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Acid Burn

  • casting time 1 action
  • range Self (15-ft cone)

  • components V, S
  • duration Instantaneous

You magically produce a spray of acidic formula in a 15-ft cone in front of you. All creatures in the cone must succeed on a DEX save or take 1d6 acid dmg.
‎ ‎ At Higher Levels. This spell's dmg increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Apothecary (DoD) evocation cantrip

Acid Splash

  • casting time 1 action
  • range 60 ft

  • components V, S
  • duration Instantaneous

You hurl a bubble of acid. Choose one creature within range, or choose two creatures within range that are within 5 ft of each other. A target must succeed on a DEX save or take 1d6 acid dmg.
‎ ‎ At Higher Levels. This spell's dmg increases by 1d6 when you reach 5th level (2d6), 11th level (3d6) and 17th level (4d6).

Apothecary conjuration cantrip

Bacterial Barrage

  • casting time 1 action
  • range 30 ft

  • components V, S
  • duration Instantaneous

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

Apothecary (SCGtD) necromancy cantrip

Chill Touch

  • casting time 1 action
  • range 120 ft

  • components V, S
  • duration 1 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 dmg, and it can't regain HP until the start of your next turn. Until then, the hand clings to the target.
‎ ‎ If you hit an undead target, it also has disadv on attack rolls against you until the end of your next turn.
‎ ‎ At Higher Levels. This spell's dmg increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Apothecary necromancy cantrip

Guidance

  • casting time 1 action
  • range Touch

  • components V, S
  • duration © 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 time 1 action
  • range Touch

  • components V, M
  • duration 1 hour

a firefly or phosphorescent moss

You touch one object that is no larger than 10 ft in any dimension. Until the spell ends, the object sheds bright light in a 20-ft radius and dim light for an additional 20 ft. 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 DEX save to avoid the spell.

Apothecary evocation cantrip

Mending

  • casting time 1 minute
  • range Touch

  • components V, S, M
  • duration Instantaneous

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 ft in any dimension, you mend it, leaving no trace of the former dmg.
‎ ‎ This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.

Apothecary transmutation cantrip

Message

  • casting time 1 action
  • range 120 ft

  • components V, S, M
  • duration 1 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 ft of stone, 1 inch of common metal, a thin sheet of lead, or 3 ft 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

Poison Needle

  • casting time 1 action
  • range 60 ft

  • components V, S
  • duration Instantaneous

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 dmg.
‎ ‎ If the poison dmg reduces the target to 0 HP, the target is stable but poisoned for 1 hour, even after regaining HP, and is paralyzed while poisoned in this way.
‎ ‎ At Higher Levels. This spell's dmg increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Apothecary (SCGtD) conjuration cantrip

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Poison Spray

  • casting time 1 action
  • range 10 ft

  • components V, S
  • duration Instantaneous

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 CON save or take 1d12 poison dmg.
‎ ‎ At Higher Levels. This spell's dmg increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17 level (4d12).

Apothecary conjuration cantrip

Resistance

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration © 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 save of its choice. It can roll the die before or after the save. The spell then ends.

Apothecary abjuration cantrip

Shocking Grasp

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Instantaneous

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 adv on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning dmg, and it can't take reactions until the start of its next turn.
‎ ‎ At Higher Levels. This spell's dmg increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Apothecary evocation cantrip

Spare the Dying

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Instantaneous

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

Apothecary necromancy cantrip

Thaumaturgy

  • casting time 1 action
  • range 30 ft

  • components V
  • duration Up 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

Acrid Orb

  • casting time 1 action
  • range 60 ft

  • components V, S, M
  • duration Instantaneous

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 dmg. Whether the attack hits or misses, the orb explodes. The target and each creature within 5 ft of it must succeed on a DEX save or take 2d6 acid dmg.
‎ ‎ At Higher Levels. When you cast this spell using a spell slot of 2nd+ level, the exploding acid dmg increases by 1d6 for each slot level above 1st.

Apothecary (SCGtD) 1st-level evocation

Alarm (ritual)

  • casting time 1 minute
  • range 30 ft

  • components V, S, M
  • duration 8 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-ft 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 ft.

Apothecary 1st-level abjuration

Comprehend Languages (ritual)

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration 1 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-level divination

Create or Destroy Water

  • casting time 1 action
  • range 30 ft

  • components V, S, M
  • duration Instantaneous

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-ft 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-ft cube within range.
‎ ‎ When you cast this spell using a spell slot of 2nd+ level, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 ft, for each slot level above 1st.

Apothecary 1st-level transmutation

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Cure Wounds

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Instantaneous

A creature you touch regains a number of HP equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
‎ ‎ At Higher Levels. Using a spell slot of 2nd+ level increases the healing by 1d8 for each slot level above 1st.

Apothecary 1st-level evocation

Detect Evil and Good

  • casting time 1 action
  • range Self

  • components V, S
  • duration © up to 10 minutes

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

Apothecary 1st-level divination

Detect Magic (ritual)

  • casting time 1 action
  • range Self

  • components V, S
  • duration © up to 10 minutes

For the duration, you sense the presence of magic within 30 ft 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 ft of stone, 1 inch of common metal, a thin sheet of lead, or 3 ft of wood or dirt.

Apothecary 1st-level divination

Detect Poison and Disease

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration © 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 ft 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 ft of stone, 1 inch of common metal, a thin sheet of lead, or 3 ft of wood or dirt.

Apothecary 1st-level divination

Envenom

  • casting time 1 action
  • range 60 ft

  • components V, S, M
  • duration © 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 dmg and must make a CON save. On a failed save, it becomes poisoned for the spell's duration.
‎ ‎ While poisoned in this way, the target must make a CON save at the end of each of its turns. It takes 2d4 poison dmg on a failed save. 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 slot of 2nd+ level, you can target one additional creature for each slot level above 1st.

Apothecary 1st-level conjuration

False Life

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration 1 hour

a small amount of alcohol or distilled spirits

Bolstering yourself with a necromantic facsimile of life, you gain 1d4+4 temporary HP for the duration.
‎ ‎ At Higher Levels. When you cast this spell using a spell slot of 2nd+ level, you gain 5 additional temporary HP for each slot level above 1st.

Apothecary 1st-level necromancy

Feather Fall

  • casting time 1 reaction, which you take when a creature within 60 ft of you falls.
  • range 60 ft

  • components V, M
  • duration 1 minute

a white feather or the heart of a hen

Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 ft per round until the spell ends. If the creature lands before the spell ends, it takes no falling dmg and can land on its ft, and the spell ends for that creature.

Apothecary 1st-level transmutation

Fog Cloud

  • casting time 1 action
  • range 120 ft

  • components V, S
  • duration © up to 1 hour

You create a 20-ft-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, the radius of the fog increases by 20 ft for each slot level above 1st.

Apothecary 1st-level conjuration

Grease

  • casting time 1 action
  • range 60 ft

  • components V, S, M
  • duration 1 minute

a bit of pork rind or butter

Slick grease covers the ground in a 10-ft 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 DEX save or fall prone. A creature that enters the area or ends its turn there must also succeed on a DEX save or fall prone.

Apothecary 1st-level conjuration

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Healing Word

  • casting time 1 bonus action
  • range 60 ft

  • components V
  • duration Instantaneous

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

Apothecary 1st-level evocation

Hideous Laughter

  • casting time 1 action
  • range 30 ft

  • components V, S, M
  • duration © 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 WIS save of fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an INT score of 4 or less isn't affected.
‎ ‎ At the end of each of its turns, and each time it takes dmg, the target can make another WIS save. The target has adv on the save if it's triggered by dmg. On a success, the spell ends.

Apothecary 1st-level enchantment

Identify (ritual)

  • casting time 1 minute
  • range Touch

  • components V, S, M
  • duration Instantaneous

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-level divination

Illusory Script (ritual)

  • casting time 1 minute
  • range Touch

  • components S, M
  • duration 10 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-level illusion

Infect

  • casting time 1 action
  • range 60 ft

  • components V, S, M
  • duration © 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 CON save. The creature takes 1d12 necrotic dmg on a failed save, or half as much on a successful one. If a target succeeds on three of these saves, the spell ends.

Apothecary 1st-level necromancy

Jump

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration 1 minute

a grasshopper's hind leg

You touch a creature. The creature's jump distance is tripled until the spell ends.

Apothecary 1st-level transmutation

Purify Food and Drink (ritual)

  • casting time 1 action
  • range 10 ft

  • components V, S
  • duration Instantaneous

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

Apothecary 1st-level transmutation

Sleep

  • casting time 1 action
  • range 90 ft

  • components V, S, M
  • duration 1 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 HP of creatures this spell can affect. Creatures within 20 ft of a point you choose within range are affected in ascending order of their current HP (ignoring unconscious creatures).
‎ ‎ Starting with the creature that has the lowest current HP, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes dmg, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's HP from the total before moving on to the creature with the next lowest HP. A creature's HP 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, roll an additional 2d8 for each slot level above 1st.

