text: var spells_2 = [
    {
      name: "Aganazzar’s Scorcher",
      level: 2,
      school: "Evocation",
      casting_time: "1 Action",
      ritual: "-",
      concentration: "-",
      components: "V, S, M",
      class: "Sorcerer, Wizard",
      duration: "Instantaneous",
      range: "30 feet",
      description: "(a red dragon’s scale) - A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd."
    },
    {
      name: "Aid",
      level: 2,
      school: "Abjuration",
      casting_time: "1 Action",
      ritual: "-",
      concentration: "-",
      components: "V, S, M",
      class: "Cleric, Paladin",
      duration: "8 Hours",
      range: "30 feet",
      description: "(a tiny strip of white cloth) - Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration. When you cast this spell using a spell slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd."
    },
    {
      name: "Alter Self",
      level: 2,
      school: "Transmutation",
      casting_time: "1 Action",
      ritual: "-",
      concentration: "Yes",
      components: "V, S",
      class: "Sorcerer,Wizard",
      duration: "Concentration, up to 1 hour",
      range: "Self",
      description: "You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one. Aquatic Adaptation. You adapt your body to an aquatic environment, sprouting gills, and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.Change Appearance. You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also don’t appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can’t use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again. Natural Weapons. You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it."
    },
    {
      name: "Animal Messenger (Ritual)",
      level: 2,
      school: "Enchantment",
      casting_time: "1 Action",
      ritual: "Yes",
      concentration: "-",
      components: "V, S, M",
      class: "Bard, Druid, Ranger",
      duration: "24 hours",
      range: "30 feet",
      description: "(a morsel of food) - By means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue ray, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description, such as a man or woman dressed in the uniform of the town guard or a red-haired dwarf wearing a pointed hat. You also speak a message of up to twenty-five words. The target beast travels for the duration of the spell towards the specified location, covering about 50 miles per 24 hours for a flying messenger or 25 miles for other animals. When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn’t reach its destination before the spell ends, the message is lost, and the beast makes it way back to where you cast this spell. If you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases by 48 hours for each slot level above 2nd."
    },
    {
      name: "Arcane Lock",
      level: 2,
      school: "Abjuration",
      casting_time: "1 Action",
      ritual: "-",
      concentration: "-",
      components: "V, S, M",
      class: "Wizard",
      duration: "Until dispelled",
      range: "Touch",
      description: "(gold dust worth at least 25 gp, which the spell consumes) - You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting knock on the object suppresses arcane lock for 10 minutes. While affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10."
    },
    {
      name: "Augury (Ritual)",
      level: 2,
      school: "Divination",
      casting_time: "1 Minute",
      ritual: "Yes",
      concentration: "-",
      components: "V, S, M",
      class: "Cleric",
      duration: "Instantaneous",
      range: "Self",
      description: "(specially marked sticks, bones, or similar tokens worth at least 25 gp) - By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens: Weal, for good results; Woe, for bad results; Weal and woe, for both good and bad results; Nothing, for results that aren’t especially good or bad. The spell doesn’t take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret."
    },
    {
      name: "Barkskin",
      level: 2,
      school: "Transmutation",
      casting_time: "1 Action",
      ritual: "-",
      concentration: "Yes",
      components: "V, S, M",
      class: "Druid, Ranger",
      duration: "Concentration, up to 1 hour",
      range: "Touch",
      description: "(A handful of oak bark) - You touch a willing creature. Until the spellends, the target’s skin has a rough, bark-like appearance, and the target’s AC can’t be less than 16, regardless of what kind of armor it is wearing."
    },
    {
      name: "Beast Sense (Ritual)",
      level: 2,
      school: "Divination",
      casting_time: "1 Action",
      ritual: "Yes",
      concentration: "Yes",
      components: "S",
      class: "Druid, Ranger",
      duration: "Concentration, up to 1 hour",
      range: "Touch",
      description: "You touch a willing beast. For the duration of the spell, you can use your action to see through the beast’s eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses."
    },
    {
      name: "Blindness/Deafness",
      level: 2,
      school: "Necromancy",
      casting_time: "1 Action",
      ritual: "-",
      concentration: "-",
      components: "V",
      class: "Bard, Cleric, Sorcerer, Wizard",
      duration: "1 minute",
      range: "30 feet",
      description: "You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd."
    },
    {
      name: "Blur",
      level: 2,
      school: "Illusion",
      casting_time: "1 Action",
      ritual: "-",
      concentration: "Yes",
      components: "V",
      class: "Sorcerer, Wizard",
      duration: "Concentration, up to 1 minute",
      range: "Self",
      description: "Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesnt rely on sight, as with blindsight, or can see through illusions, as with truesight."
