"feet","shape_size_unit":"feet","name":"Tiny Hut","desc":"You create an immobile dome of protective force that provides shelter and can be used as a safe haven (Chapter 4: Exploration in Trials & Treasures). The dome is of a color of your choosing, can't be seen through from the outside, is transparent on the inside, and can fit up to 10 Medium creatures (including you) within.\n\nThe dome prevents inclement weather and environmental effects from passing through it, though creatures and objects may pass through freely. Spells and other magical effects can't cross the dome in either direction, and the dome provides a comfortable dry interior no matter the conditions outside of it. You can command the interior to become dimly lit or dark at any time on your turn.\n\nThe spell fails if a Large creature or more than 10 creatures are inside the dome. The spell ends when you leave the dome.","level":3,"higher_level":"","target_type":"creature","range_text":"Self","range":0,"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":"8 hours","shape_type":null,"shape_size":null,"concentration":false},{"key":"a5e-ag_tongues","document":{"name":"Adventurer's Guide","key":"a5e-ag","type":"SOURCE","display_name":"Adventurer's Guide","publisher":{"name":"EN Publishing","key":"en-publishing"},"gamesystem":{"name":"Advanced 5th Edition","key":"a5e"},"permalink":"https://a5esrd.com/a5esrd"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Divination","key":"divination"},"classes":[],"range_unit":"feet","shape_size_unit":"feet","name":"Tongues","desc":"The target understands any words it hears, and when the target speaks its words are understood by creatures that know at least one language.","level":3,"higher_level":"","target_type":"creature","range_text":"Touch","range":0,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":false,"material":true,"material_specified":"","material_cost":null,"material_consumed":false,"target_count":1,"saving_throw_ability":"","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"1 hour","shape_type":null,"shape_size":null,"concentration":false},{"key":"a5e-ag_transport-via-plants","document":{"name":"Adventurer's Guide","key":"a5e-ag","type":"SOURCE","display_name":"Adventurer's Guide","publisher":{"name":"EN Publishing","key":"en-publishing"},"gamesystem":{"name":"Advanced 5th Edition","key":"a5e"},"permalink":"https://a5esrd.com/a5esrd"},"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":"Transport via Plants","desc":"You create a magical pathway between the target and a second plant that you've seen or touched before that is on the same plane of existence. Any creature can step into the target and exit from the second plant by using 5 feet of movement.","level":6,"higher_level":"","target_type":"creature","range_text":"Touch","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":"","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"1 round","shape_type":null,"shape_size":null,"concentration":false},{"key":"a5e-ag_travelers-ward","document":{"name":"Adventurer's Guide","key":"a5e-ag","type":"SOURCE","display_name":"Adventurer's Guide","publisher":{"name":"EN Publishing","key":"en-publishing"},"gamesystem":{"name":"Advanced 5th Edition","key":"a5e"},"permalink":"https://a5esrd.com/a5esrd"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Abjuration","key":"abjuration"},"classes":[],"range_unit":"feet","shape_size_unit":"feet","name":"Traveler's Ward","desc":"Until the spell ends, creatures have disadvantage on Sleight of Hand checks made against the target.\n\nIf a creature fails a Sleight of Hand check to steal from the target, the ward creates a loud noise and a flash of bright light easily heard and seen by creatures within 100 feet.","level":1,"higher_level":"","target_type":"creature","range_text":"Touch","range":0,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"","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},{"key":"a5e-ag_true-polymorph","document":{"name":"Adventurer's Guide","key":"a5e-ag","type":"SOURCE","display_name":"Adventurer's Guide","publisher":{"name":"EN Publishing","key":"en-publishing"},"gamesystem":{"name":"Advanced 5th Edition","key":"a5e"},"permalink":"https://a5esrd.com/a5esrd"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Transmutation","key":"transmutation"},"classes":[],"range_unit":"feet","shape_size_unit":"feet","name":"True Polymorph","desc":"The target is transformed until it drops to 0 hit points or the spell ends. You can make the transformation permanent by concentrating on the spell for the full duration.\n\nCreature into Creature: The target's body is transformed into a creature with a Challenge Rating equal to or less than its own. If the target doesn't have a Challenge Rating, use its level.\n\nThe target's game statistics (including its hit points and mental ability scores) are replaced by the statistics of the chosen creature. The target is limited to actions that it is physically capable of doing, and it can't speak or cast spells. The target's gear melds into the new form. Equipment that merges with a target's form has no effect until it leaves the form.\n\nWhen the target reverts to its normal form, it returns to the number of hit points it had before it transformed. If the spell's effects on the target end early from dropping to 0 hit points, any excess damage carries over to its normal form and knocks it unconscious if the damage reduces it to 0 hit points.\n\nObject into Creature: The target is transformed into any kind of creature, as long as the creature's size isn't larger than the object's size and it has a Challenge Rating of 9 or less. The creature is friendly to you and your allies and acts on each of your turns. You decide what action it takes and how it moves. The Narrator has the creature's statistics and resolves all of its actions and movement.