Acid Splash

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationInstantaneous

You hurl a bubble of acid. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.
This spells damage increases by 1d6 when you reach 5th Level (2d6), 11th level (3d6) and 17th level (4d6).

Apothecary Conjuration cantrip

Acid Burn

  • casting time1 action
  • rangeSelf (15-foot cone)

  • componentsV, S
  • durationInstantaneous

You magically produce a spray of acidic formula in a 15-foot cone in front of you. All creatures in the cone must succeed on a Dexterity saving throw or take 1d6 acid damage.
This spells damage increases by 1d6 when you reach 5th Level (2d6), 11th level (3d6) and 17th level (4d6).

Apothecary Evocation cantrip

Bacterial Barrage

  • casting time1 action
  • range30 feet

  • componentsV, S
  • durationInstantaneous

You attack a creature in range with a quick spreading infection that takes advantage of existing conditions. Make a ranged spell attack against a target, on a hit the infection does 1d8 necrotic damage to the target. If the target is suffering from the posined condition or a disease, it instead takes 1d12 necrotic damage.
The spell's damage increases by one die when you reach 5th Level (2d8 or 2d12), 11th level (3d8 or 3d12) and 17th level (4d8 or 4d12).

Apothecary Necromancy cantrip

Chill Touch

  • casting time1 action
  • range120 feet

  • componentsV, S
  • duration1 round

You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.
If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Apothecary Necromancy cantrip

Guidance

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationConcentration, up to 1 minute

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

Apothecary Divination cantrip

Light

  • casting time1 action
  • rangeTouch

  • componentsV, M
  • duration1 hour

(a firefly or phosphorescent moss)You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

Apothecary Evocation cantrip

Message

  • casting time1 action
  • range120 feet

  • componentsV, S, M
  • duration1 round

(a short piece of copper wire)You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.
You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.

Apothecary Transmutation cantrip

Mending

  • casting time1 minute
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

(two lodestones)This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn clack, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.

Apothecary Transmutation cantrip

Poison Needle

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationInstantaneous

You launch a conjured dart coated with lethal poison at a creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 poison damage.
If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10) and 17th level (4d10).

Apothecary Conjuration cantrip
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Poison Spray

  • casting time1 action
  • range10 feet

  • componentsV, S
  • durationInstantaneous

You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.
This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17 level (4d12).

Apothecary Conjuration cantrip

Resistance

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationConcentration, up to 1 minute

(a miniature cloak)You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after the saving throw. The spell then ends.

Apothecary Abjuration cantrip

Spare the Dying

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.

Apothecary Necromancy cantrip

Shocking Grasp

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.
The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Apothecary Evocation cantrip

Thaumaturgy

  • casting time1 action
  • range30 feet

  • componentsV
  • durationUp to 1 minute

You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range.
• Your voice booms up to three times as loud as normal for 1 minute.
• You cause flames to flicker, brighten, dim, or change color for 1 minute.
• You cause harmless tremors in the ground for 1 minute.
• You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
• You instantaneously cause an unlocked door or window to fly open or slam shut.
• You alter the appearance of your eyes for 1 minute.
If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

Apothecary Transmutation cantrip

Alarm (ritual)

  • casting time1 minute
  • range30 feet

  • componentsV, S, M
  • duration8 hours

(a tiny bell and a piece of fine silver wire)You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.
A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.
An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.

Apothecary 1st Abjuration

Acrid Orb

  • casting time1 action
  • range60 feet

  • componentsV, S, M
  • durationInstantaneous

(a vial of stomach acid and a pinch of sulfate) You create an orb of acid gel and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d6 acid damage. Whether the attack hits or misses, the orb explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 acid damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the exploding acid damage increase by 1d6 for each slot level above 1st.

