Apothecary
- Apothecary overview
- alienist
- chemist
- Exorcist
- Mutagenist
- Pathogenist
- Reanimator
- Apothecary features
- Apothecary Esoteric Theories
- Apothecary Spell List
Apothecary overview
Creating an Apothecary
When you set out to create an apothecary, the most important
question is to decide your path of study. What is it that drives
you to seek knowledge? Are you working in the service of good?
Is your life dedicated to helping those in need? By studying
poisons, diseases, occult lore, and forbidden knowledge, do you
hope to help the sick and wounded? Perhaps you aim to save
someone you care about, or protect your kingdom or homeland
from the evils of this world. Or maybe your studies are more
dangerous in nature. Do you set out on adventure to test your
dangerous chemical formulae? Do you see each monster or
enemy as a test subject for your concoctions and spells?
All apothecaries share a search for knowledge, and dabble
in forbidden lore and occult practices. Although many in their
practice are happy to sell their services or potions in cities or
to well-paying nobles and kings, some are called to adventure,
setting out on the endless hunt for knowledge. Others work as
investigators and researchers. Many apothecaries see adventure
as a means to perform direct field research, perfect their skills,
and test the true potential of their theories.
Quick Build
You can make an apothecary quickly by following these suggestions.
h First, Intelligence should be your highest ability score,
followed by Constitution.
h Second, choose your character ancestry and background.
h Third, choose the poison needle* and spare the dying cantrips,
along with the 1st-level spells envenom* and healing word.
Apothecaries in Drakkenheim
Apothecaries can be found throughout the continent in
many forms. The term is broadly used to describe many
magic-adjacent professions found on the continent and the
vast array of possible fields of study is ever expanding.
The Amethyst Academy has departments of apothecaries
managing their labs and research centers. Within their many
schools and strongholds, they teach advanced sciences and using
magic to better understand the body and mind, and the various
modern medical practices that can be combined with magic to
save lives — or end them.
Not all apothecaries are mageborn. The broad term has been
used to describe several practices that combine herbal ingredients,
chemicals, and poisons with biological study to induce outcomes
similar to the effects of evocation or necromantic magic. Pathogenists
working in distant labs perform studies to create new
powerful strains of disease and poison. Chemists find ways to
surpass the potency of mageborn spellcasting with the right dose
of chemicals for their explosive and destructive results. Other
Mutagenists working with the mutating effects of delerium seek
to control and isolate the elements of mutation and apply them in
a more controlled manner. There are even reports of apothecaries
who are studying techniques to unlock the potential of the mind.
These Alienists have caused a stir amongst nobles, mages, and
clergy for their ability to tap into mental capabilities that mirror
magic, without requiring a mageborn’s lineage.
Secretive reanimators pursue grisly studies into the realms of
death and undeath, mimicking necromantic magic using little
more than new science and invention. There are apothecaries
working under the Sacred Flame as exorcists, channeling their
occult knowledge and research into helping rid holy sites of
undead, dispatch unwanted spirits, and remove terrible curses.
Apothecaries are found on every continent; whether mageborn
or not, many are skilled academics who have a keen mind
for pushing the boundaries of science. These researchers have
found themselves on the path of the apothecary, lending their
aid to cities and towns throughout the continent, and occasionally
bringing unique chemical warfare to the battlefield of
great wars.
Personality Traits
1 I often use big scientific words; I just can’t help but to embellish
my superior intellect.
2 I have a dark sense of humor. Often my jokes fall flat on those
who do not share in my macabre ideals.
3 I mutter to myself constantly. Years in the lab have meant that I
am accustomed to speaking mostly to myself.
Ideals
1 Science. To push the boundaries of mortal capabilities is a
reason to live, and a worthy legacy to leave behind.
2 Education. If I can share the great secrets I learn with others, the
world will be better for it.
3 Power. Mageborn think they hold all the cards, but the power
we can unlock through occult practice and advanced study will
surpass any silly fireball-throwing mage.
Bonds
1 I was laughed at for my passion for study. I want to prove to the
world how great science can be.
2 There are secrets of this world capable of unlocking vast mortal
potential — I will discover them.
3 My mentor was a great genius. I want to finish the work they started.
Flaws
1 Sometimes you have to make sacrifices to prove a hypothesis.
Sometimes those sacrifices are people’s lives. A worthy cost for
science, no?
2 I obsess over my theories and discovering occult lore;
occasionally it is all consuming.
3 I scoff at mages and their petty parlor tricks. They cannot
fathom the power we can wield if we simply seek it.
Personal Quest
1 I must collect blood samples of the five chromatic dragons in
order to perfect the ultimate concoction.
2 I will be the first non-mageborn to prove the potential of
scientific study and join the Amethyst Academy elite.
3 The falling star that struck Drakkenheim is sure to have
unfathomable potential for my study. I must collect a shard
from the source in the heart of the crater.
Apothecary
Level Proficiency
Bonus
Features Cantrips
Known
Spell
Slots
Slot
Level
Theories
Known
1 +2 Apothecary Magic, Occult Practice 3 1 1st –
2 +2 Esoteric Theories 3 2 1st 2
3 +2 Occult Practice Feature 3 2 2nd 2
4 +2 Ability Score Improvement 4 2 2nd 3
5 +3 — 4 3 3rd 3
6 +3 Occult Practice Feature 4 3 3rd 4
7 +3 — 4 3 4th 4
8 +3 Ability Score Improvement 4 3 4th 5
9 +4 — 4 4 5th 5
10 +4 Occult Practice Feature 5 4 5th 6
11 +4 Greater Formula (6th) 5 4 5th 6
12 +4 Ability Score Improvement 5 4 5th 7
13 +5 Greater Formula (7th) 5 5 5th 7
14 +5 Occult Practice Feature 5 5 5th 8
15 +5 Greater Formula (8th) 5 5 5th 8
16 +5 Ability Score Improvement 5 5 5th 9
17 +6 Greater Formula (9th) 5 6 5th 9
18 +6 Occult Practice Feature 5 6 5th 10
19 +6 Ability Score Improvement; Additional Greater Formula (6th) 5 6 5th 10
20 +6 Miraculous Recovery, Additional Greater Formula (7th) 5 6 5th 11
Class Features
As an apothecary, you gain the following class features:
Hit Points
Hit Dice: 1d8 per apothecary level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
modifier per apothecary level after 1st
Proficiencies
Armor: light armor, medium armor
Weapons: simple weapons, short swords, hand crossbows
Tools: any tool proficiency, plus another of your choice from the
following: poisoner’s kit, herbalism kit, or alchemist’s supplies.