\n\nIf the spell becomes permanent, you no longer control the creature. It might remain friendly to you, depending on how you have treated it.\n\nCreature into Object: You turn the target and whatever it is wearing and carrying into an object. The target's game statistics are replaced by the statistics of the chosen object. The target has no memory of time spent in this form, and when the spell ends it returns to its normal form.","level":9,"higher_level":"","target_type":"point","range_text":"30 feet","range":30,"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 hour","shape_type":null,"shape_size":null,"concentration":true},{"key":"a5e-ag_true-resurrection","document":{"name":"Adventurer's Guide","key":"a5e-ag","type":"SOURCE","display_name":"Adventurer's Guide","publisher":{"name":"EN Publishing","key":"en-publishing"},"gamesystem":{"name":"Advanced 5th Edition","key":"a5e"},"permalink":"https://a5esrd.com/a5esrd"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Necromancy","key":"necromancy"},"classes":[],"range_unit":"feet","shape_size_unit":"feet","name":"True Resurrection","desc":"Provided the target's soul is willing and able to return to its body, it returns to life with all of its hit points.\n\nThe spell cures any poisons and diseases that affected the target at the time of death, closes all mortal wounds, and restores any missing body parts.\n\nIf no body (or body parts) exist, you can still cast the spell but must speak the creature's name. The creature then appears in an unoccupied space you choose within 10 feet of you. This option requires diamonds worth at least 50, 000 gold (consumed by the spell).","level":9,"higher_level":"","target_type":"creature","range_text":"Touch","range":0,"ritual":false,"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":"","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"instantaneous","shape_type":null,"shape_size":null,"concentration":false},{"key":"a5e-ag_true-seeing","document":{"name":"Adventurer's Guide","key":"a5e-ag","type":"SOURCE","display_name":"Adventurer's Guide","publisher":{"name":"EN Publishing","key":"en-publishing"},"gamesystem":{"name":"Advanced 5th Edition","key":"a5e"},"permalink":"https://a5esrd.com/a5esrd"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Divination","key":"divination"},"classes":[],"range_unit":"feet","shape_size_unit":"feet","name":"True Seeing","desc":"Until the spell ends, the target gains truesight to a range of 120 feet. The target also notices secret doors hidden by magic.","level":6,"higher_level":"","target_type":"creature","range_text":"Touch","range":0,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"","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},{"key":"a5e-ag_true-strike","document":{"name":"Adventurer's Guide","key":"a5e-ag","type":"SOURCE","display_name":"Adventurer's Guide","publisher":{"name":"EN Publishing","key":"en-publishing"},"gamesystem":{"name":"Advanced 5th Edition","key":"a5e"},"permalink":"https://a5esrd.com/a5esrd"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Divination","key":"divination"},"classes":[],"range_unit":"feet","shape_size_unit":"feet","name":"True Strike","desc":"You gain an innate understanding of the defenses of a creature or object in range. You have advantage on your first attack roll made against the target before the end of your next turn.","level":0,"higher_level":"","target_type":"creature","range_text":"30 feet","range":30,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":false,"somatic":true,"material":false,"material_specified":"","material_cost":null,"material_consumed":false,"target_count":1,"saving_throw_ability":"","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"1 round","shape_type":null,"shape_size":null,"concentration":true},{"key":"a5e-ag_unholy-star","document":{"name":"Adventurer's Guide","key":"a5e-ag","type":"SOURCE","display_name":"Adventurer's Guide","publisher":{"name":"EN Publishing","key":"en-publishing"},"gamesystem":{"name":"Advanced 5th Edition","key":"a5e"},"permalink":"https://a5esrd.com/a5esrd"},"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":"Unholy Star","desc":"A meteor ripped from diabolical skies streaks through the air and explodes at a point you can see 100 feet directly above you. The spell fails if you can't see the point where the meteor explodes.\n\nEach creature within range that can see the meteor (other than you) makes a Dexterity saving throw or is blinded until the end of your next turn. Fiery chunks of the meteor then plummet to the ground at different areas you choose within range. Each creature in an area makes a Dexterity saving throw, taking 6d6 fire damage and 6d6 necrotic damage on a failed save, or half as much damage on a successful one. A creature in more than one area is affected only once.\n\nThe spell damages objects in the area and ignites flammable objects that aren't being worn or carried.","level":7,"higher_level":"","target_type":"point","range_text":"120 feet","range":120,"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},{"key":"a5e-ag_wall-of-force","document":{"name":"Adventurer's Guide","key":"a5e-ag","type":"SOURCE","display_name":"Adventurer's Guide","publisher":{"name":"EN Publishing","key":"en-publishing"},"gamesystem":{"name":"Advanced 5th Edition","key":"a5e"},"permalink":"https://a5esrd.com/a5esrd"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Evocation","key":"evocation"},"classes":[],"range_unit":"feet","shape_size_unit":"feet","name":"Wall of Force","desc":"You create an invisible wall of force at a point you choose. The wall is a horizontal or vertical barrier, or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere, either with a radius of up to 10 feet. You may also choose to create a flat surface made up of a contiguous group of ten 10-foot square sections. The wall is 1/4 inch thick.