Apothecary 1st Evocation

Comprehend Languages (ritual)

  • casting time1 action
  • rangeSelf

  • componentsV, S, M
  • duration1 hour

(a pinch of soot and salt)For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface of which the words are written. It takes about 1 minute to read one page of text.
This spell doesn't decode secret messages in a text or glyph, such as an arcane sigil, that isn't part of a written language.

Apothecary 1st Divination

Create or Destroy Water

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • durationInstantaneous

(a drop of water if creating water or a few grains of sand if destroying it)You either create or destroy water.
Create Water: You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area.
Destroy Water: You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.

Apothecary 1st Transmutation
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Cure Wounds

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

Apothecary 1st Evocation

Detect Evil and Good

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 10 minutes

For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place of object within 30 feet of you that has been magically consecrated or desecrated.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Apothecary 1st Divination

Detect Magic (ritual)

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 10 minutes

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Apothecary 1st Divination

Detect Poison and Disease

  • casting time1 action
  • rangeSelf

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

(a yew leaf)For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.
The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Apothecary 1st Divination

Envenom

  • casting time1 action
  • range60 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

(a vial of basic poison) Choose a creature you can see within range to inflict with a magical poison. The target takes 2d4 poison damage and must make a Constitution saving throw. On a failed saving throw, it becomes poisoned for the spell's duration.
While poisoned in this way, the target must make a Constitution saving throw at the end of each of its turns. It takes 2d4 poison damage on a failed saving throw. on a success, the spell ends on that target.
A lesser restoration spell cast on the target ends this spell early.
At Higher Levels. If you cast this spell using a spell slof of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Apothecary 1st Conjuration

Feather Fall

  • casting time1 reaction
  • range60 feet

  • componentsV, M
  • duration1 minute

(a white feather or the heart of a hen)Reaction - When you or a creature within 60 feet of you falls Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.

Apothecary 1st Transmutation

False Life

  • casting time1 action
  • rangeSelf

  • componentsV, S, M
  • duration1 hour

(a small amount of alcohol or distilled spirits)Bolstering yourself with a necromantic facsimile of life, you gain 1d4+4 temporary hit points for the duration.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.

Apothecary 1st Necromancy

Fog Cloud

  • casting time1 action
  • range120 feet

  • componentsV, S
  • durationConcentration, up to 1 hour

You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.

Apothecary 1st Conjuration

Grease

  • casting time1 action
  • range60 feet

  • componentsV, S, M
  • duration1 minute

(a bit of pork rind or butter)Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration.
When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.

Apothecary 1st Conjuration
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Healing Word

  • casting time1 bonus action
  • range60 feet

  • componentsV
  • durationInstantaneous

A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

Apothecary 1st Evocation

Inflict Wounds

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

Apothecary 1st Necromancy

Identify (ritual)

  • casting time1 minute
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

(a pearl worth at least 100 gp and an owl feather)You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.
If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.

Apothecary 1st Divination

Illusory Script (ritual)

  • casting time1 minute
  • rangeTouch

  • componentsS, M
  • duration10 days

(a lead-based ink worth at least 10 gp, which the spell consumes)You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration.
To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know.
Should the spell be dispelled, the original script and the illusion both disappear.
A creature with truesight can read the hidden message.

Apothecary 1st Illusion

Infect

  • casting time1 actino
  • range60 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

(a petri dish) You inflict a creature you can see within range with a magical disease. At the start of each of the target's turns, it must make a Constitution saving throw. The creature takes 1d12 necrotic damage on a failed saving throw, or half as much on a successful one. If a target succeeds on three of these saves, the spell ends.
A lesser restoration spell cast on the target ends this spell early.
At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increase bty 1d12 for every two slot levelst above 1st.

Apothecary 1st Necromancy

Jump

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • duration1 minute

(a grasshopper's hind leg)You touch a creature. The creature's jump distance is tripled until the spell ends.

Apothecary 1st Transmutation

Purify Food and Drink (ritual)

  • casting time1 action
  • range10 feet

  • componentsV, S
  • durationInstantaneous

All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.