Saving Throws: Intelligence, Wisdom
Skills: Choose two skills from Arcana, History, Investigation,
Medicine, Nature, and Religion
Equipment
You start with the following equipment, in addition to the
equipment granted by your background:
h a light crossbow and 20 bolts, a shortsword, or any simple weapon
h a component pouch or an arcane focus
h a scholar’s pack or a dungeoneer’s pack
h hide armor, any simple weapon, and two daggers
h A healer’s kit
alienist
Alienist
An Alienist seeks to master the mysteries of the mind. Having devoted
years to studying the inner workings of the brain, and unlocking
its latent potential, an Alienist is able to read and manipulate the
thoughts of others, and bend reality itself. They tap into unfathomable
realities and shift the world to their will using the psychic energies they
call upon from eldritch lore and arcane knowledge.
Advanced Psychology
1st-level Alienist feature
You learn the eldritch blast cantrip. You gain proficiency in
the Arcana skill. If you already have this proficiency, you gain
proficiency with another skill of your choice.
Alienist Spells
1st-level Alienist feature
You always have certain spells prepared after you reach particular
levels in this class, as shown in the Alienist Spells table. These
spells count as apothecary spells for you, but they don’t count
against the number of apothecary spells you prepare.
Alienist Spells
Apothecary Level Spell
1st charm person, hideous laughter
3rd detect thoughts, suggestion
5th hypnotic pattern, major image
7th arcane eye, dimension door
9th animate objects, modify memory
Mental Influence
3rd-level Alienist Feature
You have studied hard to unlock the deepest recesses of your
psyche, unleashing untapped psychic potential within yourself.
This energy is represented by a pool of Psychic Points. You have
four psychic points. You gain two more at 6th level, another two
at 10th, and two more again at 14th level, which you can expend
to use the various psionic powers you have detailed below.
If you have expended all your Psychic Points, you cannot use
these powers. You regain all your expended Psychic Points when
you finish a short or long rest.
h Cerebral Breakthrough. When you cast an apothecary
spell that deals damage, you can expend a Psychic Point to
re-roll any number of the dice. You must use the new rolls.
h Mind Over Matter. Whenever you take damage, you can
use your reaction and expend a Psychic Point, reducing the
damage taken by an amount equal to your apothecary level.
h Mind Whisperer. When you cast an apothecary spell which
does not deal damage, you may spend a psychic point to cast
it without any somatic or verbal components.
Metaphysical Tether
3rd-level Alienist feature
As an action, you can touch a willing creature to create a psychic
link with it which lasts a number of hours equal to your
Apothecary level or until you end the link (no action required) .
The maximum number of links you can have at any time is
equal to your proficiency bonus. All the creatures tethered in
this way can communicate telepathically with one another as
long as they are within 100 feet of each other.
Chapter 3: Drakkenheim Characters 141
Force Manipulation
6th-level Alienist feature
Your mental prowess allows you to control the very fabric of
your own reality around you, allowing you to defy gravity and
push yourself through the air using only your mind. As a bonus
action, you can expend. a psychic point to give yourself a
flying speed equal to your walking speed for 1 minute, during
which you can hover.
Mental Magic
10th-level Alienist feature
You gain new ways to use your latent psychic powers to manipulate
the essence of your spells and spellcasting. You gain three
new ways to use your Psychic Points:
h Prescribed Effects. Once per turn when a target you can see
within 30 feet of you succeeds on an Intelligence, Wisdom, or
Charisma saving throw against a spell you cast, you can expend
a Psychic Point to fill its mind with scrambled psionic energy,
forcing it to reroll the d20 and use the lower roll for its saving
throw, possibly turning a success into a failure.
h Mentally Prepared. Once per turn, when a target you can
see within 30 feet of you, including yourself, fails an Intelligence,
Wisdom, or Charisma saving throw, you can use a Psychic
Point and add your Intelligence modifier to the creature’s
saving throw, potentially turning the failure into a success.
h Fight or Flight Response. As a bonus action, you
can expend a Psychic Point and teleport up to 30 feet to
an unoccupied space you can see. You immediately gain
temporary hit points equal to twice your intelligence modifier.
Self-Diagnosis
14th-level Alienist feature
If you have no Psychic Points remaining, you can use an bonus
action and expend a spell slot to regain 1d4 Psychic Points.
You also gain two additional psychic features:
h Careful Examination. Whenever you cast a spell which
restores hit points to a creature, you may expend a Psychic Point.
If you do, all creatures targeted by the spell regain an additional
amount of hit points equal to twice your Intelligence modifier.
h Enhanced Cerebellum. When you cast any spell of 1st
level or higher from your Alienist Spells feature, you can
cast it by expending a spell slot as normal or by spending a
number of psychic points equal to the spell’s level.
Impenetrable Mind
18th-level Alienist feature
You are resistant to psychic damage and immune to being
charmed or frightened. Magic cannot put you to sleep and you
have advantage on saving throws against spells that attempt
to read your thoughts or control your mind or actions, such as
dominate person. Additionally, when you use the Self-Diagnosis
feature to regain Psychic Points using a spell slot, you now
regain Psychic Points equal to the spell’s level.
chemist
Chemist
A Chemist is a studied scientist whose advanced research in to
chemical compounds has granted them the ability to terrorize their
enemies with alchemical explosions, devastating gasses, and other
horrific concoctions. Chemists love testing their new compounds in
the field, and are always keen to advance their study and research
further, finding new combinations to combust their foes with.
Chemical Compound
1st-level Chemist feature
You gain proficiency in alchemist’s supplies if you do not already
have it. You also learn the firebolt cantrip and one additional
evocation cantrip of your choice from the wizard spell list. These
cantrips count as apothecary cantrips for you, but do not count
against your cantrips known.
Chemist Spells
1st-level Chemist feature
You always have certain spells prepared after you reach particular
levels in this class, as shown in the Chemist Spells table. These
spells count as apothecary spells for you, but they don’t count
against the number of apothecary spells you prepare.