\n\nIf the wall enters a creature's space when it appears, the creature is pushed to one side of the wall (your choice), but when a creature would be surrounded on all sides by the wall (or the wall and another solid surface), it can use its reaction to make a Dexterity saving throw to move up to its Speed to escape. Any creature without a special sense like blindsight has disadvantage on this saving throw.\n\nNothing can physically pass through the wall.\n\nIt can be destroyed with dispel magic cast using a spell slot of at least 5th-level or by being dealt at least 25 force damage at once. It is otherwise immune to damage. The wall also extends into the Ethereal Plane, blocking ethereal travel through it.","level":5,"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":"","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":true},{"key":"a5e-ag_wall-of-stone","document":{"name":"Adventurer's Guide","key":"a5e-ag","type":"SOURCE","display_name":"Adventurer's Guide","publisher":{"name":"EN Publishing","key":"en-publishing"},"gamesystem":{"name":"Advanced 5th Edition","key":"a5e"},"permalink":"https://a5esrd.com/a5esrd"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Evocation","key":"evocation"},"classes":[],"range_unit":"feet","shape_size_unit":"feet","name":"Wall of Stone","desc":"A nonmagical wall of solid stone appears at a point you choose. The wall is 6 inches thick and is made up of a contiguous group of ten 10-foot square sections. Alternatively, you can create 10-foot-by-20- foot sections that are only 3 inches thick.\n\nThe wall can have any shape you desire, though it can't occupy the same space as a creature or object.\n\nThe wall doesn't need to be vertical or rest on any firm foundation but must merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp.\n\nIf the wall enters a creature's space when it appears, the creature is pushed to one side of the wall (your choice), but when a creature would be surrounded on all sides by the wall (or the wall and another solid surface), it can use its reaction to make a Dexterity saving throw to move up to its Speed to escape.\n\nIf you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenelations, battlements, and so on.\n\nThe wall is an object made of stone. Each panel has AC 15 and 30 hit points per inch of thickness.\n\nReducing a panel to 0 hit points destroys it and at the Narrator's discretion might cause connected panels to collapse.\n\nYou can make the wall permanent by concentrating on the spell for the full duration.","level":5,"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":"","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":true},{"key":"a5e-ag_water-breathing","document":{"name":"Adventurer's Guide","key":"a5e-ag","type":"SOURCE","display_name":"Adventurer's Guide","publisher":{"name":"EN Publishing","key":"en-publishing"},"gamesystem":{"name":"Advanced 5th Edition","key":"a5e"},"permalink":"https://a5esrd.com/a5esrd"},"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":"Transmutation","key":"transmutation"},"classes":[],"range_unit":"feet","shape_size_unit":"feet","name":"Water Breathing","desc":"Until the spell ends, the targets are able to breathe underwater (and still able to respirate normally).","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":"","material_cost":null,"material_consumed":false,"target_count":10,"saving_throw_ability":"","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"24 hours","shape_type":null,"shape_size":null,"concentration":false},{"key":"a5e-ag_weird","document":{"name":"Adventurer's Guide","key":"a5e-ag","type":"SOURCE","display_name":"Adventurer's Guide","publisher":{"name":"EN Publishing","key":"en-publishing"},"gamesystem":{"name":"Advanced 5th Edition","key":"a5e"},"permalink":"https://a5esrd.com/a5esrd"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Illusion","key":"illusion"},"classes":[],"range_unit":"feet","shape_size_unit":"feet","name":"Weird","desc":"You create illusions which manifest the deepest fears and worst nightmares in the minds of all creatures in the spell's area. Each creature in the area makes a Wisdom saving throw or becomes frightened until the spell ends. At the end of each of a frightened creature's turns, it makes a Wisdom saving throw or it takes 4d10 psychic damage. On a successful save, the spell ends for that creature.","level":9,"higher_level":"","target_type":"creature","range_text":"120 feet","range":120,"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":"4d10","damage_types":["psychic"],"duration":"1 minute","shape_type":null,"shape_size":null,"concentration":true},{"key":"a5e-ag_wind-up","document":{"name":"Adventurer's Guide","key":"a5e-ag","type":"SOURCE","display_name":"Adventurer's Guide","publisher":{"name":"EN Publishing","key":"en-publishing"},"gamesystem":{"name":"Advanced 5th Edition","key":"a5e"},"permalink":"https://a5esrd.com/a5esrd"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Evocation","key":"evocation"},"classes":[],"range_unit":"feet","shape_size_unit":"feet","name":"Wind Up","desc":"You wind your power up like a spring. You gain advantage on the next melee attack roll you make before the end of the spell's duration, after which the spell