Apothecary 1st-level enchantment

Stream of Consumption

  • casting time 1 action
  • range Self

  • components V, S
  • duration © up to 10 minutes

For the spell's duration, your tongue becomes an elongated tether of necrotic green energy you can use to drink the vitality of other creatures. One creature of your choice within 60 ft of you that you can see must make a CON save. On a failed save, the target gains 1 level of exhaustion, and you regain HP 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 can't target a creature again if it has succeeded on a save against this casting of stream of consumption.

Apothecary 1st-level necromancy

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Tenser's Floating Disk (ritual)

  • casting time 1 action
  • range 30 ft

  • components V, S, M
  • duration 1 hour

a drop of mercury

This spell creates a circular, horizontal plane of force, 3 ft in diameter and 1 inch thick, that floats 3 ft 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 ft of it. If you move more than 20 ft away from it, the disk follows you so that it remains within 20 ft 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 ft or more. For example, the disk can't move across a 10-ft-deep pit, nor could it leave such a pit if it was created at the bottom.
‎ ‎ If you move more than 100 ft from the disk (typically because it can't move around an obstacle to follow you), the spell ends.

Apothecary 1st-level conjuration

Toxic Shield

  • casting time 1 action
  • range Self

  • components S, M
  • duration © up to 1 minute

a drop of dwarven blood

You gain resistance to poison dmg and adv on saves against being poisoned for the duration. In addition, whenever a creature within 5 ft of you hits you with a melee attack, the shield sprays them with poison, dealing 1d8 poison dmg to the attacker.
‎ ‎ At Higher Levels. Using a spell slot of 2nd+ level increases the poison dmg by 1d8 for every 2 slot levels above 1st.

Apothecary 1st-level conjuration

Unseen Servant (ritual)

  • casting time 1 action
  • range 60 ft

  • components V, S, M
  • duration 1 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 STR of 2, and it can't attack. If it drops to 0 HP, the spell ends.
‎ ‎ Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 ft 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 ft away from you, the spell ends.

Apothecary 1st-level conjuration

Aid

  • casting time 1 action
  • range 30 ft

  • components V, S, M
  • duration 8 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 HP increase by 5 for the duration.
‎ ‎ At Higher Levels. When you cast this spell using a spell slot of 3rd+ level, a target's HP increase by an additional 5 for each slot level above 2nd.

Apothecary 2nd-level abjuration

Biohazard

  • casting time 1 action
  • range 120 ft (15-ft cube)

  • components V, S, M
  • duration 1 minute

a withered root and a drop of vinegar

You coat a 15-ft-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 CON save. On a failed save, the creature takes 1d8 poison dmg 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. Using a spell slot of 3rd+ level increases the dmg by 1d8 for each slot level above 2nd.

Apothecary 2nd-level conjuration

Blindness/Deafness

  • casting time 1 action
  • range 30 ft

  • components V
  • duration 1 minute

You can blind or deafen a foe. Choose one creature that you can see within range to make a CON save. 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 CON save. On a success, the spell ends.
‎ ‎ At Higher Levels. When you cast this spell using a spell slot of 3rd+ level, you can target one additional creature for each slot level above 2nd.

Apothecary 2nd-level necromancy

Caustic Grip

  • casting time 1 action
  • range Self

  • components S
  • duration © up to 1 minute

For the spell's duration, 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 ft of you. On a hit, you deal 4d4 acid dmg 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 new 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 STR check against your spell save DC. If it succeeds, it is no longer restrained. Each time a creature ends its turn restrained by this spell, it takes an additional 4d4 acid dmg.
‎ ‎ At Higher Levels. Using a spell slot of 3rd+ level increases the dmg by 2d4 for each slot level above 2nd.

Apothecary 2nd-level evocation

Enhance Ability

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration © 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 adv on CON checks. It also gains 2d6 temporary HP, which are lost when the spell ends.
‎ ‎ Bull's STR. The target has adv on STR checks, and his or her carrying capacity doubles.
‎ ‎ Cat's Grace. The target has adv on DEX checks. It also doesn't take dmg from falling 20 ft or less if it isn't incapacitated.
‎ ‎ Eagle's Splendor. The target has adv on CHA checks.
‎ ‎ Fox's Cunning. The target has adv on INT checks.
‎ ‎ Owl's WIS. The target has adv on WIS checks.
‎ ‎ Using a spell slot of 3rd+ level allows you to target one additional creature for each slot level above 2nd.

Apothecary 2nd-level transmutation

Gentle Repose (ritual)

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration 10 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-level necromancy

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Grasping Ghost

  • casting time 1 action
  • range 60 ft

  • components S, M
  • duration Instantaneous

a finger bone and a scrap of fabric

A flock of floating spectral hands appear and grasp a target you can see within range. The target must succeed on a STR save. A target takes 3d8 necrotic dmg on a failed save, or half as much dmg on a successful one.
‎ ‎ In addition, on a failed save the ghostly hands grapple the target until the end of your next turn, and immediately move the target up to 30 ft 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 STR or DEX 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, the grasping ghost can target one additional creature within range for each spell level above 2nd.

Apothecary 2nd-level necromancy

Hold Person

  • casting time 1 action
  • range 60 ft

  • components V, S, M
  • duration © 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 WIS save or be paralyzed for the duration. At the end of each of its turns, the target can make another WIS save. On a success, the spell ends on the target.
‎ ‎ At Higher Levels. When you cast this spell using a spell slot of 3rd+ level, you can target on additional humanoid for each slot level above 2nd. The humanoids must be within 30 ft of each other when you target them.

Apothecary 2nd-level enchantment

Invigorate

  • casting time 1 action
  • range 30 ft

  • components S, M
  • duration 1 hour

a syringe and a blood sample

Choose up to three creatures within range. Each target gains 10 temporary HP.
‎ ‎ At Higher Levels. When you cast this spell using a spell slot of 2nd+ level, the temporary HP increase by 5 for each slot level above 2nd.

Apothecary 2nd-level abjuration

Lesser Restoration

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Instantaneous

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-level abjuration

Melf's Acid Arrow

  • casting time 1 action
  • range 90 ft

  • components V, S, M
  • duration Instantaneous

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 dmg immediately and 2d4 acid dmg at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial dmg and no dmg at the end of its next turn.
‎ ‎ At Higher Levels. When you cast this spell using a spell slot of 3rd+ level, the dmg (both initial and later) increases by 1d4 for each slot level above 2nd.

Apothecary 2nd-level evocation

Ocular Necrosis

  • casting time 1 action
  • range 30 ft

  • components V, S
  • duration Instantaneous

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 dmg and is blinded until the end of your next turn.
‎ ‎ At Higher Levels. Using a spell slot of 3rd+ level increases the necrotic dmg by 1d6 for each slot level above 2nd.

Apothecary 2nd-level necromancy

Protection from Poison

  • casting time 1 action
  • range Touch

  • components V, S
  • duration 1 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 adv on saves against being poisoned, and it has resistance to poison dmg.

Apothecary 2nd-level abjuration

Ray of Enfeeblement

  • casting time 1 action
  • range 60 ft

  • components V, S
  • duration © 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 dmg with weapon attacks that use STR until the spell ends.
‎ ‎ At the end of each of the target's turns, it can make a CON save against the spell. On a success, the spell ends.

Apothecary 2nd-level necromancy

See Invisibility

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration 1 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-level divination

2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2

Silence (ritual)

  • casting time 1 action
  • range 120 ft

  • components V, S
  • duration © up to 10 minutes

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

Apothecary 2nd-level illusion

Spider Climb

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration © 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-level transmutation

Web

  • casting time 1 action
  • range 60 ft

  • components V, S, M
  • duration © 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-ft 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 ft.
‎ ‎ Each creature that starts its turn in the webs or that enters them during its turn must make a DEX save. 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 STR check against your spell save DC. If it succeeds, it is no longer restrained.
‎ ‎ The webs are flammable. Any 5-ft cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire dmg to any creature that starts its turn in the fire.

Apothecary 2nd-level conjuration

Bestow Curse

  • casting time 1 action
  • range Touch

  • components V, S
  • duration © up to 1 minute

You touch a creature, and that creature must succeed on a WIS save 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 disadv on ability checks and saves made with that ability score.
‎ ‎ • While cursed, the target has disadv on attack rolls against you.
‎ ‎ • While cursed, the target must make a WIS save 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 dmg to the target.
‎ ‎ A remove curse spell ends this effect. At the DM's option, you may choose an alternative curse effect no more powerful than the above options.
‎ ‎ At Higher Levels. Using spell slots of higher level increases the duration: 4th+ level can last 10 minutes, 5th+ level can last 8 hours, 7th+ level can last 24 hours, and 9th level can last until dispelled. Using a spell slot of 5th+ level grants a duration that doesn't require ©.