Apothecary 1st Transmutation

Sleep

  • casting time1 action
  • range90 feet

  • componentsV, S, M
  • duration1 minute

(a pinch of find sand, rose petals, or a cricket)This spell sends creatures into a magical slumber. Roll 5d8, the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.
Undead and creatures immune to being charmed aren't affected by this spell.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

Apothecary 1st Enchantment

Stream of Consumption

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 1 minute

For the spell's duration, your tongue becomes en elongated tether of necrotic green energy you can use to drink the vitality of other creatures. One creature of your choice withing 60 feet of you that you can see must make a Constitution saving throw. On a failed save, the target gains 1 level of exhaustion, and you regain hit points equal to 1d4 + your spellcasting ability modifier.
On each of your turns until the spell ends, you can use your action to target the same creature or a different one, but you can't target a creature again if it has succeeded on a saving throw against this casting of stream of consumption.

Apothecary 1st Necromancy

Tasha's Hideous Laughter

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

(tiny tarts and a feather that waved in the air)A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laugher if this spell affects it. The target must succeed on a Wisdom saving throw of fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected.
At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends.

Apothecary 1st Enchantment

Tenser's Floating Disk (ritual)

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • duration1 hour

(a drop of mercury)This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.
The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can more across uneven terrain, up or down stairs, slopes and the like, but it can't cross an elevation change of 10 feet or more. For example, the disk can't move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.
If you move more than 100 feet from the disk (typically because it can't move around an obstacle to follow you), the spell ends.

Apothecary 1st Conjuration

Toxic Shield

  • casting time1 action
  • rangeSelf

  • componentsS, M
  • durationConcentration, up to 1 mintue

(a drop of dwarven blood) You gain resistance to poison damage and advantage on saves against being poisoned for the duration. In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield sprays them with poison, dealing 1d8 poison damage to the attacker.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the poison damage increases by 1d8 for every 2 slot levels above 1st.

Apothecary 1st Conjuration

Unseen Servant (ritual)

  • casting time1 action
  • range60 feet

  • componentsV, S, M
  • duration1 hour

(a piece of string and a bit of wood)This spell creates an invisible, mindless, shapeless force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends.
Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.
If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.

Apothecary 1st Conjuration

Aid

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • duration8 hours

(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.
At Higher Levels: 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.

Apothecary 2nd Abjuration

Blindness/Deafness

  • casting time1 action
  • range30 feet

  • componentsV
  • duration1 minute

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.
At Higher Levels: 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.

Apothecary 2nd Necromancy

Biohazard

  • casting time1 action
  • range120 feet (15-foot cube)

  • componentsV, S, M
  • duration1 minute

(a withered root and a drop of vinegar) You coeat a 15-foot wide cube with toxic sludge for the spell's duration. The area is difficult terrain and filled with dangerous fumes. A creature that enters the area or starts its turn there must make a Constitution saving throw. On a failed saving throw, the creature takes 1d8 poison damage and is poisoned until the start of its next turn. Creatures are affected even if they hold their breath or don't need to breathe.
At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Apothecary 2nd Conjuration

Caustic Grip

  • casting time1 action
  • rangeSelf

  • componentsS
  • durationConcentration, up to 1 minute

For the spell's duraiton, your hand secretes sticky burning acid which you can use to hold a creature in a painful clutch. When you cast this spell, and as an action on your turn until the spell ends, you can make a melee spell attack against one creature within 5 feet of you. On a hit, you deal 4d4 acid damage to the target, and the creature is restrained in your acidic grip until the end of your next turn. You can attack the same target round after round, or choose a now one at any time, If you switch targets, the prior target is no longer affected by the spell.
A creature restrained by your grip can use its action to make a Strength check against your spell save DC. If it succeeds, is is no longer restrained. Each time a creature ends its turn restrained by this spell, it takes an additional 4d4 acid damage.
At Higer Levels. If you cast this spell using a spell slot of 3rd or higher, the damage increases by 2d4 for each slot level above 2nd.