Chemist Spells
Apothecary Level Spell
1st burning hands, grease
3rd acid arrow, flaming sphere
5th fireball, stinking cloud
7th ice storm, wall of fire
9th cloudkill, cone of cold
Precise Application
3rd-level Chemist feature
When you cast a spell that deals acid, cold, fire, lightning, or
poison damage to other creatures that you can see, you can
choose a number of them equal to your Intelligence modifier.
The chosen creatures automatically succeed on their saving
throws against the spell, and they take no damage if they would
normally take half damage on a successful save.
Chain Reaction
6th-level Chemist feature
When you cast an apothecary cantrip that normally targets
only one creature and deals acid, cold, fire, lightning, or poison
damage, the spell can instead target two creatures that are
within the spell’s range.
Chemical Conditioning
6th-level Chemist feature
As an action, you give one creature you touch (including possibly
yourself) resistance to acid, cold, fire, lightning, or poison
damage for 1 hour. This benefit ends immediately if you use this
feature again.
Bottled Spells
10th-level Chemist feature
You can store a spell from your Chemist Spells feature as a liquid
in a small vial or bottle you touch when you cast the spell. The spell
has no effect other than to be stored in the bottle. The spell
remains stored inside until a creature opens the bottle. Once you
use this feature, any unused bottled spell you previously created
becomes inert, and you can’t bottle another spell until you finish
a short rest. Any creature holding the bottle may spend an action
to open it and cast the spell inside. The spell uses your spell attack
bonus and save DC, but the spell treats the creature who released
it as the caster in all other respects.
Elemental Adjustment
14th-level Chemist feature
When you cast a spell using an apothecary spell slot which deals
a type of damage from the following list, you can change that
damage type to one of the other listed types: acid, cold, fire,
lightning, or poison.
Chemical Cataclysm
18th-level Chemist feature
When you cast a spell that deals acid, cold, fire, lighting, or
poison damage using an apothecary spell slot, it is treated as if it
was cast using a 7th-level spell slot.
Exorcist
Exorcist
An Exorcist comes prepared to deal with evil entities, sinister
spirits, and fearsome fiends. Equipped with their holy symbol, a
book of prayers, and a bag of ritualistic baubles, they stand ready
to face the most unnatural and otherworldly entities of the realms.
An Exorcist is accustomed to facing down insurmountable threats,
with a holy symbol in hand they fear nothing, and stand as a
shield between the realms of men, and those of monsters.
Spiritual Study
1st-level Exorcist feature
You gain proficiency in heavy armor and the Religion Skill. If you
already have this proficiency, you gain proficiency with another
skill of your choice. You can use a holy symbol as an arcane focus
for your apothecary spells and you gain a cantrip of your choice
from the cleric spell list. This cantrip counts as an apothecary
cantrip for you.
Exorcist Spells
1st-level Exorcist feature
You always have certain spells prepared after you reach particular
levels in this class, as shown in the Exorcist Spells table.
These spells count as apothecary spells for you, but they don’t
count against the number of apothecary spells you prepare.
Exorcist Spells
Apothecary Level Spell
1st bless, protection from evil and good
3rd spiritual weapon, zone of truth
5th counterspell, spirit guardians
7th banishment, last rites*
9th dispel evil and good, flame strike
Exorcism
3rd-level Exorcist feature
At 3rd level you gain the ability to imbue divine energy through
your holy symbol to expel evil entities in the area, or purge their
harmful effects from your allies.
When you use this feature, you choose which effect to create.
You can use this feature a number of times equal to half your
proficiency bonus rounded down, you regain all expended uses
on a short or long rest.
If an Exorcism effect requires a saving throw, the DC equals
your Apothecary spell save DC.
Starting at 5th level, when an undead or fiend fails its saving
throw against your Expel Evil feature, that creature suffers 4d8
radiant damage.
Expel Evil. As an action, you present your holy symbol and
speak a prayer censuring creatures that mean you harm. Each
Chapter 3: Drakkenheim Characters 143
undead, celestial, fey, or fiend that can see or hear you within 30
feet of you must make a Wisdom saving throw. If the creature
fails its saving throw, it is turned for 1 minute or until it takes
any damage.
A turned creature must spend its turns trying to move as far
away from you as it can, and it can’t willingly move to a space
within 30 feet of you. It also can’t take reactions. For its action,
it can use only the Dash action or try to escape from an effect
that prevents it from moving. If there’s nowhere to move, the
creature can use the Dodge action.
Purge Corruption. You touch a creature or item and can
end either one condition afflicting it. The condition can be
blinded, charmed, deafened, frightened, paralyzed, or poisoned.
Additionally, if a creature is possessed or mind controlled by
a spirit or foreign entity, you can use this feature to remove any
traits or other features related to the possession. If possessed, the
creature possessing it is shunted out of its host to an unoccupied
space within 5 feet and takes psychic damage equal to 2d8 +
your apothecary level.
Sacred Vessel
6th-level Exorcist feature
You are immune to the frightened condition, and cannot be
possessed or cursed. You also have advantage on saving throws
against being charmed.
Negation
10th-level Exorcist feature
As a reaction when a hostile creature you can see targets an ally
with an attack, spell, or other effect, you can expend an Apothecary
spell slot to force it to make a Charisma saving throw
against your spell save DC. On a failure, the action they were
attempting fails and resources used are wasted.
Empowered Healing
14th-level Exorcist feature
Whenever you cast a spell that heals a creature, that spell
deals maximum healing and the creature immediately gains
temporary hit points equal to your apothecary level.
Devout Witness
18th-level Exorcist feature
As a Devout Witness, you speak on behalf of your gods and
can feel their powers surging through you. Commanding spirits
and vanquishing evil is second nature to you. You have added
benefits that bolster your abilities.
h Creatures who fail their saving throws against your Exorcism:
Expel Evil feature take an additional 4d8 radiant damage.
h Creatures who are aided by your Exorcism: Purge Corruption
feature gain 4d8 temporary hit points.
Mutagenist
Mutagenist
Mutagenists have has researched a serum that they inject to
transform into a monstrous form. They use themselves as the
conduit for this power and hurl themselves towards their enemies
as a hulking abomination. They spend their lives researching and
discovering new ways to improve and modify the serum in hopes of
becoming the perfect form.