ends.","level":1,"higher_level":"","target_type":"creature","range_text":"Self","range":0,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":false,"somatic":true,"material":false,"material_specified":"","material_cost":null,"material_consumed":false,"target_count":1,"saving_throw_ability":"","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"8 hours","shape_type":null,"shape_size":null,"concentration":false},{"key":"a5e-ag_wind-walk","document":{"name":"Adventurer's Guide","key":"a5e-ag","type":"SOURCE","display_name":"Adventurer's Guide","publisher":{"name":"EN Publishing","key":"en-publishing"},"gamesystem":{"name":"Advanced 5th Edition","key":"a5e"},"permalink":"https://a5esrd.com/a5esrd"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Transmutation","key":"transmutation"},"classes":[],"range_unit":"feet","shape_size_unit":"feet","name":"Wind Walk","desc":"The targets assume a gaseous form and appear as wisps of cloud. Each target has a flying speed of 300 feet and resistance to damage from nonmagical weapons, but the only action it can take is the Dash action or to revert to its normal form (a process that takes 1 minute during which it is incapacitated and can't move).\n\nUntil the spell ends, a target can change again to cloud form (in an identical transformation process).\n\nWhen the effect ends for a target flying in cloud form, it descends 60 feet each round for up to 1 minute or until it safely lands. If the target can't land after 1 minute, the creature falls the rest of the way normally.","level":6,"higher_level":"","target_type":"object","range_text":"30 feet","range":30,"ritual":false,"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":"8 hours","shape_type":null,"shape_size":null,"concentration":false},{"key":"a5e-ag_wish","document":{"name":"Adventurer's Guide","key":"a5e-ag","type":"SOURCE","display_name":"Adventurer's Guide","publisher":{"name":"EN Publishing","key":"en-publishing"},"gamesystem":{"name":"Advanced 5th Edition","key":"a5e"},"permalink":"https://a5esrd.com/a5esrd"},"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":"Wish","desc":"This is the mightiest of mortal magics and alters reality itself.\n\nThe safest use of this spell is the duplication of any other spell of 8th-level or lower without needing to meet its requirements (including components).\n\nYou may instead choose one of the following:\n\n* One nonmagical object of your choice that is worth up to 25, 000 gold and no more than 300 feet in any dimension appears in an unoccupied space you can see on the ground.\n* Up to 20 creatures that you can see to regain all their hit points, and each is further healed as per the greater restoration spell.\n* Up to 10 creatures that you can see gain resistance to a damage type you choose.\n* Up to 10 creatures you can see gain immunity to a single spell or other magical effect for 8 hours.\n* You force a reroll of any roll made within the last round (including your last turn). You can force the reroll to be made with advantage or disadvantage, and you can choose whether to use the reroll or the original roll.\n\nYou might be able to achieve something beyond the scope of the above examples. State your wish to the Narrator as precisely as possible, being very careful in your wording. Be aware that the greater the wish, the greater the chance for an unexpected result. This spell might simply fizzle, your desired outcome might only be partly achieved, or you might suffer some unforeseen consequence as a result of how you worded the wish. The Narrator has the final authority in ruling what occurs—and reality is not tampered with lightly.\n\n**_Multiple Wishes:_** The stress of casting this spell to produce any effect other than duplicating another spell weakens you. Until finishing a long rest, each time you cast a spell you take 1d10 necrotic damage per level of that spell. This damage can't be reduced or prevented. In addition, your Strength drops to 3 for 2d4 days (if it isn't 3 or lower already). For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33% chance that you are unable to cast wish ever again.","level":9,"higher_level":"","target_type":"object","range_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},{"key":"a5e-ag_word-of-recall","document":{"name":"Adventurer's Guide","key":"a5e-ag","type":"SOURCE","display_name":"Adventurer's Guide","publisher":{"name":"EN Publishing","key":"en-publishing"},"gamesystem":{"name":"Advanced 5th Edition","key":"a5e"},"permalink":"https://a5esrd.com/a5esrd"},"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":"Word of Recall","desc":"The targets instantly teleport to a previously designated sanctuary, appearing in the nearest unoccupied space to the spot you designated when you prepared your sanctuary.\n\nYou must first designate a sanctuary by casting this spell within a location aligned with your faith, such as a temple dedicated to or strongly linked to your deity.","level":6,"higher_level":"","target_type":"creature","range_text":"5 feet","range":5,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":false,"material":false,"material_specified":"","material_cost":null,"material_consumed":false,"target_count":5,"saving_throw_ability":"","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"instantaneous","shape_type":null,"shape_size":null,"concentration":false},{"key":"a5e-ag_wormway","document":{"name":"Adventurer's Guide","key":"a5e-ag","type":"SOURCE","display_name":"Adventurer's Guide","publisher":{"name":"EN Publishing","key":"en-publishing"},"gamesystem":{"name":"Advanced 5th Edition","key":"a5e"},"permalink":"https://a5esrd.com/a5esrd"},"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":"Enchantment","key":"enchantment"},"classes":[],"range_unit":"miles","shape_size_unit":"feet","name":"Wormway","desc":"You call a Gargantuan monstrosity from the depths of the world to carry you and your allies across great distances. When you cast this spell, the nearest purple worm within range is charmed by you and begins moving toward a point on the ground that you can see. If there are no purple worms within range, the spell fails. The earth rumbles slightly as it approaches and breaks through the surface. Any creatures within 20 feet of that point must make a Dexterity saving throw or be knocked prone and pushed 10 feet away from it.