Apothecary 2nd Evocation

Enlarge/Reduce

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

(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).

Apothecary 2nd Transmutation

Enhance Ability

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationConcentration, up to 1 hour

(fur or a feather from a beast)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 has advantage on Intelligence checks.
Owl's Wisdom: The target has advantage on Wisdom checks.
At Higher Levels: 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.

Apothecary 2nd Transmutation

Grasping Ghost

  • casting time1 action
  • range60 feet

  • componentsS, M
  • durationInstantaneous

(a finger bone and a scrap of fabric) A flock of floating spectral hands appear and grasp a target you can see withing range. The target must succeed on a Strentgh saving throw. A target takes 3d8 necrotic damage on a failed save, or half as much damage on a successful one.
In addition, on a failed saving throw the ghostly hands grapple the target until the end of your next turn, and immediately move the target up to 30 feet in a direction of your choice (but not upward). On its turn, the creature can use an action to attempt to escape the grapple by making a Strength or Dexterity check (its choice) against your spell save DC. If it succeeds, the grapple ends.
At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, the grasping ghost can target one additional creature within range for each spell level above 2nd.

Apothecary 2nd Necromancy

Gentle Repose (ritual)

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • duration10 days

(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.

Apothecary 2nd Necromancy

Hold Person

  • casting time1 action
  • range60 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

(a small, straight piece of iron)Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target on additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

Apothecary 2nd Enchantment

Invigorate

  • casting time1 action
  • range30 feet

  • componentsS, M
  • duration1 hour

(a syringe and a blood sample) Choose up to three creatures within range. Each target gains 10 temporary hit points.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the temporary hit points increase by 5 for each slot level above 2nd.

Apothecary 2nd Abjuration

Lesser Restoration

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

Apothecary 2nd Abjuration

Melf's Acid Arrow

  • casting time1 action
  • range90 feet

  • componentsV, S, M
  • durationInstantaneous

(powdered rhubarb leaf and an adder's stomach)A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd.

Apothecary 2nd Evocation

Ocular Necrosis

  • casting time1 action
  • range30 feet

  • componentsV, S
  • durationInstantaneous

Make a ranged spell attack against a creature you can see in range. If you hit, you wrack the creature with a deadly toxin that causes their eyes to bleed. The creature takes 2d6 necrotic damage and is blinded until the end of your next turn.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the necrotic damage increases by 1d6 for each slot above 2nd.

Apothecary 2nd Necromancy

Protection from Poison

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • duration1 hour

You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize on poison that you know is present, or you neutralize one at random.
For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.

Apothecary 2nd Abjuration

Ray of Enfeeblement

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends.
At the end of each of the target's turns, it can make a Constitution saving throw against the spell. On a success, the spell ends.

Apothecary 2nd Necromancy

Spider Climb

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationConcentration, up to 1 hour

(a drop of bitumen and a spider)Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.

Apothecary 2nd Transmutation

Silence (ritual)

  • casting time1 action
  • range120 feet

  • componentsV, S
  • durationConcentration, up to 10 minutes

For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.

Apothecary 2nd Illusion

See Invisibility

  • casting time1 action
  • rangeSelf

  • componentsV, S, M
  • duration1 hour

(A pinch of Talc and a small sprinkling of powdered silver)For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.

Apothecary 2nd Divination

Web

  • casting time1 action
  • range60 feet

  • componentsV, S, M
  • durationConcentration, up to 1 hour

(a bit of spider web)You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area.
If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.
Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free.
A creature restrained by the webs can use its actions to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained.
The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.

Apothecary 2nd Conjuration

Bestow Curse

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationConcentration, up to 1 minute

You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options.
• Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.
• While cursed, the target has disadvantage on attack rolls against you.
• While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.
• While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target.
A remove curse spell ends this effect. At the DM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse's effect.
At Higher Levels: If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration.