Natural Philosophy
1st-level Mutagenist feature
You gain proficiency with alchemist’s supplies and either the
herbalism kit or poisoner’s kit. You also gain proficiency in two
additional languages and the Nature Skill. If you already have this
proficiency, you gain proficiency with another skill of your choice.
Mutagenist Spells
1st-level Mutagenist feature
You always have certain spells prepared after you reach particular
levels in this class, as shown in the Mutagenist Spells table. These
spells count as apothecary spells for you, but they don’t count
against the number of apothecary spells you prepare.
Mutagenist Spells
Apothecary Level Spell
1st jump, toxic shield*
3rd alter self, enhance ability
5th haste, water breathing
7th polymorph, stoneskin
9th reincarnate, septic shock*
Transmogrifying Elixir
3rd-level Mutagenist feature
As a bonus action, you may expend a spell slot to undergo a grotesque
transformation. The transformation ends after one minute,
or if you are reduced to 0 hit points or incapacitated. When you
undergo this transformation you maintain your personality, alignment,
and game statistics. However, several changes occur:
h Your Strength and Intelligence ability scores are swapped.
h Your size becomes Large, your jump distance is doubled, and
you count as one size larger when determining your carrying
capacity and the weight you can push, drag, or lift.
h Each of your hands transform into a big meaty fist, which you
can use to make melee weapon attacks. It counts as a simple
weapon for you. Your big meaty fists deal 1d10 + your Strength
modifier + your Apothecary level bludgeoning damage on a hit.
h You cannot cast or concentrate on spells.
h You have darkvision out to a range of 120 feet.
h You gain temporary hit points equal to five times your
Apothecary level.
You also amplify your abilities based on the potency of your
concoction. This is related to the spell slot you used to undergo
the transformation:
h Your speed increases by 5 feet per level of spell slot used.
h Your AC is 13 + the level of spell slot used.
h At the start of each of your turns and as long as you have at
least 1 hit point remaining, you regain a number of hit points
equal to the level of the spell slot used.
Extra Attack
6th-level Mutagenist feature
Beginning at 6th level, you attack twice, instead of once, whenever
you take the Attack action on your turn.
Potent Biology
6th-level Mutagenist feature
When you are in your transmogrified form, you have more powerful
attacks capable of bypassing your enemy’s greatest defenses.
Your big meaty fist attacks count as magical for overcoming resistance
and immunity to non-magical attacks and damage.
When you hit with an attack using your big meaty fists, you
can expend a spell slot to empower the force of your blow with
unnatural energy. When you expend a spell slot in this way you
deal an additional 1d8 force damage per level of spell slot used.
Adaptive Genetics
10th-level Mutagenist feature
You are able to use your changed biology to protect yourself
from the clutches of death. When you are reduced to 0 hit points
in either your natural, or transmogrified state, your other self is
ready to take over.
h When in your natural form and reduced to 0 hit points you
can immediately transform using your Transmogrifying Elixir
feature expending a spell slot as normal. You regain a number
of hit points equal to your Apothecary level when you do (in addition
to gaining temporary hit points from your transformation).
h When you are reduced to 0 hit points in your transmogrified
form, you revert to your natural form with 1 hit point
remaining. If you do, you can’t assume your transmogrified
form again until you finish a short or long rest.
Unnatural Evolution
14th-level Mutagenist feature
You can use your Greater Formulas feature to transmogrify as
if you had used a spell slot of that level. When you transform
in this way you gain one of the additional genome mutations
listed below.
h Draconic Genome. You grow fleshy wings from your back
and your skin takes on a scaly appearance. You gain a flying
speed equal to your walking speed and as an action can spew
bile in a 30-foot cone. All creatures in the area must succeed
on a Constitution saving throw against your spell save DC or
take 8d6 acid damage, or half as much on a successful save.
Once you use this feature, you can not do so again until you
finish a short or long rest.
h Giant Genome. You become a hulking mass of flesh and
muscle, turning yourself into a living siege weapon. Your size
becomes Huge and all damage dealt to objects and structures is
now doubled. As an action, you can expend a spell slot on your
turn to slam your fists into the ground, sending shockwaves
and rubble crashing around you. All creatures in a 30-foot
radius centered on you must succeed on a Dexterity saving
throw against your spell save DC or they take 8d6 bludgeoning
damage and are knocked prone. If they succeed on the saving
throw, they take half damage and are not knocked prone.
h Cerebellum Genome. You maintain a fraction of your mind
as you transform, allowing remnants of your studies to linger
in your monstrous brain. You now have the ability to maintain
concentration on spells while in your transmogrified form.
While transmogrified, your concentration can’t be broken as a
result of taking damage.
The New Flesh
18th-level Mutagenist feature
You have perfected your Transmogrifying Elixir, breaking
the confines of evolution and pushing your form to what you
deem the apex of evolution. You gain the following benefits
while transmogrified:
h As long as you have one or more hit points remaining, you can
use a bonus action and expend a spell slot to regain hit points
equal to ten times the level of the spell slot used.
h If you fail a saving throw, as a reaction you can expend a spell
slot to succeed instead.
h Your Strength score becomes equal to your Intelligence score
when transmogrified. Additionally, you can cast spells while in
your transmogrified form.
Pathogenist
Pathogenist
The study of diseases opens doorways to many dangerous scientific
discoveries. As experts in both ridding the body of sickness and the
mutations of infectious disease, Pathogenists bring their study to
the battlefield by using monsters and enemies as test subjects for
their infections. Long years spent carefully monitoring the causes
and effects of such plagues allows them to be experts at disease
mutation, allowing their sickness to spread in a terrifying manner
and riddle their foes with debilitating symptoms, crippling their
bodies and rattling their minds.
Plague Proficiency
1st-level Pathogenist feature
You learn the chill touch cantrip. You gain proficiency with the
herbalism kit. If you already have this proficiency, you gain
proficiency with one other type of artisan’s tools of your choice.
Pathogenist Spells
1st-level Pathogenist feature
You always have certain spells prepared after you reach particular
levels in this class, as shown in the Pathogenist Spells table.
These spells count as apothecary spells for you, but they don’t
count against the number of apothecary spells you prepare.