Apothecary 3rd-level necromancy

Corrosive Blast

  • casting time 1 action
  • range Self (30-ft cone)

  • components V, S, M
  • duration Instantaneous

a vial of acid

A spew of acrid chemicals erupts from your hands. Each creature in a 30-ft cone must make a DEX save. A creature takes 10d4 acid dmg on a failed save, or half as much dmg on a successful one.
‎ ‎ The acid destroys any objects made of organic materials in the spell's area. A creature killed by this spell has its flesh entirely dissolved, leaving behind only a corroded skeleton.
‎ ‎ At Higher Levels. Using a spell slot of 4th+ level increases the acid dmg by 2d4 for each slot level above 3rd.

Apothecary 3rd-level evocation

Dispel Magic

  • casting time 1 action
  • range 120 ft

  • components V, S
  • duration Instantaneous

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 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, 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-level abjuration

Fear

  • casting time 1 action
  • range Self (30-ft cone)

  • components V, S, M
  • duration © 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-ft cone must succeed on a WIS save 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 WIS save. On a successful save, the spell ends for that creature.

Apothecary 3rd-level illusion

Fetid Blade

  • casting time 1 bonus action
  • range Touch

  • components V, S, M
  • duration © up to 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 dmg 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 CON save. On a failed save, it becomes poisoned until the end of the attacker's next turn.
‎ ‎ At Higher Levels. Using a spell slot of 4th+ level increases the acid dmg by 1d4 for each slot level above 3rd.

Apothecary 3rd-level evocation

Gaseous Form

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration © 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 HP. An incorporeal creature isn't affected.
‎ ‎ While in this form, the target's only method of movement is a flying speed of 10 ft. The target can enter and occupy the space of another creature. The target has resistance to nonmagical dmg, and it has adv on STR, DEX, and CON saves. 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-level transmutation

2 2
2 2
2 2
3 3
3 3
3 3
3 3
3 3
3 3

Glyph of Warding [1/3]

  • casting time 1 hour
  • range Touch

  • components V, S, M
  • duration Until 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 ft in diameter. If you choose an object, that object must remain in its place, if the object is moved more than 10 ft 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 INT (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

Apothecary 3rd-level abjuration

Glyph of Warding [2/3]

  • casting time 1 hour
  • range Touch

  • components V, S, M
  • duration Until dispelled or triggered

incense and powdered diamond worth at least 200 gp, which the spell consumes

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-ft-radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the aura must make a DEX save. A creature takes 5d8 acid, cold, fire, lightning, or thunder dmg on a failed save (your choice when you create the glyph), or half as much dmg on a successful one.
‎ ‎ Spell Glyph. You can store a prepared spell of or lower in the

Apothecary 3rd-level abjuration

Glyph of Warding [3/3]

  • casting time 1 hour
  • range Touch

  • components V, S, M
  • duration Until dispelled or triggered

incense and powdered diamond worth at least 200 gp, which the spell consumes

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 © it lasts until the end of its full duration.
‎ ‎ At Higher Levels. When you cast this spell using a spell slot of 4th+ level, the dmg 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-level abjuration

Haste

  • casting time 1 action
  • range 30 ft

  • components V, S, M
  • duration © 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 adv on DEX saves, 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-level transmutation

Hypnotic Pattern

  • casting time 1 action
  • range 120 ft

  • components S, M
  • duration © 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-ft cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a WIS save. 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 dmg or if someone else uses an action to shake the creature out of its stupor.

Apothecary 3rd-level illusion

Magic Circle [1/2]

  • casting time 1 minute
  • range 10 ft

  • components V, S, M
  • duration 1 hour

holy water or powdered silver and iron worth at least 100 gp, which the spell consumes

You create a 10-ft-radius, 20-ft-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 CHA save.
‎ ‎ • The creature has disadv 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. Using a spell slot of 4th+ level

Apothecary 3rd-level abjuration

Magic Circle [2/2]

  • casting time 1 minute
  • range 10 ft

  • components V, S, M
  • duration 1 hour

holy water or powdered silver and iron worth at least 100 gp, which the spell consumes

increases the duration by 1 hour for each slot level above 3rd.

Apothecary 3rd-level abjuration

Mass Healing Word

  • casting time 1 bonus action
  • range 60 ft

  • components V
  • duration Instantaneous

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

Apothecary 3rd-level evocation

Pestilence

  • casting time 1 action
  • range 90 ft

  • components V, S, M
  • duration © up to 1 minute

a withered flower

You infect up to three creatures you can see within range with a magical disease. At the start of each of the target's turns, it must make a CON save. On a failed save, the creature takes 3d6 necrotic dmg 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-level necromancy

3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3

Protection from Energy

  • casting time 1 action
  • range Touch

  • components V, S
  • duration © up to 1 hour

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

Apothecary 3rd-level abjuration

Purge Contamination

  • casting time 1 hour
  • range Touch

  • components V, S, M
  • duration Instantaneous

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-level abjuration

Remove Curse

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Instantaneous

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-level abjuration

Revivify

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration Instantaneous

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-level necromancy

Sending

  • casting time 1 action
  • range Unlimited

  • components V, S, M
  • duration 1 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 INT 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-level evocation

Speak with Dead

  • casting time 1 action
  • range 10 ft

  • components V, S, M
  • duration 10 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-level necromancy

Stinking Cloud

  • casting time 1 action
  • range 90 ft

  • components V, S, M
  • duration © up to 1 minute

a rotten egg or several skunk cabbage leaves

You create a 20-ft-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 CON save 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 save.
‎ ‎ 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-level conjuration

Tranquilizing Toxin

  • casting time 1 action
  • range 60 ft

  • components V, S
  • duration Instantaneous

One target you choose within range must make a CON save or take 8d6 poison dmg and become poisoned until the end of your next turn. While poisoned in this way, the target is also stunned. On a successful save, the target takes half dmg and is not poisoned.
‎ ‎ At Higher Levels. Using a spell slot of 4th+ level increases the poison dmg by 1d6 for each slot level above 3rd.

Apothecary 3rd-level evocation

Vampiric Touch

  • casting time 1 action
  • range Self

  • components V, S
  • duration © 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 dmg, and you regain HP equal to half the amount of necrotic dmg dealt. Until the spell ends, you can make the attack again on each of your turns as an action.
‎ ‎ At Higher Levels. Using a spell slot of 4th+ level increases the dmg by 1d6 for each slot level above 3rd.

Apothecary 3rd-level necromancy

3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3

Venomous Aura

  • casting time 1 bonus action
  • range Self (10-ft radius)

  • components V, S, M
  • duration 1 minute

scales or fangs of a venomous snake

You emit a baleful aura which disorients creatures who approach you. Any creatures that start their turn within 10 ft of you are poisoned until the start of their next turn.

Apothecary 3rd-level transmutation

Water Breathing (ritual)

  • casting time 1 action
  • range 30 ft

  • components V, S, M
  • duration 24 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-level transmutation

Blight

  • casting time 1 action
  • range 30 ft

  • components V, S
  • duration Instantaneous

Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a CON save. The target takes 8d8 necrotic dmg on a failed save, or half as much dmg on a successful one. This spell has no effect on undead or constructs.
‎ ‎ If you target a plant creature or a magical plant, it makes the save with disadv, and the spell deals maximum dmg to it.
‎ ‎ If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a save, it simply withers and dies.
‎ ‎ At Higher Levels. Using a spell slot of 5th+ level increases the dmg by 1d8 for each slot level above 4th.

Apothecary 4th-level necromancy

Blood Worm

  • casting time 1 action
  • range 30 ft

  • components V, S, M
  • duration Instantaneous

a jar full of leeches

You infect a creature you can see within range with a magical disease in the form of a malignant parasite. Once per turn when a creature hits the infected target with a weapon attack, that attack deals an additional 4d6 necrotic dmg, and the attacker regains HP equal to the necrotic dmg dealt. Each time the infected target takes this necrotic dmg, it makes a CON save against the spell. If the save succeeds, the spell ends.
‎ ‎ At Higher Levels. Using a spell slot of 5th+ level increases the necrotic dmg by 1d6 for each slot level above 4th.

Apothecary 4th-level necromancy

Corpse Explosion

  • casting time 1 reaction*
  • range 120 ft

  • components V, S
  • duration Instantaneous

*when a creature you can see dies within 120 ft You cause the triggering creature's body to explode in a violent shower of gore and infected flesh. Creatures within 10 ft of a point centered on the triggering creature's body take 4d8 necrotic dmg and 4d8 acid dmg, or half as much dmg on a successful DEX save.
‎ ‎ At Higher Levels. Using a spell slot of 5th+ level increases the dmg by 1d8 acid dmg for each slot level above 4th.

Apothecary 4rd-level necromancy

Death Ward

  • casting time 1 action
  • range Touch

  • components V, S
  • duration 8 hours

You touch a creature and grant it a measure of protection from death.
‎ ‎ The first time the target would drop to 0 HP as a result of taking dmg, the target instead drops to 1 hit point, and the spell ends.
‎ ‎ If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing dmg, that effect is instead negated against the target, and the spell ends.

