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Revivify

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration Instantanous

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

Mass Healing Word

  • casting time 1 bonus action
  • range 60 feet

  • 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 hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.

Apothecary 3rd-level evocation

Invigorate

  • casting time 1 action
  • range 30 feet

  • components S, M
  • duration 1 hour

a syringe and a blood sample

Choose up to three creatures in range. Each creature gains 10 temporary hit points.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the temporary hit points increase by 5 for each slot level above 2nd.

Apothecary 2nd-level abjuration

Biohazard

  • casting time 1 action
  • range Self

  • components S, M
  • duration Concentration 1 min

a withered root and a drop of vinegar

You coat a 15-foot wide cube with toxic sludge for the spell's duration. The area is difficult terrain and filled with dangerous fumes. A creature that enters the area or starts its turn there must make a Constitution saving throw. On a failed saving throw, the creature takes 1d8 poison damage and is poisoned until the start of its next turn. Creatures are affected even if they hold their breath or don't need to breathe.

At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Apothecary 2nd-level conjuration

Identify

  • 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 (ritual)

Tasha's Hideous Laughter

  • casting time 1 action
  • range 30 feet

  • components V, S, M
  • duration Concentrate 1min

tiny tarts and a feather that is 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 laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn’t affected.

At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the spell ends.

Apothecary 1st-level enchantment

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 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

Apothecary Evocation cantrip

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 advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can’t take reactions until the start of its next turn.

At Higher Levels. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Apothecary Evocation cantrip

Poison Needle

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Instananeous

You launch a conjured dart coated with non-lethal poison at a creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 poison damage.

If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

This spell's damage increases by 1d10 at 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Apothecary Conjuration cantrip

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Acrid Orb

  • casting time 1 action
  • range 60 feet

  • 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 damage. Whether the attack hits or misses, the orb explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 acid damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the exploding acid damage increases by 1d6 for each slot above 1st.

Apothecary 1st-level evocation

Cure Wounds

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Instantaneous

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

Apothecary 1st-level evocation

Detect Poison and Disease

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration Concentrate 10min

a yew leaf

For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.

The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Apothecary 1st Level divination (ritual)

Envenom

  • casting time 1 action
  • range 60 feet

  • components V, S, M
  • duration Concentrate 1min

a vial of basic poison

Choose a creature you can see within range to inflict with a magical poison. The target takes 2d4 poison damage and must make a Constitution saving throw. On a failed saving throw, it becomes poisoned for the spells duration.

While poisoned in this way, the target must make a Constitution saving throw at eh end of each of its turns. It takes 2d4 poison damage on a failed saving throw. On a success, the spell ends on that target.

A Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Apothecary 1st-level conjuration

Acid Burn

  • casting time 1 action
  • range Self (15' cone)

  • components V, S
  • duration Instantaneous

You magically produce a spray of acidic formula in a 15-foot cone in front of you. All creatures in the cone must succeed on a Dexterity saving throw or take 1d6 acid damage.

This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Apothecary 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 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

Apothecary Cantrip

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