\n\nUpon emerging, the purple worm lays down before you and opens its maw. Targets can climb inside where they are enclosed in an impervious hemispherical dome of force.\n\nOnce targets are loaded into the purple worm, nothing—not physical objects, energy, or other spell effects —can pass through the barrier, in or out, though targets in the sphere can breathe there. The hemisphere is immune to all damage, and creatures and objects inside can't be damaged by attacks or effects originating from outside, nor can a target inside the hemisphere damage anything outside it.\n\nThe atmosphere inside the dome is comfortable and dry regardless of conditions outside it.\n\nThe purple worm waits until you give it a mental command to depart, at which point it dives back into the ground and travels, without need for rest or food, as directly as possible while avoiding obstacles to a destination known to you. It travels 150 miles per day.\n\nWhen the purple worm reaches its destination it surfaces, the dome vanishes, and it disgorges the targets in its mouth before diving back into the depths again.\n\nThe purple worm remains charmed by you until it has delivered you to your destination and returned to the depths, or until it is attacked at which point the charm ends, it vomits its targets in the nearest unoccupied space as soon as possible, and then retreats to safety.","level":6,"higher_level":"","target_type":"point","range_text":"150 miles","range":150,"ritual":true,"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":"dexterity","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"instantaneous","shape_type":null,"shape_size":null,"concentration":false},{"key":"a5e-ag_writhing-transformation","document":{"name":"Adventurer's Guide","key":"a5e-ag","type":"SOURCE","display_name":"Adventurer's Guide","publisher":{"name":"EN Publishing","key":"en-publishing"},"gamesystem":{"name":"Advanced 5th Edition","key":"a5e"},"permalink":"https://a5esrd.com/a5esrd"},"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":"Transmutation","key":"transmutation"},"classes":[],"range_unit":"feet","shape_size_unit":"feet","name":"Writhing Transformation","desc":"As part of the casting of this spell, you lay down in the coffin on a patch of bare earth and it buries itself. Over the following week, you are incapacitated and do not need air, food, or sleep. Your insides are eaten by worms, but you do not die and your skin remains intact. If you are exhumed during this time, or if the spell is otherwise interrupted, you die.\n\nAt the end of the week, the transformation is complete and your true form is permanently changed. Your appearance is unchanged but underneath your skin is a sentient mass of worms. Any creature that makes a Medicine check against your spell save DC realizes that there is something moving underneath your skin.\n\nYour statistics change in the following ways:\n\n* Your type changes to aberration, and you do not age or require sleep.\n* You cannot be healed by normal means, but you can spend an action or bonus action to consume 2d6 live worms, regaining an equal amount of hit points by adding them to your body.\n* You can sense and telepathically control all worms that have the beast type and are within 60 feet of you.\n\nIn addition, you are able to discard your shell of skin and travel as a writhing mass of worms. As an action, you can abandon your skin and pour out onto the ground. In this form you have the statistics of **swarm of insects** with the following exceptions: you keep your hit points, Wisdom, Intelligence, and Charisma scores, and proficiencies. You know but cannot cast spells in this form. You also gain a burrow speed of 10 feet. Any worms touching you instantly join with your swarm, granting you a number of temporary hit points equal to the number of worms that join with your form (maximum 40 temporary hit points). These temporary hit points last until you are no longer in this form.\n\nIf you spend an hour in the same space as a dead creature of your original form's size, you can eat its insides and inhabit its skin in the same way you once inhabited your own. While you are in your swarm form, the most recent skin you inhabited remains intact and you can move back into a previously inhabited skin in 1 minute. You have advantage on checks made to impersonate a creature while wearing its skin.","level":9,"higher_level":"","target_type":"creature","range_text":"Self","range":0,"ritual":true,"casting_time":"1week","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},{"key":"a5e-ag_zone-of-truth","document":{"name":"Adventurer's Guide","key":"a5e-ag","type":"SOURCE","display_name":"Adventurer's Guide","publisher":{"name":"EN Publishing","key":"en-publishing"},"gamesystem":{"name":"Advanced 5th Edition","key":"a5e"},"permalink":"https://a5esrd.com/a5esrd"},"casting_options":[{"type":"default","damage_roll":null,"target_count":null,"duration":null,"range":null,"concentration":null,"shape_size":null,"desc":null}],"school":{"name":"Enchantment","key":"enchantment"},"classes":[],"range_unit":"feet","shape_size_unit":"feet","name":"Zone of Truth","desc":"You create a zone that minimizes deception. Any creature that is able to be charmed can't speak a deliberate lie while in the area.