Apothecary 4th-level abjuration

Evard's Black Tentacles

  • casting time 1 action
  • range 90 ft

  • components V, S, M
  • duration © up to 1 minute

a piece of tentacle from a giant octopus or a giant squid

Squirming, ebony tentacles fill a 20-ft square on ground that you can see within range. For the duration, these tentacles turn the ground in the area into difficult terrain.
‎ ‎ When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a DEX save or take 3d6 bludgeoning dmg and be restrained by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrained by the tentacles takes 3d6 bludgeoning dmg.
‎ ‎ A creature restrained by the tentacles can use its action to make a STR or DEX check (its choice) against your spell save DC. On a success, it frees itself.

Apothecary 4th-level conjuration

Freedom of Movement

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration 1 hour

a leather strap, bound around the arm or a similar appendage

You touch a willing creature. For the duration, the target's movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained.
‎ ‎ The target can also spend 5 ft of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target's movement or attacks.

Apothecary 4th-level abjuration

Last Rites

  • casting time 1 action
  • range 120 ft

  • components V, S, M
  • duration Instantaneous

a small piece of brass, a rose petal, and a drop of holy water

You target a creature you can see within range with a beam of holy light that shines down upon them. The target must make a WIS save. The target takes 8d8 radiant dmg on a failed save, or half as much dmg on a successful one. This spell has no effect on celestials or constructs.
‎ ‎ If you target an undead or fiend, it makes the save with disadv, and the spell deals maximum dmg to it. If an undead or fiend is reduced to 0 HP by this spell, it dies and its body is reduced to ash.
‎ ‎ At Higher Levels. When you cast this spell using a spell slot of 5th+ level, you may target an additional creature within 30 ft of each other for each spell level above 5th.

Apothecary 4th-level abjuration

3 3
3 3
4 4
4 4
4 4
4 4
4 4
4 4
4 4

Poison Wave

  • casting time 1 action
  • range 30-ft sphere

  • components V, S, M
  • duration Instantaneous

a withered rose and a drop of vinegar

A wave of poisonous fumes emanates from you. Creatures within 30 ft of you must make a CON save. On a failed save, each creature takes 4d12 poison dmg and is poisoned until the end of your next turn. On a successful save, a creature takes half as much dmg and does not become poisoned.
‎ ‎ At Higher Levels. Using a spell slot of 5th+ level increases the dmg by 1d12 for each slot level above 4th.

Apothecary 4th-level conjuration

Polymorph [1/2]

  • casting time 1 action
  • range 60 ft

  • components V, S, M
  • duration © up to 1 hour

a caterpillar cocoon

This spell transforms a creature with at least 1 hit point that you can see within range into a new form. An unwilling creature must make a WIS save to avoid the effect. A shapechanger automatically succeeds on this save.
‎ ‎ The transformation lasts for the duration, or until the target drops to 0 HP or dies. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level, if it doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.
‎ ‎ The target assumes the HP of its new form. When it reverts to its normal form, the creature returns to the number of HP it had before it transformed. If it reverts as a result of dropping to 0 HP, any excess dmg carries over to its normal form. As long as the excess dmg doesn't reduce the creature's normal form to 0 HP, it isn't knocked unconscious.
‎ ‎ The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other

Apothecary 4th-level transmutation

Polymorph [2/2]

  • casting time 1 action
  • range 60 ft

  • components V, S, M
  • duration © up to 1 hour

a caterpillar cocoon

action that requires hands or speech.
‎ ‎ The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.

Apothecary 4th-level transmutation

Stoneskin

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration © up to 1 hour

diamond dust worth 100 gp, which the spell consumes

This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing dmg.

Apothecary 4th-level abjuration

Vitriol Ichor

  • casting time 1 action
  • range 30 ft

  • components V, S, M
  • duration © up to 10 minutes

a vial of nitric acid and a flask of water

Choose a creature within range that has natural armor or is wearing armor. You magically cause the creature's natural or manufactured armor to become corroded and brittle for the spell's duration. While its armor is corroded, the creature's AC becomes 10 + the creature's DEX modifier.
‎ ‎ At Higher Levels. When you cast this spell using a spell slot of 5th+ level, you may target one additional creature for each slot level above 4th.

Apothecary 4th-level transmutation

Acid Rain

  • casting time 1 action
  • range 150 ft

  • components V, S, M
  • duration © up to 1 minute

a pinch of sulfur and ground coal

Until the spell ends, acid rain falls in a 40-ft-tall cylinder with a 40- ft radius centered on a point you choose within range. The area is lightly obscured, and exposed flames in the area are doused.
‎ ‎ Chemical pools accumulate on the ground in the area, making it difficult terrain. When a creature enters the spell's area for the first time on a turn or starts its turn there, it takes 3d6 acid dmg and must make a DEX save. On a failed save, it falls prone in the pools, taking an additional 3d6 acid dmg.
‎ ‎ At Higher Levels. Using a spell slot of 6th+ level increases the acid dmg by 1d6 for each slot level above 5th.

Apothecary 5th-level conjuration

Antilife Shell

  • casting time 1 action
  • range Self (10-ft radius)

  • components V, S
  • duration © up to 1 hour

A shimmering barrier extends out from you in a 10-ft radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs.
‎ ‎ The barrier lasts for the duration. The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier.
‎ ‎ If you move so that an affect creature is forced to pass through the barrier, the spell ends.

Apothecary 5th-level abjuration

Cloudkill

  • casting time 1 action
  • range 120 ft

  • components V, S
  • duration © up to 10 minutes

You create a 20-ft-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured.
‎ ‎ When a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make a CON save. The creature takes 5d8 poison dmg on a failed save, or half as much dmg on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.
‎ ‎ The fog moves 10 ft away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.
‎ ‎ At Higher Levels. Using a spell slot of 6th+ level increases the dmg by 1d8 for each slot level above 5th.

Apothecary 5th-level conjuration

Contact Other Plane (ritual)

  • casting time 1 minute
  • range Self

  • components V
  • duration 1 minute

You mentally contact a demigod, the spirit of a long-dead sage, or some other mysterious entity from another plane. Contacting this extraplanar intelligence can strain or even break your mind. When you cast this spell, make a DC 15 INT save. On a failure, you take 6d6 psychic dmg and are insane until you finish a long rest. While insane, you can't take actions, can't understand what other creatures say, can't read, and speak only in gibberish. A greater restoration spell cast on you ends this effect.
‎ ‎ On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The DM answers each question with one word, such as yes, no, maybe, never, irrelevant, unclear (if the entity doesn't know the answer to the question). If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer.

Apothecary 5th-level divination

4 4
4 4
4 4
4 4
4 4
5 5
5 5
5 5
5 5

Greater Restoration

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration Instantaneous

diamond dust worth 100 gp, which the spell consumes

You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one, or end one of the following effects on the target.
‎ ‎ • One effect that charmed or petrified the target
‎ ‎ • One curse, including the target's attunement to a cursed magic item
‎ ‎ • Any reduction to one of the target's ability scores
‎ ‎ • One effect reducing the target's hit point maximum

Apothecary 5th-level abjuration

Hold Monster

  • casting time 1 action
  • range 90 ft

  • components V, S, M
  • duration © up to 1 minute

a small, straight piece of iron

Choose a creature that you can see within range. The target must succeed on a WIS save or be paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns, the target can make another WIS save. On a success, the spell ends on the target.
‎ ‎ At Higher Levels. When you cast this spell using a spell slot of 6th+ level, you can target on additional creature for each slot level above 5th. The creatures must be within 30 ft of each other when you target them.

Apothecary 5th-level enchantment

Mass Cure Wounds

  • casting time 1 action
  • range 60 ft

  • components V, S
  • duration Instantaneous

A wave of healing energy washes out from a point of your choice within range. Choose up to 6 creatures in a 30-ft-radius sphere centered on that point. Each target regains HP equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
‎ ‎ At Higher Levels. Using a spell slot of 6th+ level increases the healing by 1d8 for each slot level above 5th.

Apothecary 5th-level evocation

Nerve Gas

  • casting time 1 action
  • range 120 ft

  • components V, S, M
  • duration © up to 10 minutes

samples of phosphate and chlorine mixed with a drop of pure alcohol

You create a 10-ft-radius sphere of toxic fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. The fog's area is heavily obscured.
‎ ‎ When a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make an INT save. On a failed save, the creature takes 3d6 psychic dmg and becomes stunned until the start of its next turn. On a successful save, the creature takes half as much dmg and is not stunned. Creatures are affected even if they hold their breath or don't need to breathe.
‎ ‎ At Higher Levels. Using a spell slot of 6th+ level increases the dmg by 1d6 psychic dmg for each slot level above 5th.