    },
    {
      name: "Branding Smite",
      level: 2,
      school: "Evocation",
      casting_time: "1 Bonus",
      ritual: "-",
      concentration: "Yes",
      components: "V",
      class: "Paladin",
      duration: "Concentration, up to 1 minute",
      range: "Self",
      description: "The next time you hit a creature with a weapon attack before this spell ends, the weapon glemas with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it is invisible, and the target sheds dim light in a 5-foot radius and can’t become invisible until the spell ends. When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd."
    },
    {
      name: "Calm Emotions",
      level: 2,
      school: "Enchantment",
      casting_time: "1 Action",
      ritual: "-",
      concentration: "Yes",
      components: "V, S",
      class: "Bard, Cleric",
      duration: "Concentration, up to 1 minute",
      range: "60 feet",
      description: "You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects. You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime. Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise."
    },
    {
      name: "Cloud of Daggers",
      level: 2,
      school: "Conjuration",
      casting_time: "1 Action",
      ritual: "-",
      concentration: "Yes",
      components: "V, S, M",
      class: "Bars, Sorcerer, Warlock, Wizard",
      duration: "Concentration, up to 1 minute",
      range: "60 feet",
      description: "(a sliver of glass) - You fill the air with spinning daggers in a cube 5 feet on each side, centered on a point you choose within range. A creature takes 4d4 slashing damage when it enters the spell’s area for the first time on a turn or starts its turn there. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot level above 2nd."
    },
    {
      name: "Continual Flame",
      level: 2,
      school: "Evocation",
      casting_time: "1 Action",
      ritual: "-",
      concentration: "-",
      components: "V, S, M",
      class: "Cleric, Wizard",
      duration: "Until dispelled",
      range: "Touch",
      description: "(ruby dust worth 50 gp, which the spell consumes) - A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn’t use oxygen. A continual flame can be covered or hidden but not smothered or quenched."
    },
    {
      name: "Cordon of Arrows",
      level: 2,
      school: "Transmutation",
      casting_time: "1 Action",
      ritual: "-",
      concentration: "-",
      components: "S",
      class: "Sorcerer, Warlock, Wizard",
      duration: "Instantaneous",
      range: "60 feet",
      description: "1 reaction, which you take when you see a creature within 60 feet of you casting a spell. You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10+ the spell’s level. On a success, the creature’s spell fails and has no effect. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used."
    },
    {
      name: "Crown of Madness",
      level: 2,
      school: "Enchantment",
      casting_time: "1 Action",
      ritual: "-",
      concentration: "Yes",
      components: "V, S",
      class: "Bard, Sorcerer, Warlock, Wizard",
      duration: "Concentration, up to 1 minute",
      range: "120 feet",
      description: "One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target is charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes. The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach. On your subsequent turns, you must use your action to maintain control over the target, or the spell ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends."
    },
    {
      name: "Darkness",
      level: 2,
      school: "Evocation",
      casting_time: "1 Action",
      ritual: "-",
      concentration: "Yes",
      components: "V, M",
      class: "Sorcerer, Warlock, Wizard",
      duration: "Concentration, up to 10 minutes",
      range: "60 feet",
      description: "(bat fur and a drop of pitch or piece of coal) - Magical darkness spreads from a point you choose within range to fill a 15-foot radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness. If any of this spell’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled."
    },
    {
      name: "Darkvision",
      level: 2,
      school: "Transmutation",
      casting_time: "1 Action",
      ritual: "-",
      concentration: "-",
      components: "V, S, M",
      class: "Druid, Ranger, Sorcerer, Wizard",
      duration: "8 hours",
      range: "Touch",
      description: "(either a pinch of dried carrot or an agate) - You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet."
    },
    {
      name: "Detect Thoughts",
      level: 2,
      school: "Divination",
      casting_time: "1 Action",
      ritual: "-",
      concentration: "Yes",
      components: "V, S, M",
      class: "Bard, Sorcerer, Wizard",
      duration: "Concentration, up to 1 minute",
      range: "Self",
      description: "(a copper piece) - For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn’t speak any language, the creature is unaffected. You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature’s thoughts or attempt to probe deeper into the same creature’s mind. If you probe deeper, the target must make a W isdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that loom s large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature’s thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends. Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation. You can also use this spell to detect the presence of thinking creatures you can’t see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can’t detect a creature with an Intelligence of 3 or lower or one that doesn’t speak any language. Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can’t see it, but it must still be within range."
    },
    {
      name: "Dust Devil",
      level: 2,
      school: "Conjuration",
      casting_time: "1 Action",
      ritual: "-",
      concentration: "Yes",
      components: "V, S, M",
      class: "Druid, Sorcerer, Wizard",
      duration: "Concentration, up to 1 minute",
      range: "60 feet",
      description: "(a pinch of dust) - Choose an unoccupied 5-foot cube of air that you can see within range. An elemental force that resembles a dust devil appears in the cube and lasts for the spell’s duration. Any creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. On a failed save, the creature takes 1d8 bludgeoning damage and is pushed 10 feet away. On a successful save, the creature takes half as much damage and isn’t pushed. As a bonus action, you can move the dust devil up to 30 feet in any direction. If the dust devil moves over sand, dust, loose dirt, or small gravel, it sucks up the material and forms a 10-foot-radius cloud of debris around itself that lasts until the start of your next turn. The cloud heavily obscures its area. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd."