Pathogenist Spells
Apothecary Level Spell
1st infect*, inflict wounds
3rd blindness/deafness, biohazard*
5th pestilence*, venomous aura*
7th blight, blood worm*
9th contagion, insect plague
Pernicious Pathogens
3rd-level Pathogenist feature
Whenever a creature casts a spell or uses a trait or feature that
would cure or remove one of your diseases (such as casting
lesser restoration to remove your infect* spell), the creature must
first make an ability check using its spellcasting ability (or its
Charisma modifier, if the spell or special ability does not specify
a spellcasting ability score). The DC equals your spell save DC.
On a failed check, the creature’s spell, trait, or feature fails and
has no effect. Any material components used are expended, and
any spell slot expended is wasted.
Mutant Strain
3rd-level Pathogenist feature
You can evolve your diseases to cause new symptoms. You learn
two mutant strains of your choice, and each time you gain a
level in this class, you can replace one mutant strain you know
with a different one from this feature. When you reach certain
levels in this class, you learn additional mutant strains, as shown
in the Mutant Strains Known table.
Mutant Strains Known
Apothecary Level Number of Strains
3rd 2
9th 3
15th 4
Whenever you cast a spell which inflicts diseases (such as infect*
or contagion) you can apply an additional effect from your
mutant strain to one of the targets of the spell, which lasts for
the duration of that spell.
The following mutant strains are available to you when you
learn a mutant strain. If a strain has a level requirement, you
must be at least that level in this class to learn the strain.
h Dizziness. The target can’t take reactions.
h Fatigue. Each time the target fails a saving throw against
your disease, its speed is reduced to five feet until the start
of its next turn.
h Coughing Fits. At the start of each of the targets’ turns, it must
make a Constitution saving throw against your spell save DC. On
a failed save, it is unable to speak until the start of its next turn.
h Shivers. The target shakes uncontrollably. At the start of each
of the target’s turns, it drops whatever it is holding in its hands.
h Weakness (9th level). The target deals half damage with
melee weapon attacks.
h Dry Eyes (9th level). Each time the target fails a saving
throw against your disease, it becomes blinded until the start
of its next turn.
h Intense Fever (9th level). The target can’t regain hit points.
h Lesions (9th level). The target loses any damage resistances.
h Nausea (15th level). Each time a target fails a saving
throw against your disease, it becomes incapacitated until
the start of its next turn.
h Dystrophy (15th level). The target becomes vulnerable to
bludgeoning, piercing, and slashing damage.
Breakthrough Infection
6th-level Pathogenist feature
When you cast a spell using an apothecary spell slot or your
Greater Formula feature that causes disease, that spell ignores
any creature’s immunity to disease. Such creatures instead make
any saving throws against your diseases with advantage.
Outbreak
6th-level Pathogenist feature
When a creature infected by one of your diseases dies, you can
use your reaction to spread the disease to a different creature
you can see within 30 feet of that creature.
Insidious Incubation
10th-level Pathogenist feature
When you start casting infect*, you can modify it so that it
doesn’t require concentration. If you do so, the spell’s duration
becomes 1 minute for that casting. You must finish a short or
long rest before using this feature again.
Immunocompromised
14th-level Pathogenist feature
A creature infected with one of your diseases (such as infect*
or contagion) has disadvantage on saving throws against your
apothecary spells.
Rapid Evolution
18th-level Pathogenist feature
Whenever you cast a spell which inflicts diseases, you can apply
an two additional effects from your mutant strain to one of the
targets of the spell, instead of one.
Reanimator
Reanimator
A Reanimator is the master of life and death. Years spent perfecting
their formula to bring the recently dead back, or to construct new
life out of discarded flesh and patchwork anatomy, have left most
Reanimators in a state constantly riding the lines between genius
and madness. A Reanimator’s skills at clutching life from the jaws
of death make them exquisitely suited for dealing with death, and
undeath. Their mad genius is presented with the construction of a
creature made from the scrap body parts left behind by their enemies
which storms forward into battle on their command.
Spark of Life
1st-level Reanimator feature
You learn the shocking grasp and spare the dying cantrips. These
count as apothecary spells for you, and don’t count against the
number of apothecary cantrips you know.
Reanimator Spells
1st-level Reanimator feature
You always have certain spells prepared after you reach particular
levels in this class, as shown in the Reanimator Spells table.
These spells count as apothecary spells for you, but they don’t
count against the number of apothecary spells you prepare.
Reanimator Spells
Apothecary Level Spell
1st false life, inflict wounds
3rd gentle repose, invigorate*
5th lightning bolt, revivify
7th death ward, corpse explosion*
9th raise dead, nerve gas*
Chapter 3: Drakkenheim Characters 147
Corpsewrought Creature
3rd-level Reanimator feature
You have constructed a companion from scavenged body parts
and brought it to life with your occult magic: a corpsewrought
creature. The creature is friendly to you and your companions,
and it obeys your commands. See its game statistics in the accompanying
Corpsewrought Creature stat block, which uses your
proficiency bonus (PB) in several places. You can determine the
cosmetic characteristics of the creature; your choice has no effect
on its game statistics.
In combat, the creature shares your initiative count, but it
takes its turn immediately after yours. It can move and use its
reaction on its own, but the only action it takes on its turn is the
Dodge action, unless you take a bonus action on your turn to
command it to take another action. That action can be one in
its stat block or some other action. If you are incapacitated, the
creature can take any action of its choice, not just Dodge.
If your corpsewrought creature has died within the last hour,
you can use your healer’s kit as an action to revive it, provided
you are within 5 feet of it and you expend an apothecary spell
slot. The corpsewrought companion returns to life after 1
minute with all its hit points restored.
At the end of a long rest, you can create a new corpsewrought
creature if you have your healer’s kit with you and access to
suitable “materials.” If you already have a corpsewrought
creature from this feature, the first one immediately perishes.
The creature also perishes if you die.
Bodyguard
6th-level Reanimator feature
When a creature within 5 feet of your corpsewrought creature
makes an attack against you, it can use its reaction to make a
melee weapon attack against the attacking creature. In addition,
your corpsewrought creature’s slam attack counts as magical
for the purposes of overcoming resistance and immunity to
nonmagical attacks and damage.