Apothecary 5th-level necromancy

Raise Dead

  • casting time 1 hour
  • range Touch

  • components V, S, M
  • duration Instantaneous

a diamond worth at least 500 gp, which the spell consumes

You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point.
‎ ‎ This spell also neutralizes any poison and cures nonmagical diseases that affected the creature at the time it died. This spell doesn't, however, remove magical diseases, curses, or similar effects, if these aren't first removed prior to casting the spell, they take effect when the creature returns to life. The spell can't return an undead creature to life.
‎ ‎ This spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival - its head, for instance - the spell automatically fails.
‎ ‎ Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saves, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.

Apothecary 5th-level necromancy

Rary's Telepathic Bond (ritual)

  • casting time 1 action
  • range 30 ft

  • components V, S, M
  • duration 1 hour

pieces of eggshell from two different kinds of creatures

You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures with INT scores of 2 or less aren't affected by this spell.
‎ ‎ Until the spell ends, the targets can communicate telepathically through the bond whether or not they have a common language. The communication is possible over any distance, though it can't extend to other planes of existence.

Apothecary 5th-level divination

Scrying [1/2]

  • casting time 10 minutes
  • range Self

  • components V, S, M
  • duration © up to 10 minutes

a focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water

You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a WIS save, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the save voluntarily if it wants to be observed.
‎ ‎ Knowledge - Secondhand (you have heard of the target) +5. Firsthand (you have met the target) +0. Familiar (you know the target well) -5.
‎ ‎ Connection Likeness or picture -2. Possession or garment -4. Body part, lock of hair, bit of nail, or the like -10.
‎ ‎ On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours.
‎ ‎ On a failed save, the spell creates an invisible sensor within 10 ft of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 ft of it for the duration. A creature that can see invisible objects sees the sensor as a

Apothecary 5th-level divination

Scrying [2/2]

  • casting time 10 minutes
  • range Self

  • components V, S, M
  • duration © up to 10 minutes

a focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water

luminous orb about the size of your fist.
‎ ‎ Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn't move.

Apothecary 5th-level divination

Septic Shock

  • casting time 1 action
  • range 150 ft

  • components V, S, M
  • duration Instantaneous

a piece of rotten liver

Choose a creature you can see within range that doesn't have all its HP. You infect the target's wounds with putrefying bacteria. The target must make a CON save. If it has less than half its maximum HP remaining, it makes the save with disadv. On a failed save, the target takes 10d8 necrotic dmg and gains 1 level of exhaustion. On a successful save, it takes half as much dmg and does not gain any exhaustion levels.

Apothecary 5th-level necromancy

5 5
5 5
5 5
5 5
5 5
5 5
5 5
5 5
5 5

Teleportation Circle [1/2]

  • casting time 1 minute
  • range 10 ft

  • components V, M
  • duration 1 round

rare chalks and inks infused with precious gems with 50 gp, which the spell consumes

As you cast the spell, you draw a 10-ft-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 ft of the destination circle or in the nearest unoccupied space if that space is occupied.
‎ ‎ Many major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence - a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the DM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.
‎ ‎ You can

Apothecary 5th-level conjuration

Teleportation Circle [2/2]

  • casting time 1 minute
  • range 10 ft

  • components V, M
  • duration 1 round

rare chalks and inks infused with precious gems with 50 gp, which the spell consumes

create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell in this way.

Apothecary 5th-level conjuration

Toxic Barrage

  • casting time 1 action
  • range 120 ft

  • components V, S, M
  • duration Instantaneous

Four death cap mushrooms

You create four rays of pure poison and hurl them at targets within range. You can hurl them at one target or several.
‎ ‎ Make a ranged spell attack for each ray. On a hit, the target takes 3d6 poison dmg. If a target is hit by one or more of these rays, it must make a CON save. On a failed save, the target is poisoned for 1 minute. While poisoned in this way, the target can repeat the save at the end of each of its turns. On a success, it is no longer poisoned.
‎ ‎ At Higher Levels. When you cast this spell using a spell slot of 6th+ level, you create one additional ray for each slot level above 5th.

Apothecary 5th-level conjuration

Chain Lightning

  • casting time 1 action
  • range 150 ft

  • components V, S, M
  • duration Instantaneous

a bit of fur, a piece of amber, glass, or crystal rod, and three silver pins

You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 ft of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.
‎ ‎ A target must make a DEX save. The target takes 10d8 lightning dmg on a failed save, or half as much on a successful one.
‎ ‎ At Higher Levels. When you cast this spell using a spell slot of 7th+ level, one additional bolt leaps from the first target to another target for each slot level above 6th.

Apothecary 6th-level evocation

Circle of Death

  • casting time 1 action
  • range 150 ft

  • components V, S, M
  • duration Instantaneous

the powder of a crushed black pearl worth at least 500 gp

A sphere of negative energy ripples out in a 60-ft-radius sphere from a point within range. Each creature in that area must make a CON save. A target takes 8d6 necrotic dmg on a failed save, or half as much dmg on a successful one.
‎ ‎ At Higher Levels. Using a spell slot of 7th+ level increases the dmg by 2d6 for each slot level above 6th.

Apothecary 6th-level necromancy

Create Undead [1/2]

  • casting time 1 minute
  • range 10 ft

  • components V, S, M
  • duration Instantaneous

one clay pot filled with grave dirt, one clay pot filled with brackish water, and one 150 gp black onyx stone for each corpse.

You can cast this spell only at night. Choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under your control. (The DM has game statistics for these creatures.)
‎ ‎ As a bonus action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 ft of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
‎ ‎ The creature is under your control for 24 hours, after which it stops obeying any command you have given it. To maintain control of the creature for another 24 hours, you must cast

Apothecary 6th-level necromancy

Create Undead [2/2]

  • casting time 1 minute
  • range 10 ft

  • components V, S, M
  • duration Instantaneous

one clay pot filled with grave dirt, one clay pot filled with brackish water, and one 150 gp black onyx stone for each corpse.

this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell, rather than animating new ones.
‎ ‎ At Higher Levels. When you cast this spell using a 7th-level spell slot, you can animate or reassert control over four ghouls. When you cast this spell using an 8th-level spell slot, you can animate or reassert control over five ghouls or two ghasts or wights. When you cast this spell using a 9th-level spell slot, you can animate or reassert control over six ghouls, three ghasts or wights, or two mummies

Apothecary 6th-level necromancy

Disintegrate

  • casting time 1 action
  • range 60 ft

  • components V, S, M
  • duration Instantaneous

a lodestone and a pinch of dust

A thin green ray springs from your pointing finger to a target that you can see within range. The target can be a creature, an object, or a creation of magical force, such as the wall created by Wall of Force.
‎ ‎ A creature targeted by this spell must make a DEX save. On a failed save, the target takes 10d6+40 force dmg. If this dmg reduces the target to 0 HP, it is disintegrated.
‎ ‎ A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell.
‎ ‎ This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-ft-cube portion of it. A magic item is unaffected by this spell.
‎ ‎ At Higher Levels. Using a spell slot of 7th+ level increases the dmg by 3d6 for each slot level above 6th.

Apothecary 6th-level transmutation

Eyebite

  • casting time 1 action
  • range Self

  • components V, S
  • duration © up to 1 minute

For the spell's duration, your eyes become an inky void imbued with dread power. One creature of your choice within 60 ft of you that you can see must succeed on a WIS save or be affected by one of the following effects of your choice for the duration. On each of your turns until the spell ends, you can use your action to target another creature but can't target a creature again if it has succeeded on a save against this casting of eyebite.
‎ ‎ Asleep. The target falls unconscious. It wakes up if it takes any dmg or if another creature uses its action to shake the sleeper awake.
‎ ‎ Panicked. The target is frightened of you. On each of its turns, the frightened creature must take the Dash action and move away from you by the safest and shortest available route, unless there is nowhere to move. If the target moves to a place at least 60 ft away from you where it can no longer see you, this effect ends.
‎ ‎ Sickened. The target has disadv on attack rolls and ability checks. At the end of each of its turns, it can make another WIS save. If it succeeds, the effect ends.

Apothecary 6th-level necromancy

5 5
5 5
5 5
6 6
6 6
6 6
6 6
6 6
6 6

Flesh to Stone

  • casting time 1 action
  • range 60 ft

  • components V, S, M
  • duration © up to 1 minute

a pinch of lime, water, and earth

You attempt to turn one creature that you can see within range into stone. If the targets body is made of flesh, the creature must make a CON save. On a failed save, it is restrained as its flesh begins to harden. On a successful save, the creature isn't affected.
‎ ‎ A creature restrained by this spell must make another CON save at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails saves three times, it is turned to stone and subjected to the petrified condition for the duration. The successes and failures don't need to be consecutive, keep track of both until the target collects three of a kind.
‎ ‎ If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state.
‎ ‎ If you maintain your © on this spell for the entire possible duration, the creature is turned to stone until the effect is removed.