\n\nAn affected creature is aware of the spell and can choose not to speak, or it might be evasive in its communications. A creature that enters the zone for the first time on its turn or starts its turn there must make a Charisma saving throw. On a failed save, the creature takes 2d4 psychic damage when it intentionally tries to mislead or occlude important information. Each time the spell damages a creature, it makes a Deception check (DC 8 + the damage dealt) or its suffering is obvious. You know whether a creature succeeds on its saving throw","level":2,"higher_level":"","target_type":"creature","range_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":"charisma","attack_roll":false,"damage_roll":"2d4","damage_types":["psychic"],"duration":"10 minutes","shape_type":null,"shape_size":null,"concentration":false},{"key":"deepmx_amplify-ley-field","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":"Evocation","key":"evocation"},"classes":[{"name":"Druid","key":"srd_druid"},{"name":"Warlock","key":"srd_warlock"},{"name":"Wizard","key":"srd_wizard"}],"range_unit":"feet","shape_size_unit":"feet","name":"Amplify Ley Field","desc":"You create a faintly shimmering field of charged energy around yourself. Within that area, the intensity of ley lines you're able to draw on increases from weak to strong, or from strong to titanic. If no ley lines are near enough for you to draw on, you can treat the area of the spell itself as an unlocked, weak ley line.","level":5,"higher_level":"","target_type":"area","range_text":"Self","range":0,"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":"10 minutes","shape_type":null,"shape_size":null,"concentration":false},{"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},{"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},{"key":"deepmx_banshee-wail","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":"Necromancy","key":"necromancy"},"classes":[{"name":"Warlock","key":"srd_warlock"},{"name":"Wizard","key":"srd_wizard"}],"range_unit":"feet","shape_size_unit":"feet","name":"Banshee Wail","desc":"You emit a soul-shattering wail. Every creature within a 30-foot cone who hears the wail must make a Wisdom saving throw. Those that fail take 6d10 psychic damage and become frightened of you; a frightened creature repeats the saving throw at the end of its turn, ending the effect on itself on a success. Those that succeed take 3d10 psychic damage and aren't frightened. This spell has no effect on constructs and undead.","level":6,"higher_level":"","target_type":"creature","range_text":"Self","range":0,"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":"","damage_types":[],"duration":"instantaneous","shape_type":"cone","shape_size":30,"concentration":false},{"key":"deepmx_beguiling-gift","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":"Enchantment","key":"enchantment"},"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":"Beguiling Gift","desc":"Deep Magic: hieroglyph You implant a powerful suggestion into an item as you hand it to someone. If the person you hand it to accepts it willingly, they must make a successful Wisdom saving throw or use the object as it's meant to be used at their first opportunity: writing with a pen, consuming food or drink, wearing clothing, drawing a weapon, etc. After the first use, they're under no compulsion to continue using the object or even to keep it.","level":1,"higher_level":"","target_type":"object","range_text":"Touch","range":0,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":false,"somatic":true,"material":false,"material_specified":"","material_cost":null,"material_consumed":false,"target_count":1,"saving_throw_ability":"wisdom","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"instantaneous","shape_type":null,"shape_size":null,"concentration":false},{"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},{"key":"deepmx_circle-of-devestation","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":"Evocation","key":"evocation"},"classes":[{"name":"Warlock","key":"srd_warlock"},{"name":"Wizard","key":"srd_wizard"}],"range_unit":"miles","shape_size_unit":"feet","name":"Circle of Devestation","desc":"You create a 10-foot tall, 20-foot radius ring of destructive energy around a point you can see within range. The area inside the ring is difficult terrain. When you cast the spell and as a bonus action on each of your turns, you can choose one of the following damage types: cold, fire, lightning, necrotic, or radiant. Creatures and objects that touch the ring, that are inside it when it's created, or that end their turn inside the ring take 6d6 damage of the chosen type, or half damage with a successful Constitution saving throw. A creature or object reduced to 0 hit points by the spell is reduced to fine ash. At the start of each of your subsequent turns, the ring's radius expands by 20 feet. Any creatures or objects touched by the expanding ring are subject to its effects immediately.","level":9,"higher_level":"","target_type":"point","range_text":"1 mile","range":1,"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":"","damage_types":[],"duration":"1 minute","shape_type":null,"shape_size":null,"concentration":false},{"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},{"key":"deepmx_cruor-of-visions","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":"Divination","key":"divination"},"classes":[{"name":"Cleric","key":"srd_cleric"},{"name":"Warlock","key":"srd_warlock"},{"name":"Wizard","key":"srd_wizard"}],"range_unit":"feet","shape_size_unit":"feet","name":"Cruor