In addition, you can cast animate dead once using an
Apothecary spell slot. Once you do, you can’t cast the spell
again until you finish a long rest.
Reanimated Head
6th-level Reanimator feature
You have reanimated the head of a dead humanoid creature
which now serves you in your studies. You may use the head as
a spellcasting focus. The head speaks common and one other
language of your choice.
Whenever you make an Intelligence ability check that lets
you add your proficiency bonus, you can treat a d20 roll of 9 or
lower as a 10. Additionally, you gain proficiency in the Arcana
and Investigation skills.
You can use the head to cast speak with dead without
expending a spell slot. Once you use this feature you can’t do so
again until you finish a short or long rest.
Behold, My Creation
10th-level Reanimator feature
Your corpsewrought creature’s size increases to Large, and its
speed increases to 40 feet.
When your corpsewrought creature hits a creature with
a melee attack, it can immediately make a grapple attempt
against the target. The DC to escape this grapple is equal to 8 +
the corpsewrought creature’s strength modifier (+4) + your PB.
Berserk Fury
14th-level Reanimator feature
When you command your corpsewrought creature to take the
Attack action, the creature can make two attacks.
I Can’t Stop The Monster I Created
18th-level Reanimator feature
Your corpsewrought creature increases in size to Huge, gains
a reach of 10 feet, and its speed increases to 50 feet. Its slam
attack deals an additional 1d8 bludgeoning damage.
Additionally, the weight your corpsewrought creature can
push or lift is doubled.
Corpsewrought Creature
Medium construct
Armor Class 14 + PB
Hit Points 5 + five times your apothecary level (the creature has a
number of hit dice [d12s] equal to your apothecary level)
Speed 30 feet
STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 16 (+3) 8 (-1) 12 (+1) 8 (-1)
Saving Throws Con +3 plus PB, Wis +1 plus PB
Skills Athletics +4 plus PB
Damage Immunities poison, lightning
Condition Immunities poisoned
Senses darkvision 60 ft, passive Perception 11
Languages understands the languages of its creator but
cannot speak
Challenge –
Proficiency Bonus equals your proficiency bonus
Lightning Absorption. Whenever the corpsewrought creature is
subjected to lightning damage, it takes no damage and regains a
number of hit points equal to the lightning damage dealt.
Actions
Slam. Melee Weapon Attack: +4 plus PB to hit, reach 5 ft., one target.
Hit: 1d8 + 4 bludgeoning damage.
Apothecary features
Apothecary Magic
Your arcane research has given you facility with spells. Refer to the Core Rules for the general rules of spellcasting and the Spells Listing in this book for the apothecary spell list.
Formula Book
You have a book or collection of notes that you study to prepare
your apothecary spells, develop your esoteric theories, and
record your occult practices. You may use your formula book
as an arcane focus for your apothecary spells. You may describe
this book any way you like. Some examples of your book’s
appearance include:
h A large leatherbound tome with yellowing pages bound shut
with an iron lock
h A scattered assortment of scribbled notes loosely held together
by rope
h A pristine journal with perfect edges and beautiful penmanship
h A leather briefcase with two small golden locks
h A medical bag with surgical symbols on the sides
h A beat-up satchel slung over one shoulder with vials and
bottles poking out of every pocket
If the book is destroyed or lost, you can recreate it using inks
and paper during a long rest.
Cantrips
You know three cantrips of your choice from the apothecary
spell list. You learn additional apothecary cantrips of your choice
at higher levels, as shown in the Cantrips Known column of the
Apothecary table.
Elementary Reformulation. Whenever you finish a
long rest and consult your formula book, you can replace one
apothecary cantrip you know with another cantrip from the
apothecary spell list.
Preparing and Casting Spells
The Apothecary table shows how many spell slots you have to
cast your apothecary spells of 1st through 5th level. The table
also shows what the level of those slots is; all of your spell slots
are the same level. To cast one of your apothecary spells of 1st
level or higher, you must expend a spell slot. You regain all
expended spell slots when you finish a short or long rest.
You prepare the list of apothecary spells that are available
for you to cast, choosing from the apothecary spell list. When
you do so, choose a number of apothecary spells equal to your
Intelligence modifier + your apothecary level (minimum of one
spell). A spell you prepare must be of a level no higher than
what’s shown in the Apothecary table’s Slot Level column for
your level.
For example, if you are a 5th-level apothecary, you have
three 3rd-level spell slots. With an Intelligence of 16, your list of
prepared spells can include eight spells of 1st, 2nd, or 3rd level,
in any combination. To cast the 1st-level spell cure wounds, you
must spend one of those slots, and you cast it as a 3rd-level spell.
Casting a spell doesn’t remove it from your list of prepared spells.
You can change your list of prepared spells when you finish
a long rest. Preparing a new list of apothecary spells requires at
least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Intelligence is your spellcasting ability for your apothecary spells,
since you learn your spells through dedicated study and occult
knowledge. You use your Intelligence whenever a spell refers to
your spellcasting ability. In addition, you use your Intelligence
modifier when setting the saving throw DC for an apothecary
spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus
+ your Intelligence modifier
Spell attack modifier = your proficiency bonus
+ your Intelligence modifier
Ritual Casting
You can cast an apothecary spell as a ritual if that spell has the
ritual tag and you have the spell prepared.
Spellcasting Focus
You can use an arcane focus (see the Adventuring Gear section of the Core Rules) as a spellcasting focus for your apothecary spells.
Occult Practices
At 1st level, you take up one of the Occult Practices, a chosen
discipline which defines your ongoing research of the body and
spirit: the Alienist, the Chemist, the Exorcist, the Mutagenist,
the Pathogenist, or the Reanimator.
Your choice grants you additional proficiencies and an
expanded spell list at 1st level, and additional class features at
3rd, 6th, 10th, 14th, and 18th level.
Esoteric Theories
You have discovered esoteric theories, scraps of forbidden lore
that you can use to augment your magical abilities.
At 2nd level, you gain two esoteric theories of your choice. Your
theory options are detailed at the end of the class description.
When you gain certain apothecary levels, you gain additional theories
of your choice, as shown in the Theories Known column of
the Apothecary table. Additionally, when you gain a level in this
class, you can choose one of the theories you know and replace it
with another theory that you could learn at that level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th
level, you can increase one ability score of your choice by 2, or you
can increase two ability scores of your choice by 1. As normal, you
can’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature
to take a feat of your choice instead.