Apothecary 6th-level transmutation

Globe of Invulnerability

  • casting time 1 action
  • range Self (10-ft radius)

  • components V, S, M
  • duration © up to 1 minute

a glass or crystal bead that shatters when the spell ends

An immobile, faintly shimmering barrier springs into existence in a 10-ft radius around you and remains for the duration.
‎ ‎ Any spell of 5th level or lower cast from outside the barrier can't affect creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such spells.
‎ ‎ When you cast this spell using a spell slot of 7th+ level, the barrier blocks spells of one level higher for each slot level above 6th.

Apothecary 6th-level abjuration

Harm

  • casting time 1 action
  • range 60 ft

  • components V, S
  • duration Instantaneous

You unleash a virulent disease on a creature that you can see within range. The target must make a CON save. On a failed save, it takes 14d6 necrotic dmg, or half as much dmg on a successful save. The dmg can't reduce the target's HP below 1. If the target fails the save, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic dmg it took. Any effect that removes a disease allows a creature's hit point maximum to return to normal before that time passes.

Apothecary 6th-level necromancy

Heal

  • casting time 1 action
  • range 60 ft

  • components V, S
  • duration Instantaneous

Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 HP. The spell also ends blindness, deafness, and any diseases affecting the target. This spell has no effect on constructs or undead.
‎ ‎ At Higher Levels. When you cast this spell using a spell slot of 7th+ level, the amount of healing increases by 10 for each slot level above 6th.

Apothecary 6th-level evocation

Mephitic Vapors

  • casting time 1 action
  • range 120 ft

  • components V, S, M
  • duration © up to 10 minutes

a vial of chlorine

You douse a 20-ft radius area centered on a point you can see within range with acrid slime, which remains for the spell's duration. The area becomes difficult terrain, and any creature wholly within the area is blinded and can't take reactions. A creature who starts its turn in the area must succeed on a CON save or take 2d8 poison dmg and 2d8 acid dmg and gain one level of exhaustion.
‎ ‎ At Higher Levels. Using a spell slot of 7th+ level increases the dmg by 1d8 poison dmg and 1d8 acid dmg for each slot level above 6th.

Apothecary 6th-level conjuration

True Seeing

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration 1 hour

an ointment for the eyes that costs 25 gp, is made from mushroom powder, saffron, and fat, and is consumed by the spell

This spell gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 ft.

Apothecary 6th-level divination

Vile Necrosis

  • casting time 1 action
  • range 120 ft

  • components V, S, M
  • duration Instantaneous

a vial of coagulated blood

You point your finger towards a creature within range, projecting a pale green beam of debilitating energy at them. Make a ranged spell attack against the target. On a hit, the target takes 12d6 necrotic dmg, and it becomes weakened. While weakened by this spell, a target deals half dmg with weapon attacks and spells.
‎ ‎ A weakened target can make a CON save at the end of each of its turns. On a successful save, the weakness ends.

Apothecary 6th-level necromancy

Etherealness [1/2]

  • casting time 1 action
  • range Self

  • components V, S
  • duration Up to 8 hours

You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration or until you use your action to dismiss the spell. During this time, you can move in any direction. If you move up or down, every ft of movement costs an extra ft. You can see and hear the plane you originated from, but everything there looks gray, and you can't see anything more than 60 ft away.
‎ ‎ While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren't on the Ethereal Plane can't perceive you and can't interact with you, unless a special ability or magic has given them the ability to do so.
‎ ‎ You ignore all objects and effects that aren't on the Ethereal Plane, allowing you to move through objects you perceive on the plaen you originated from.
‎ ‎ When the spell ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force dmg equal to twice the number of ft you are moved.
‎ ‎ This

Apothecary 7th-level transmutation

Etherealness [2/2]

  • casting time 1 action
  • range Self

  • components V, S
  • duration Up to 8 hours

spell has no effect if you cast it while you are on the Ethereal Plane or a plane that doesn't border it, such as one of the Outer Planes.
‎ ‎ Using a spell slot of 8th+ level allows you to target up to three willing creatures (including you) for each slot level above 7th. The creatures must be within 10 ft of you when you cast the spell.

Apothecary 7th-level transmutation

6 6
6 6
6 6
6 6
6 6
6 6
6 6
7 7
7 7

Finger of Death

  • casting time 1 action
  • range 60 ft

  • components V, S
  • duration Instantaneous

You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a CON save. It takes 7d8+30 necrotic dmg on a failed save, or half as much dmg on a successful one.
‎ ‎ A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability.

Apothecary 7th-level necromancy

Forcecage [1/2]

  • casting time 1 action
  • range 100 ft

  • components V, S, M
  • duration 1 hour

ruby dust worth 1,500 gp

An immobile, invisible, cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box as you choose.
‎ ‎ A prison in the shape of a cage can be up to 20 ft on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart.
‎ ‎ A prison in the shape of a box can be up to 10 ft on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out of the area.
‎ ‎ When you cast the spell, any creature that is completely inside the cage's area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area.
‎ ‎ A creature inside the cage can't leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave the cage, it must first make a CHA save. On a success, the creature can use that magic to exit the cage. On a failure, the creature can't exit the cage and wastes the use of the spell or

Apothecary 7th-level evocation

Forcecage [2/2]

  • casting time 1 action
  • range 100 ft

  • components V, S, M
  • duration 1 hour

ruby dust worth 1,500 gp

effect. The cage also extends into the Ethereal Plane, blocking ethereal travel.
‎ ‎ This spell can't be dispelled by dispel magic.

Apothecary 7th-level evocation

Grievous Wounds

  • casting time 1 action
  • range 120 ft

  • components V, S, M
  • duration Instantaneous

a needle and several stitches

Choose a creature you can see within range. You momentarily strip the target's physiology of all resilience, enough that a mere scratch can become a terrible injury. Until the end of your next turn, the target loses any dmg resistances or immunities, becomes vulnerable to all dmg, and makes all its saves with disadv.

Apothecary 7th-level necromancy

Miasma

  • casting time 1 action
  • range 120 ft

  • components V, S, M
  • duration © up to 1 minute

a freshly harvested corpse lily

You create a wall of sickly, yellowish green, toxic fumes on a solid surface within range. It can be up to 60 ft long, 20 ft high, and 1 ft thick, or a ringed wall up to 20 ft in diameter, 20 ft high, and 1 ft thick. The wall is opaque and lasts for the duration.
‎ ‎ When the wall appears, each creature within its area must make a DEX save. On a failed save, a creature takes 10d4 acid dmg, or half as much dmg on a successful save.
‎ ‎ One side of the wall, selected by you when you cast this spell, emits toxic fumes. It deals 8d8 poison dmg to each creature that ends its turn within 30 ft of that side or inside the wall.
‎ ‎ A creature takes the same dmg when it enters the wall for the first time on a turn. The other side of the wall deals no dmg. A creature who takes poison dmg from the wall must make a Con. save or become poisoned for the spell's duration.
‎ ‎ At Higher Levels. Using a spell slot of 8th+ level increases the dmg by 2d8 for each slot level above 7th.

Apothecary 7th-level evocation

Plane Shift [1/2]

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration Instantaneous

a forked, metal rod worth at least 250 gp, attuned to a particular plane of existence

You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the DM's discretion.
‎ ‎ Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.
‎ ‎ You can use this spell to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee spell attack against it. On a hit, the creature must make a CHA save. If the creature fails the

Apothecary 7th-level conjuration

Plane Shift [2/2]

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration Instantaneous

a forked, metal rod worth at least 250 gp, attuned to a particular plane of existence

save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.

Apothecary 7th-level conjuration

Prismatic Spray [1/2]

  • casting time 1 action
  • range Self (60 ft cone)

  • components V, S
  • duration Instantaneous

Eight multicolored rays of light flash from your hand. Each ray is a different color and has a different power and purpose. Each creature in a 60-ft cone must make a DEX save. For each target, roll a d8 to determine which color ray affects it.
‎ ‎ 1-Red. The target takes 10d6 fire dmg on a failed save, or half as much dmg on a successful one.
‎ ‎ 2-Orange. The target takes 10d6 acid dmg on a failed save, or half as much dmg on a successful one.
‎ ‎ 3-Yellow. The target takes 10d6 lightning dmg on a failed save, or half as much dmg on a successful one.
‎ ‎ 4-Green. The target takes 10d6 poison dmg on a failed save, or half as much dmg on a successful one.
‎ ‎ 5-Blue. The target takes 10d6 cold dmg on a failed save, or half as much dmg on a successful one.
‎ ‎ 6-Indigo. On a failed save, the target is restrained. It must then make a CON save at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don't need to be consecutive, keep track of both until the target collects three of a kind.
‎ ‎

Apothecary 7th-level evocation

Prismatic Spray [2/2]

  • casting time 1 action
  • range Self (60 ft cone)

  • components V, S
  • duration Instantaneous

7-Violet. On a failed save, the target is blinded. It must then make a WIS save at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of existence of the DM's choosing and is no longer blinded. (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.)
‎ ‎ 8-Special. The target is struck by two rays. Roll twice more, rerolling any 8.