Apothecary 3rd Necromancy

Corrosive Blast

  • casting time1 action
  • rangeSelf (30-foot cone)

  • componentsV, S, M
  • durationInstantaneous

(a vial fo acid) A spew of acrid chemicals erupts from your hands. Each creature in a 30-foot cone must make a Dexterity saving throw. A creature takes 10d4 acid damage on a failed save, or half as much damage on a successful one.
The acid destroys any objects made of organic materials in the spell's area. A creature kille dby this spell has its flesh entirely dissolved, elaving behind only a corroded skeleton.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the acid damage increases by 2d4 for each slot level above 3rd.

Apothecary 3rd Evocation

Dispel Magic

  • casting time1 action
  • range120 feet

  • componentsV, S
  • durationInstantaneous

Choose any creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.

Apothecary 3rd Abjuration

Fear

  • casting time1 action
  • rangeSelf (30-foot cone)

  • componentsV, S, M
  • durationConcentration, up to 1 minute

(a white feather or the heart of a hen)You project a phantasmal image of a creature's worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration.
While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.

Apothecary 3rd Illusion

Fetid Blade

  • casting time1 bonus action
  • rangeTouch

  • componentsV, S, M
  • durationConcentration, 1 minute

(a drop of acid and a pinch of iron dust) You coat a weapon you touch in an acidic substance. Until the spell ends, weapon attacks made with it deal an extra 2d4 acid damage on a hit. If the weapon isn't already a magic weapon, it becomes one for the duration.
In addition, a creature hit with a melee attack using the weapon must make a Constitution saving throw. On a failed save, it becomes poisoned until the end of the attacker's next turn.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the acid damage increases by 1d4 for each slot level above 3rd.

Apothecary 3rd Evocation

Gaseous Form

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationConcentration, up to 1 hour

(a bit of gauze and a wisp of smoke)You transform a willing creature you touch, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn't affected.
While in this form, the target's only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can't fall and remains hovering in the air even when stunned or otherwise incapacitated.
While in the form of a misty cloud, the target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. The target can't attack or cast spells.

Apothecary 3rd Transmutation

Glyph of Warding

  • casting time1 hour
  • rangeTouch

  • componentsV, S, M
  • durationUntil dispelled or triggered

(incense and powdered diamond worth at least 200 gp, which the spell consumes)When you cast this spell, you inscribe a glyph that harms other creatures, either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place, if the object is moved more than 10 feet from where you cast this spell, the glyph is broken and the spell ends without being triggered.
The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.
You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends.
You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don't trigger the glyph, such as those who say a certain password.
When you inscribe the glyph, choose explosive runes or a spell glyph.
Explosive Runes: When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the aura must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one.
Spell Glyph: You can store a prepared spell of or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage of an explosive runes glyph increases by 1d8 for each slot level above 3rd. If you create a spell glyph, you can store any spell of up to the same level as the slot you use for the glyph of warding.

Apothecary 3rd Abjuration

Hypnotic Pattern

  • casting time1 action
  • range120 feet

  • componentsS, M
  • durationConcentration, up to 1 minute

(a glowing stick of incense or a crystal vial filled with phosphorescent material)You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0.
The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.

Apothecary 3rd Illusion

Haste

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

(a shaving of licorice root)Choose a willing creature that you can see within range. Until the spell ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
When the spell ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.

Apothecary 3rd Transmutation

Lightning Bolt

  • casting time1 action
  • rangeSelf (100-foot line)

  • componentsV, S, M
  • durationInstantaneous

(a bit of fur and a rod of amber, crystal, or glass)A stroke of lightning forming a line of 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.
The lightning ignites flammable objects in the area that aren't being worn or carried.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot above 3rd.