of Visions","desc":"You prick your finger with a bone needle as you cast this spell, taking 1 necrotic damage. This drop of blood must be caught in a container such as a platter or a bowl, where it grows into a pool 1 foot in diameter. This pool acts as a crystal ball for the purpose of scrying. If you place a drop (or dried flakes) of another creature's blood in the cruor of visions, the creature has disadvantage on any Wisdom saving throw to resist scrying. Additionally, you can treat the pool of blood as a crystal ball of telepathy (see the crystal ball description in the Fifth Edition rules). I When you cast this spell using a spell slot of 7th level or higher, the pool of blood acts as either a crystal ball of mind reading or a crystal ball of true seeing (your choice when the spell is cast).","level":5,"higher_level":"","target_type":"creature","range_text":"Self","range":0,"ritual":false,"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":"wisdom","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"5 minutes","shape_type":null,"shape_size":null,"concentration":false},{"key":"deepmx_find-the-flaw","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":"Divination","key":"divination"},"classes":[{"name":"Bard","key":"srd_bard"},{"name":"Warlock","key":"srd_warlock"},{"name":"Wizard","key":"srd_wizard"}],"range_unit":"feet","shape_size_unit":"feet","name":"Find the Flaw","desc":"Deep Magic: clockwork You touch one creature. The next attack roll that creature makes against a clockwork or metal construct, or any machine, is a critical hit.","level":1,"higher_level":"","target_type":"creature","range_text":"Touch","range":0,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"","material_cost":null,"material_consumed":false,"target_count":1,"saving_throw_ability":"","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"instantaneous","shape_type":null,"shape_size":null,"concentration":false},{"key":"deepmx_gear-shield","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":"Abjuration","key":"abjuration"},"classes":[{"name":"Warlock","key":"srd_warlock"},{"name":"Wizard","key":"srd_wizard"}],"range_unit":"feet","shape_size_unit":"feet","name":"Gear Shield","desc":"Deep Magic: clockwork You cause a handful of gears to orbit the target's body. These shield the spell's target from incoming attacks, granting a +2 bonus to AC and to Dexterity and Constitution saving throws for the duration, without hindering the subject's movement, vision, or outgoing attacks.","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":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},{"key":"deepmx_grinding-gears","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":"Evocation","key":"evocation"},"classes":[{"name":"Warlock","key":"srd_warlock"},{"name":"Wizard","key":"srd_wizard"}],"range_unit":"feet","shape_size_unit":"feet","name":"Grinding Gears","desc":"Deep Magic: clockwork You designate a spot within range, and massive gears emerge from the ground at that spot, creating difficult terrain in a 20-foot radius. Creatures that move in the area must make successful Dexterity saving throws after every 10 feet of movement or when they stand up. Failure indicates that the creature falls prone and takes 1d8 points of bludgeoning damage.","level":4,"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":"dexterity","attack_roll":false,"damage_roll":"1d8","damage_types":["bludgeoning"],"duration":"1 minute","shape_type":null,"shape_size":null,"concentration":false},{"key":"deepmx_hearth-charm","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":"Transmutation","key":"transmutation"},"classes":[{"name":"Druid","key":"srd_druid"},{"name":"Ranger","key":"srd_ranger"},{"name":"Warlock","key":"srd_warlock"}],"range_unit":"feet","shape_size_unit":"feet","name":"Hearth Charm","desc":"This spell makes flammable material burn twice as long as normal.","level":1,"higher_level":"","target_type":"object","range_text":"25 feet","range":25,"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":"24 hours","shape_type":null,"shape_size":null,"concentration":false},{"key":"deepmx_hellforging","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":"Necromancy","key":"necromancy"},"classes":[{"name":"Cleric","key":"srd_cleric"},{"name":"Wizard","key":"srd_wizard"}],"range_unit":"feet","shape_size_unit":"feet","name":"Hellforging","desc":"Deep Magic: clockwork You spend an hour calling forth a disembodied evil spirit. At the end of that time, the summoned spirit must make a Charisma saving throw. If the saving throw succeeds, you take 2d10 psychic damage plus 2d10 necrotic damage from waves of uncontrolled energy rippling out from the disembodied spirit. You can maintain the spell, forcing the subject to repeat the saving throw at the end of each of your turns, with the same consequence to you for each failure. If you choose not to maintain the spell or are unable to do so, the evil spirit returns to its place of torment and cannot be recalled. If the saving throw fails, the summoned spirit is transferred into the waiting soul gem and immediately animates the constructed body. The subject is now a hellforged; it loses all of its previous racial traits and gains gearforged traits except as follows: Vulnerability: Hellforged are vulnerable to radiant damage. Evil Mind: Hellforged have disadvantage on saving throws against spells and abilities of evil fiends or aberrations that effect the mind or behavior. Past Life: The hellforged retains only a vague sense of who it was in its former existence, but these