Apothecary 7th-level evocation

7 7
7 7
7 7
7 7
7 7
7 7
7 7
7 7
7 7

Regenerate

  • casting time 1 minute
  • range Touch

  • components V, S, M
  • duration 1 hour

a prayer wheel and holy water

You touch a creature and stimulate its natural healing ability. The target regains 4d8 + 15 HP. For the duration of the spell, the target regains 1 hit point at the start of each of its turns (10 HP each minute).
‎ ‎ The target's severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump.

Apothecary 7th-level transmutation

Resurrection

  • casting time 1 hour
  • range Touch

  • components V, S, M
  • duration Instantaneous

a diamond worth at least 1,000 gp, which the spell consumes

You touch a dead creature that has been dead for no more than a century, that didn't die of old age, and that isn't undead. If its soul is free and willing, the target returns to life with all its HP.
‎ ‎ This spell neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn't, however, remove magical diseases, curses, and the like, if such affects aren't removed prior to casting the spell, they afflict the target on its return to life.
‎ ‎ This spell closes all mortal wounds and restores any missing body parts.
‎ ‎ Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saves, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.
‎ ‎ Casting this spell to restore life to a creature that has been dead for one year or longer taxes you greatly. Until you finish a long rest, you can't cast spells again, and you have disadv on all attack rolls, ability checks, and saves.

Apothecary 7th-level necromancy

Antimagic Field [1/3]

  • casting time 1 action
  • range Self (10-ft-radius sphere)

  • components V, S M
  • duration © up to 1 hour

a pinch of powdered iron or iron filings

A 10-ft-radius invisible sphere of antimagic surrounds you. This area is divorced from the magical energy that suffuses the multiverse. Within the sphere, spells can't be cast, summoned creatures disappear, and even magic items become mundane. Until the spell ends, the sphere moves with you, centered on you.
‎ ‎ Spells and other magical effects, except those created by an artifact or a deity, are suppressed in the sphere and can't protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration.
‎ ‎ Targeted Effects. Spells and other magical effects, such as magic missile and charm person, that target a creature or an object in the sphere have no effect on that target.
‎ ‎ Areas of Magic. The area of another spell or magical effect, such as fireball, can't extend into the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed. For example, the flames created by a wall

Apothecary 8th-level abjuration

Antimagic Field [2/3]

  • casting time 1 action
  • range Self (10-ft-radius sphere)

  • components V, S M
  • duration © up to 1 hour

a pinch of powdered iron or iron filings

of fire are suppressed within the sphere, creating a gap in the wall if the overlap is large enough.
‎ ‎ Spells. Any active spell or other magical effect on a creature or an object in the sphere is suppressed while the creature or object is in it.
‎ ‎ Magic Items. The properties and powers of magic items are suppressed in the sphere. For example, a +1 long sword in the sphere functions as a nonmagical long sword. A magic weapon's properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If a magic weapon or piece of magic ammunition fully leaves the sphere (For example, if you fire a magic arrow or throw a magic spear at a target outside the sphere), the magic of the item ceases to be suppressed as soon as it exits.
‎ ‎ Magical Travel. Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such magical travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space

Apothecary 8th-level abjuration

Antimagic Field [3/3]

  • casting time 1 action
  • range Self (10-ft-radius sphere)

  • components V, S M
  • duration © up to 1 hour

a pinch of powdered iron or iron filings

such as that created by the rope trick spells, temporarily closes while in the sphere.
‎ ‎ Creatures and Objects. A creature or object summoned or created by magic temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere.
‎ ‎ Dispel Magic. Spells and magical effects such as dispel magic have no effect on the sphere. Likewise, the spheres created by different antimagic field spells don't nullify each other.

Apothecary 8th-level abjuration

Antipathy/Sympathy [1/3]

  • casting time 1 hour
  • range 60 ft

  • components V, S, M
  • duration 10 days

either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect

This spell attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-ft cube. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the duration. Choose antipathy or sympathy as the aura's effect.
‎ ‎ Antipathy. The enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 ft of it, the creature must succeed on a WIS save or become frightened. The creature remains frightened while it can see the target or is within 60 ft of it. While frightened by the target, the creature must use its movement to move to the nearest safe spot from which it can't see the target. If the creature moves more than 60 ft from the target and can't see it, the creature is no longer frightened, but the

Apothecary 8th-level enchantment

Antipathy/Sympathy [2/3]

  • casting time 1 hour
  • range 60 ft

  • components V, S, M
  • duration 10 days

either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect

creature becomes frightened again if it regains sight of the target or moves within 60 ft of it.
‎ ‎ Sympathy. The enchantment causes the specified creatures to feel an intense urge to approach the target while within 60 ft of it or able to see it. When such a creature can see the target or comes within 60 ft of it, the creature must succeed on a WIS save or use its movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can't willingly move away from the target. If the target dmgs or otherwise harms an affected creature, the affected creature can make a WIS save to end the effect, as described below.
‎ ‎ Ending the Effect. If an affected creature ends its turn while not within 60 ft of the target or able to see it, the creature makes a WIS save. ON a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as magical. In addition, a creature affected by the spells is allowed another WIS

Apothecary 8th-level enchantment

Antipathy/Sympathy [3/3]

  • casting time 1 hour
  • range 60 ft

  • components V, S, M
  • duration 10 days

either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect

save every 24 hours while the spell persists. A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again.

Apothecary 8th-level enchantment

Breath of Nightshade

  • casting time 1 action
  • range Self (60-ft cone)

  • components V, S, M
  • duration Instantaneous

a pair of deadly nightshade flowers

You exhale a 60-ft-cone of lethal poison. Each creature in the area when you cast the spell must make a CON save. On a failed save, the creature becomes poisoned for 1 hour. While poisoned by this spell, the creature is paralyzed.
‎ ‎ The spell ends for an affected creature if it takes any dmg.

Apothecary 8th-level conjuration

7 7
7 7
8 8
8 8
8 8
8 8
8 8
8 8
8 8

Clone

  • casting time 1 hour
  • range Touch

  • components V, S, M
  • duration Instantaneous

a diamond worth at least 1,000 gp and at least 1 cubic inch of flesh of the creature that is to be cloned, which the spell consumes, and a vessel worth at least 2,000 gp that has a sealable lid and is large enough to hold a Medium creature, such as a huge urn, coffin, mud-filled cyst in the ground, or crystal container filled with salt water

This spell grows an inert duplicate of a living creature as a safeguard against death. This clone forms inside as a sealed vessel and grows to full size and maturity after 120 days you can also choose to have the clone be a younger version of the same creature. It remains inert and endures indefinitely, as long as its vessel remains undisturbed.
‎ ‎ At any time after the clone matures, if the original creature dies, its soul transfers to the clone, provided that the soul is free and willing to return. The clone is physically identical to the original and has the same personality, memories, and abilities, but none of the original's equipment. The original creature's physical remains, if they still exist, become inert and can't thereafter be restored to life, since the creature's soul is elsewhere.

Apothecary 8th-level necromancy

Dominate Monster [1/2]

  • casting time 1 action
  • range 60 ft

  • components V, S
  • duration © up to 1 hour

You attempt to beguile a creature that you can see within range. It must succeed on a WIS save or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has adv on the save.
‎ ‎ While the creature is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as 'Attack that creature', 'Run over there', or 'Fetch that object'. If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability (i.e. takes the Dodge action).
‎ ‎ You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.
‎ ‎ Each time the target takes dmg, it makes a new WIS save against the spell. If the save succeeds,

Apothecary 8th-level enchantment

Dominate Monster [2/2]

  • casting time 1 action
  • range 60 ft

  • components V, S
  • duration © up to 1 hour

the spell ends.
‎ ‎ At Higher Levels. When you cast this spell with a 9th-level spell slot, the duration is © up to 8 hours.

Apothecary 8th-level enchantment

Feeblemind

  • casting time 1 action
  • range 150 ft

  • components V, S, M
  • duration Instantaneous

a handful of clay, crystal, glass, or mineral spheres

You blast the mind of a creature that you can see within range, attempting to shatter its intellect and personality. The target takes 4d6 psychic dmg and must make an INT save.
‎ ‎ On a failed save, the creature's INT and CHA scores become 1. The creature can't cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them.
‎ ‎ At the end of every 30 days, the creature can repeat its save against this spell. If it succeeds on its save, the spell ends.
‎ ‎ The spell can also be ended by greater restoration, heal or wish.

Apothecary 8th-level enchantment

Mind Blank

  • casting time 1 action
  • range Touch

  • components V, S
  • duration 24 hours

Until the spell ends, one willing creature you touch is immune to psychic dmg, any effect that would sense its emotions or read its thoughts, divination spells, and the charmed condition. The spell even foils wish spells and spells or effects of similar power used to affect the target's mind or to gain information about the target.