Greater Formula
At 11th level, you discover a magical secret called a Greater
Formula. Choose one 6th-level spell from the apothecary spell
list as this formula.
You can cast your Greater Formula once without expending a
spell slot. You must finish a long rest before you can do so again.
At higher levels, you gain more apothecary spells of your
choice that can be cast in this way: one 7th-level spell at 13th
level, one 8th-level spell at 15th level, and one 9th-level spell at
17th level. You learn an additional 6th level spell at 19th level,
and an additional 7th level spell at 20th level.
You regain all uses when you finish a long rest.
Master Reformulation. Whenever you finish a long rest
and consult your formula book, you can replace one spell you
gained from this feature with another spell of the same level
from the Apothecary spell list.
Miraculous Recovery
At 20th level, you can spend 5 minutes channeling power into a
number of creatures (which can include yourself) equal to your
Intelligence modifier to facilitate an abnormally fast recovery.
You must tend to the creatures during this period, using a healer’s
kit with at least one use remaining. The targets regain hit
points, spell slots, hit dice, and other abilities as if they completed
a long rest. A creature can only benefit from one Miraculous
Recovery in a 24-hour period. Once you use this feature, you
can’t do so again until you finish a long rest.
Optional Rule: Multiclassing
If you allow characters to use the Multiclassing optional rules,
here are the requirements for multiclassing with the Apothecary
Ability Score Minimum. Multiclass characters must meet
ability score prerequisites for both their current class(es) and
their new one. Taking multiclass levels as an Apothecary
requires an Intelligence score of 13 or higher.
Proficiencies. If apothecary isn’t your initial class, when you
take your first level as an apothecary you gain proficiency in
light armor and one tool proficiency of your choice.
Apothecary Magic. If you have both the Spellcasting class
feature and the Apothecary Magic class feature, you can use the
spell slots you gain from the Apothecary Magic feature to cast
spells you know or have prepared from classes with the Spellcasting
class feature, and you can use the spell slots you gain from the
Spellcasting class feature to cast apothecary spells you know.
Esoteric Theories. Meeting the prerequisites for Esoteric
Theories is based on total apothecary levels, not the overall
character level. In addition, the Surgical Strikes esoteric theory
does not give you additional attacks if you have the Extra
Attack class feature.
Apothecary Esoteric Theories
Apothecaries develop esoteric theories during their adventures
and experiments, representing their own unique synthesis of
medical and occult practices. The description of each esoteric
theory details the benefits you gain from selecting that theory.
Some esoteric theories specify a minimum apothecary level.
You can’t learn such an esoteric theory until you are at least that
level. Unless an esoteric theory’s description says otherwise, you
can’t learn an esoteric theory more than once.
Acquired Tolerance
You have advantage on saving throws against poison, and you
gain resistance to poison damage. In addition, you automatically
succeed on saving throws against your own apothecary spells,
and never take damage from your own apothecary spells.
Adrenaline Surge
Prerequisites: 6th-level apothecary
A creature at 0 hit points who regains hit points from a spell you
cast using an apothecary spell slot gains resistance to all damage
and has advantage on saving throws until the end of its next turn.
It gains advantage on the first attack roll it makes on its next turn.
Anatomical Precision
When you make a weapon attack, you can use your Intelligence
modifier, instead of Strength or Dexterity, for the attack and
damage rolls.
Anesthesiology
Prerequisites: 14th-level apothecary
You can cast hold person without expending a spell slot or
requiring material components. You must finish a long rest
before you can use this theory on the same creature again.
Bedside Manner
You gain proficiency in the Insight and Persuasion skills. Your
proficiency bonus is doubled for any ability check you make that
uses either of these skills.
Caustic Formulae
Prerequisites: 6th-level apothecary
Once per turn when you deal damage to a creature or object
with an apothecary spell, you can expend an apothecary spell
slot to deal 2d4 extra acid damage to that target, plus another
2d4 per level of the spell slot.
Clinical Conditioning
Prerequisites: 6th-level apothecary
You gain proficiency in Constitution saving throws.
Combat Medic
You gain proficiency with martial weapons and shields.
Corrosive Compound
Prerequisites: 6th-level apothecary
When you deal poison damage with your apothecary spells, you
can choose to deal half the spell’s damage as poison damage and
half the spell’s damage as acid damage instead.
Cosmetic Surgery
You can spend 8 hours performing an occult surgical procedure
upon a willing creature, permanently transforming its appearance.
You decide what the creature looks like, including facial
features, the sound of its voice, hair length, coloration, and
distinguishing characteristics, but none of its game statistics
change. You can’t alter the size of a creature, and its basic shape
stays the same. The resulting transformation is non-magical,
however, a greater restoration spell or similar magic cast upon
the creature can restore it to its original appearance.
Critical Condition
Prerequisites: 6th-level apothecary
When a creature rolls a natural 1 on a saving throw made against
one of your apothecary spells that deals damage, roll all of the
spell’s damage dice twice and add them together. Then add
any relevant modifiers as normal to determine the damage that
creature takes from the spell.
Diagnosis
You can take the Help action as a bonus action on your turn.
Doctor’s Note
Prerequisites: 6th-level apothecary
You can cast the sending spell at-will. You must finish a long rest
before you can use this theory to contact the same creature again.
Double Dose
Prerequisites: 10th-level apothecary
When you cast an apothecary spell using an apothecary spell
slot that targets a single creature and restores hit points to that
creature, you can target an additional creature within range.
Extracurricular Research
You learn two additional cantrips of your choice from any class’s
spell list. These cantrips become apothecary cantrips for you.
Inoculation
You have resistance to necrotic damage, and your hit point maximum
can’t be reduced. In addition, you are immune to diseases.
Interdisciplinary Practice
Prerequisites: 14th-level apothecary
When you use your action to cast a spell, you can make one
weapon attack as a bonus action.
Laboratory Assistant
You learn the spell find familiar, and always have this spell
prepared. It doesn’t count against the number of apothecary
spells you can prepare.
Liability Insurance
Prerequisites: 14th-level apothecary
You can cast contingency once on yourself without material
components. You can’t do so again until you finish a long rest.