    },
    {
      name: "Earthbind",
      level: 2,
      school: "Transmutation",
      casting_time: "1 Action",
      ritual: "-",
      concentration: "Yes",
      components: "V",
      class: "Druid, Sorcerer, Warlock, Wizard",
      duration: "Concentration, up to 1 minute",
      range: "300 feet",
      description: "Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw or its flying speed (if any) is reduced to 0 feet for the spell’s duration. An airborne creature affected by this spell descends at 60 feet per round until it reaches the ground or the spell ends."
    },
    {
      name: "Enhance Ability",
      level: 2,
      school: "Transmutation",
      casting_time: "1 Action",
      ritual: "-",
      concentration: "Yes",
      components: "V, S, M",
      class: "Bard, Cleric, Druid, Sorcerer",
      duration: "1 Hour",
      range: "Touch",
      description: "You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects: the target gains the effect until the spell ends. - Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends. - Bull’s Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles. - Cat’s Grace. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated. - Eagle’s Splendor. The target has advantage on Charisma checks. - Fox’s Cunning. The target thas advantage on Intelligence checks. - Owl’s Wisdom. The target has advantage on Wisdom checks. -- When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd."
    },
    {
      name: "Enlarge/Reduce",
      level: 2,
      school: "Transmutation",
      casting_time: "1 Action",
      ritual: "-",
      concentration: "Yes",
      components: "V, S, M",
      class: "Sorcerer, Wizard",
      duration: "Concentration, up to 1 minute",
      range: "30 feet",
      description: "(a pinch of powdered iron) - You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect. If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once. Enlarge: The target’s size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category – from Medium to Large, for example. If there isn’t enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target’s weapons also grow to match its new size. While these weapons are enlarged, the target’s attack with them deal 1d4 extra damage. Reduce: The target’s size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category – from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target’s weapons also shrink to match its new size. While these weapons are reduced, the target’s attacks with them deal 1d4 less damage (this can’t reduce the damage below 1)."
    },
    {
      name: "Enthrall",
      level: 2,
      school: "Enchantment",
      casting_time: "1 Action",
      ritual: "-",
      concentration: "-",
      components: "V, S",
      class: "Bard, Warlock",
      duration: "1 minute",
      range: "60 feet",
      description: "You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a Wisdom saving throw. Any creature that can’t be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak."
    },
    {
      name: "Find Steed",
      level: 2,
      school: "Conjuration",
      casting_time: "10 Minutes",
      ritual: "-",
      concentration: "-",
      components: "V, S",
      class: "Paladin",
      duration: "Instantaneous",
      range: "10 meter",
      description: "You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose: a warhorse, a pony, a camel, an elk, or a mastiff. (Your GM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak. Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed. When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum. While your steed is within 1 km of you, you can communicate with it telepathically. You can’t have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear."
    },
    {
      name: "Find Traps",
      level: 2,
      school: "Divination",
      casting_time: "1 Action",
      ritual: "-",
      concentration: "-",
      components: "V, S",
      class: "Cleric, Druid, Ranger",
      duration: "Instantaneous",
      range: "120 feet",
      description: "You sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole. This spell merely reveals that a trap is present. You don’t learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense."
    },
    {
      name: "Flame Blade",
      level: 2,
      school: "Evocation",
      casting_time: "1 Bonus",
      ritual: "-",
      concentration: "Yes",
      components: "V, S, M",
      class: "Druid",
      duration: "10 Minutes",
      range: "Self",
      description: "You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action. You can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes 3d6 fire damage. The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet. At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd."
    },
    {
      name: "Flaming Sphere",
      level: 2,
      school: "Conjuration",
      casting_time: "1 Action",
      ritual: "-",
      concentration: "Yes",
      components: "V, S, M",
      class: "Druid, Wizard",
      duration: "Concentration, up to 1 minute",
      range: "60 feet",
      description: "(a bit of tallow, a pinch of brimstone, and a dusting of powdered iron) - A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere’s damage, and the sphere stops moving this turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd."
    },
    {
      name: "Gentle Repose (Ritual)",
      level: 2,
      school: "Necromancy",
      casting_time: "1 Action",
      ritual: "Yes",
      concentration: "-",
      components: "V, S, M",
      class: "Cleric, Wizard",
      duration: "10 Days",
      range: "Touch",
      description: "(a pinch of salt and one copper piece placed on each of the corpse’s eyes, which must remain there for the duration) - You touch a corpse or other remains. For the duration, the target is protected from decay and can’t become undead. The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don’t count against the time limit of spells such as raise dead."
    },
  ];
  