Apothecary 3rd Evocation

Magic Circle

  • casting time1 minute
  • range10 feet

  • componentsV, S, M
  • duration1 hour

(holy water or powdered silver and iron worth at least 100 gp, which the spell consumes)You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface.
Choose one or more of the following types of creatures - celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways.
• The creature can't willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw.
• The creature has disadvantage on attack rolls against targets within the cylinder.
• Targets within the cylinder can't be charmed, frightened, or possessed by the creature. When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd.

Apothecary 3rd Abjuration

Mass Healing Word

  • casting time1 bonus action
  • range60 feet

  • componentsV
  • durationInstantaneous

As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.

Apothecary 3rd Evocation

Protection from Energy

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationConcentration, up to 1 hour

For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.

Apothecary 3rd Abjuration

Purge Contamination

  • casting time1 hour
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

(100 gp of alchemical fluids or holy water, which the spell consumes) You apply alchemical fluids or holy water to a contaminated humanoid creature while reciting an exacting magical chant which expels eldritch contaminants from its body. When you finish casting the spell, all contamination levels and mutations are removed from the creature. It then gains 1 level of exhaustion for each contamination level removed with this spell.

Apothecary 3rd Abjuration

Pestilence

  • casting time1 action
  • range90 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

(a withered flower) You infect up to 3 creatures you can see within range with a magical disease. At the start of each of the target's turns, it must make a Constitution saving throw. On a failed saving throw, the creature takes 3d6 necrotic damage and gains 1 level of exhaustion. If a target succeeds on three of these saves, the spell ends for that creature.
A lesser restoration spell cast on a target ends this spell early for that creature.

Apothecary 3rd Necromancy

Revivify

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

(diamonds worth 300 gp, which the spell consumes)You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.

Apothecary 3rd Necromancy

Remove Curse

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's attunement to the object so it can be removed or discarded.

Apothecary 3rd Abjuration

Stinking Cloud

  • casting time1 action
  • range90 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

(a rotten egg or several skunk cabbage leaves)You create a 20-foot-radius sphere of yellow, nauseating gas centered on a point within range. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration.
Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw.
A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.

Apothecary 3rd Conjuration

Sending

  • casting time1 action
  • rangeUnlimited

  • componentsV, S, M
  • duration1 round

(A short piece of fine copper wire)You send a short message of twenty-five words or less to a creature with you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message.
You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive.

Apothecary 3rd Evocation

Slow

  • casting time1 action
  • range120 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

(a drop of molasses)You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.
An affected target's speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn.
If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted.
A creature affected by this spell makes another Wisdom saving throw at the end of its turn. On a successful save, the effect ends for it.

Apothecary 3rd Transmutation

Speak with Dead

  • casting time1 action
  • range10 feet

  • componentsV, S, M
  • duration10 minutes

(burning incense)You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can't be undead. The spell fails if the corpse was the target of this spell within the last 10 days.
Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events.

Apothecary 3rd Necromancy

Tranquilizing Toxin

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationInstantaneous

One target you choose within range must make a Constitution saving throw or take 8d6 poison damage and become poisoned until the end of your next turn. While poisoned this way, the target is also stunned. On a successful saving throw, the target takes half damage and is not posioned.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the poison damage increase by 1d6 for each slot level above 3rd.

Apothecary 3rd Evocation

Vampiric Touch

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 1 minute

The touch of your shadow-wreathed hand can siphon force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Apothecary 3rd Necromancy

Venomous Aura

  • casting time1 bonus aciton
  • rangeSelf (10-foot radius)

  • componentsV, S, M
  • duration1 minute

(scales or fangs of a venomous snake) You emit a baleful aura which disorients creatures who approach you. Any creature that start their turn within 10 feet of you are poisoned until the start of their next turn.

Apothecary 3rd Transmutation

Water Breathing (ritual)

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • duration24 hours

(a short reed or piece of straw)This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.

Apothecary 3rd Transmutation