memories are enough for it to gain proficiency in one skill. Languages: Hellforged speak Common, Machine Speech, and Infernal or Abyssal Up to four other spellcasters of at least 5th level can assist you in the ritual. Each assistant increases the DC of the Charisma saving throw by 1. In the event of a failed saving throw, the spellcaster and each assistant take damage. An assistant who drops out of the casting can't rejoin.","level":7,"higher_level":"","target_type":"point","range_text":"Touch","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":"charisma","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"instantaneous","shape_type":null,"shape_size":null,"concentration":false},{"key":"deepmx_jotuns-jest","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":"Transmutation","key":"transmutation"},"classes":[{"name":"Bard","key":"srd_bard"},{"name":"Warlock","key":"srd_warlock"},{"name":"Wizard","key":"srd_wizard"}],"range_unit":"feet","shape_size_unit":"feet","name":"Jotun's Jest","desc":"Giants never tire of having fun with this spell. It causes a weapon or other item to vastly increase in size, temporarily becoming sized for a Gargantuan creature. The item weighs 12 times its original weight and in most circumstances cannot be used effectively by creatures smaller than Gargantuan size. The item retains its usual qualities (including magical powers and effects) and returns to normal size when the spell ends.","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":false,"material_specified":"","material_cost":null,"material_consumed":false,"target_count":1,"saving_throw_ability":"","attack_roll":false,"damage_roll":"","damage_types":[],"duration":"1 minute","shape_type":null,"shape_size":null,"concentration":false},{"key":"deepmx_land-bond","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":"Transmutation","key":"transmutation"},"classes":[{"name":"Druid","key":"srd_druid"},{"name":"Warlock","key":"srd_warlock"},{"name":"Wizard","key":"srd_wizard"}],"range_unit":"feet","shape_size_unit":"feet","name":"Land Bond","desc":"You touch a willing creature and infuse it with ley energy, creating a bond between the creature and the land. For the duration of the spell, if the target is in contact with the ground, the target has advantage on saving throws and ability checks made to avoid being moved or knocked prone against its will. Additionally, the creature ignores nonmagical difficult terrain and is immune to effects from extreme environments such as heat, cold (but not cold or fire damage), and altitude.","level":1,"higher_level":"","target_type":"creature","range_text":"Touch","range":0,"ritual":false,"casting_time":"action","reaction_condition":null,"verbal":true,"somatic":true,"material":true,"material_specified":"","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},{"key":"deepmx_ley-disruption","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":"Evocation","key":"evocation"},"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 Disruption","desc":"You create a 15-foot-radius sphere filled with disruptive ley energy. The sphere is centered around a point you can see within range. Surfaces inside the sphere shift erratically, becoming difficult terrain for the duration. Any creature in the area when it appears, that starts its turn in the area, or that enters the area for the first time on a turn must succeed on a Dexterity saving throw or fall prone. If you cast this spell in an area within the influence of a ley line, creatures have disadvantage on their saving throws against its effect. Special. A geomancer with a bound ley line is “within the influence of a ley line” for purposes of ley disruption as long as he or she is on the same plane as the bound line.","level":2,"higher_level":"","target_type":"point","range_text":"50 feet","range":50,"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":"sphere","shape_size":15,"concentration":false},{"key":"deepmx_ley-sense","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":"Divination","key":"divination"},"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 Sense","desc":"You tune your senses to the pulse of ambient ley energy flowing through the world. For the duration, you gain tremorsense with a range of 20 feet and you are instantly aware of the presence of any ley line within 5 miles. You know the distance and direction to every ley line within that range.","level":3,"higher_level":"","target_type":"creature","range_text":"Self","range":0,"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":"10 minutes","shape_type":null,"shape_size":null,"concentration":false},{"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},{"key":"deepmx_ley-surge","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":"Evocation","key":"evocation"},"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 Surge","desc":"You unleash the power of a ley line within 5 miles, releasing a spark that flares into a 30-foot sphere centered around a point within 150 feet of you. Each creature in the sphere takes 14d6 force damage and is stunned for 1 minute; a successful Constitution saving throw halves the damage and negates the stun. A stunned creature repeats the saving throw at the end of its turn, ending the effect on itself on a success. Special. A geomancer with a bound ley line can cast this spell as long as he or she is on the same plane as the bound line.","level":9,"higher_level":"","target_type":"point","range_text":"150 feet","range":150,"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":"14d6","damage_types":["force"],"duration":"instantaneous","shape_type":"sphere","shape_size":30,"concentration":false}]}