Apothecary 8th-level abjuration

Plague Wind

  • casting time 1 action
  • range Self (120-ft cone)

  • components V, S, M
  • duration Instantaneous

mucus from a ghoul

You summon a roiling wind of flesh devouring disease and excruciating blood boiling fumes that sweeps over the area emanating from you in a 120-ft cone. Creatures in the area must make a CON save. On a failed save a creature takes 5d8 poison dmg and 5d8 necrotic dmg or half as much dmg on a success. After taking this dmg, any affected creature with 25 HP or fewer remaining immediately dies and is reduced to a weathered skeleton as their flesh and soft tissue blows off like ash.

Apothecary 8th-level conjuration

Power Word Stun

  • casting time 1 action
  • range 60 ft

  • components V
  • duration Instantaneous

You speak a word of power that can overwhelm the mind of one creature you can see within range, leaving it dumbfounded. If the target has 150 HP or fewer, it is stunned. Otherwise, the spell has no effect.
‎ ‎ The stunned target must make a CON save at the end of each of its turns. On a successful save, this stunning effect ends.

Apothecary 8th-level enchantment

Astral Projection [1/3]

  • casting time 1 hour
  • range 10 ft

  • components V, S, M
  • duration Special

for each creature you affect with this spell, you must provide one jacinth worth at least 1,000 gp and one ornately carved bar of silver worth at least 100 gp, all of which the spell consumes

You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell fails and the casting is wasted if you are already on that plane). The material body you leave behind is unconscious and in a state of suspended animation, it doesn't need food or air and doesn't age.
‎ ‎ Your astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 1 ft. This cord is your tether to your material body. As long as the tether remains intact, you can find your way home. If the cord is cut-something that can happen only when an effect specifically states that it does-your soul and body are separated, killing you instantly.
‎ ‎ Your astral form can freely travel through the Astral Plane and can pass through portals

Apothecary 9th-level necromancy

Astral Projection [2/3]

  • casting time 1 hour
  • range 10 ft

  • components V, S, M
  • duration Special

for each creature you affect with this spell, you must provide one jacinth worth at least 1,000 gp and one ornately carved bar of silver worth at least 100 gp, all of which the spell consumes

there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane. Your astral form is a separate incarnation. Any dmg or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it.
‎ ‎ The spell ends for you and your companions when you use your action to dismiss it. When the spell ends, the affected creature returns to its physical body, and it awakens. The spell might also end early for you or one of your companions. A successful dispel magic spell used against an astral or physical body ends the spell for that creature. If a creature's original body or its astral form drops to 0 HP, the spell ends for that creature. If the spell ends and the silver cord is intact, the cord pulls the creature's astral form back to

Apothecary 9th-level necromancy

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8 8
8 8
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9 9

Astral Projection [3/3]

  • casting time 1 hour
  • range 10 ft

  • components V, S, M
  • duration Special

for each creature you affect with this spell, you must provide one jacinth worth at least 1,000 gp and one ornately carved bar of silver worth at least 100 gp, all of which the spell consumes

its body, ending its state of suspended animation.
‎ ‎ If you are returned to your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies, usually by dropping to 0 HP.

Apothecary 9th-level necromancy

Foresight

  • casting time 1 minute
  • range Touch

  • components V, S, M
  • duration 8 hours

a hummingbird feather

You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target can't be surprised and has adv on attack rolls, ability checks, and saves. Additionally, other creatures have disadv on attack rolls against the target for the duration.
‎ ‎ This spell immediately ends if you cast it again before its duration ends.

Apothecary 9th-level divination

Mass Heal

  • casting time 1 action
  • range 60 ft

  • components V, S
  • duration Instantaneous

A flood of healing energy flows from you into injured creatures around you. You restore up to 700 HP, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell are also cured of all diseases and any effect making them blinded or deafened. This spell has no effect on undead or constructs.

Apothecary 9th-level evocation

Pandemic

  • casting time 1 action
  • range 60 ft

  • components V, S, M
  • duration Instantaneous

the fetid corpse of a plague rat

You infect one creature you can see within range with a deadly and highly infectious disease which lasts until it is cured by greater restoration, heal or wish. Other spells and magical effects which remove diseases fail to cure the infection caused by this spell.
‎ ‎ While infected, a creature must make a CON save at the start of each of its turns. On a failed save, it takes 10d8 necrotic dmg and becomes incapacitated until the start of its next turn. On a successful save, it takes half as much dmg and is not incapacitated. An infected creature must make the save at the start of each of its turns until it dies or is cured.
‎ ‎ A creature who starts its turn within 10 ft of a creature infected by this spell must make a CON save. On a failed save, that creature contracts the infection.
‎ ‎ When you cast the spell, you can choose yourself and up to eight other creatures to be unaffected by the infection caused by this casting of the spell.

Apothecary 9th-level conjuration

Power Word Kill

  • casting time 1 action
  • range 60 ft

  • components V
  • duration Instantaneous

You utter a word of power that can compel one creature you can see within range to die instantly. If the creature you chose has 100 HP or fewer, it dies. Otherwise, the spell has no effect.

Apothecary 9th-level enchantment

Time Stop

  • casting time 1 action
  • range Self

  • components V
  • duration Instantaneous

You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4+1 turns in a row, during which you can use actions and move as normal.
‎ ‎ This spell ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 ft from the location where you cast it.

Apothecary 9th-level transmutation

Touch of Death

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration Instantaneous

the finger of a hag

Make a melee spell attack against a target within 5 ft of you. On a hit, the target takes 200 poison dmg. This dmg ignores any resistance or immunity the creature has to poison dmg, and can't be reduced or prevented in any way.
‎ ‎ The potent poison lingers in the targets body and pulls it towards death. A target reduced to zero HP by this poison dmg automatically fails death saves until it finishes a long rest. A heal or greater restoration spell cast on the target also ends this effect.

Apothecary 9th-level necromancy

True Polymorph [1/3]

  • casting time 1 action
  • range 30 ft

  • components V, S, M
  • duration © up to 1 hour

a drop of mercury, a dollop of gum arabic, and a wisp of smoke

Choose one creature with at least 1 hit point or nonmagical object that you can see within range. You transform the creature into a different creature, the creature into an object, or the object into a creature (the object must be neither worn nor carried by another creature). The transformation lasts for the duration, or until the target drops to 0 HP or dies. If you concentrate on this spell for the full duration, the transformation becomes permanent.
‎ ‎ Shapechangers aren't affected by this spell. An unwilling creature can make a WIS save, and if it succeeds, it isn't affected by this spell.
‎ ‎ Creature into Creature. If you turn a creature into another kind of creature, the new form can be any kind you choose whose challenge rating is equal to or less than the target's (or its level, if the target doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the new form. It retains its alignment and personality.
‎ ‎ The target assumes the HP of its new form, and when it reverts to

Apothecary 9th-level transmutation

True Polymorph [2/3]

  • casting time 1 action
  • range 30 ft

  • components V, S, M
  • duration © up to 1 hour

a drop of mercury, a dollop of gum arabic, and a wisp of smoke

its normal form, the creature returns to the number of HP it had before it transformed. If it reverts as a result of dropping to 0 HP, any excess dmg carries over to its normal form. As long as the excess dmg doesn't reduce the creature's normal form to 0 HP, it isn't knocked unconscious.
‎ ‎ The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech unless its new form is capable of such actions.
‎ ‎ The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.
‎ ‎ Object into Creature. You can turn an object into any kind of creature, as long as the creature's size is no larger than the object's size and the creature's challenge rating is 9 or lower. The creature is friendly to you and your companions. It acts on each of your turns. You decide what action it takes and how it moves. The DM has the creature's statistics and resolves all of its actions and movement.
‎ ‎

Apothecary 9th-level transmutation

9 9
9 9
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9 9
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9 9
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9 9

True Polymorph [3/3]

  • casting time 1 action
  • range 30 ft

  • components V, S, M
  • duration © up to 1 hour

a drop of mercury, a dollop of gum arabic, and a wisp of smoke

If the spell becomes permanent, you no longer control the creature. It might remain friendly to you, depending on how you have treated it.
‎ ‎ Creature into Object. If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form. The creature's statistics become those of the object, and the creature has no memory of time spent in this form, after the spell ends and it returns to its normal form.

Apothecary 9th-level transmutation

True Resurrection

  • casting time 1 hour
  • range Touch

  • components V, S, M
  • duration Instantaneous

a sprinkle of holy water and diamonds worth at least 25,000 gp, which the spell consumes

You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature's soul is free and willing, the creature is restored to life with all its HP.
‎ ‎ This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces dmgd or missing organs or limbs.
‎ ‎ The spell can even provide a new body if the original no longer exists, in which case you must speak the creature's name. The creature then appears in an unoccupied space you choose within 10 ft of you.

Apothecary 9th-level necromancy

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