Medical Expertise
You gain proficiency in the Medicine and Nature skills. Your proficiency
bonus is doubled for any ability check you make that uses
either of these skills.
Medical Lexicon
You learn six languages of your choice. You can cast detect poison
and disease at will.
Nerve Agent
Prerequisites: 14th-level apothecary
When you deal poison damage with your apothecary spells, you
can choose to deal psychic damage instead.
Noxious Blood
Prerequisites: 6th-level apothecary
When a creature hits you with a melee attack while within
5 feet of you, it takes poison damage equal to 1d6 + your Constitution modifier.
Pharmacology
When you cast a spell using an apothecary spell slot or your Greater
Formula feature which restores hit points to a creature, the creature
regains additional hit points equal to your Intelligence modifier.
Physiological Analysis
If you spend at least 1 minute observing or interacting with
another creature outside combat, you can learn certain
information about its physiology. The Game Master reveals to
you two of the following characteristics of your choice:
h Any one ability score
h Armor Class
h Current hit points
h Resistances (if any)
h Immunities (if any)
h Vulnerabilities (if any)
Alternatively, you can spend 1 minute observing a corpse.
After 1 minute, you determine the cause of death.
Practical Resuscitation
Prerequisites: 10th-level apothecary
When you cast a spell that has the sole effect of restoring a
creature to life (but not undeath), such as raise dead, you don’t
need material components to cast the spell if the creature has
died within the past hour.
Putrefaction
Your apothecary spells and abilities ignore undead creatures’
resistance or immunity to poison damage and immunity to the
poisoned condition.
Rapid Response
When you cast an apothecary spell that restores hit points to a
creature, before or after casting the spell, you can move your
speed without provoking opportunity attacks.
Routine Procedure
Prerequisites: 10th-level apothecary
You can cast lesser restoration at-will without expending a spell slot.
Stolen Secrets
Prerequisites: 10th-level apothecary
You learn one spell from any class’s spell list. It must be of a level
for which you have apothecary spell slots or lower. The spell is
treated as an apothecary spell for you, and doesn’t count against
the number of apothecary spells you know.
Subject Preparation
Prerequisites: 10th-level apothecary
When you hit a creature with a melee weapon attack, that creature
has disadvantage on the next saving throw it makes against
an apothecary spell you cast before the end of your next turn.
Surgeon’s Instinct
You have blindsight out to a range of 10 feet.
Surgical Strikes
Prerequisites: 6th-level apothecary
You can attack twice, instead of once, when you take the Attack
action on your turn.
Toxicology
Prerequisites: 6th-level apothecary
You add your Intelligence modifier to the damage rolls of spells
that deal poison damage.
Triage
You learn the spare the dying cantrip if you don’t know it
already. When you cast this cantrip, it has a range of 60 feet.
Unfailing Focus
Prerequisites: 6th-level apothecary
When you fail a Constitution saving throw to maintain concentration
on an apothecary spell, you can choose to succeed
instead. Once you use this feature, you can’t do so again until
you finish a short or long rest.
Venomous Instruments
Prerequisites: 10th-level apothecary
When you hit a creature with a weapon attack, the creature
takes extra poison damage equal to your Intelligence modifier.
Virulence
When you roll a 1 on a damage die for an apothecary spell that
deals poison damage, you can reroll the die. You must use the
new result, even if the new roll is a 1.
Vital Signs
When a creature you can see within 30 feet of you fails a saving
throw or death saving throw, you can use your reaction to add
your Intelligence modifier to the creature’s roll, potentially
turning a failure into a success. You must finish a short rest
before you can use this theory on the same creature again.
Vivisection
Prerequisites: 6th-level apothecary
Your weapon attacks score a critical hit on a 19 or 20.
Apothecary Spell List
Below is the list of spells you consult when you learn an apothecary spell. The list is organized by spell level, not character level. If a
spell can be cast as a ritual, the ritual tag (r) appears after the spell’s name.
Each spell is in the Fifth Edition core rules, unless it has one asterisk, which indicates that it is a new spell described in Chapter
4 of this book. Apothecaries may also learn any Contaminated Spell, a new type of spell found in chapter 4 of this book. Contaminated
Spells are available to apothecaries only if found during their adventures, and cannot be chosen normally.
Cantrips
Acid Burn*
Acid Splash
Bacterial Barrage*
Chill Touch
Guidance
Light
Mending
Message
Poison Needle*
Poison Spray
Resistance
Shocking Grasp
Spare the Dying
Thaumaturgy
1st Level
Acrid Orb*
Alarm (r)
Comprehend Languages (r)
Create or Destroy Water
Cure Wounds
Detect Evil and Good
Detect Magic (r)
Detect Poison and Disease (r)
Envenom*
False Life
Feather Fall
Floating Disk (r)
Fog Cloud
Grease
Healing Word
Hideous Laughter
Identify (r)
Illusory Script (r)
Infect*
Jump
Purify Food and Drink (r)
Sleep
Stream of Consumption*
Toxic Shield*
Unseen Servant (r)
2nd Level
Acid Arrow
Aid
Biohazard*
Blindness/Deafness
Caustic Grip*
Enhance Ability
Enlarge/Reduce
Gentle Repose (r)
Grasping Ghost*
Hold Person
Invigorate*
Lesser Restoration
Ocular Necrosis*
Protection from Poison
Ray of Enfeeblement
See Invisibility
Silence (r)
Spider Climb
Web
3rd Level
Bestow Curse
Corrosive Blast*
Dispel Magic
Fear
Fetid Blade*
Gaseous Form
Glyph of Warding
Haste
Hypnotic Pattern
Magic Circle
Mass Healing Word
Pestilence*
Purge Contamination*
Protection from Energy
Remove Curse
Revivify
Sending
Slow
Speak with Dead
Stinking Cloud
Tranquilizing Toxin*
Vampiric Touch
Venomous Aura*
Water Breathing (r)
4th Level
Black Tentacles
Blight
Blood Worm*
Corpse Explosion*
Corrupting Spores*
Death Ward
Freedom of Movement
Last Rites*
Poison Wave*
Polymorph
Stoneskin
Vitriol Ichor*
5th Level
Acid Rain*
Antilife Shell
Cloudkill
Contact Other Plane (r)
Greater Restoration
Hold Monster
Mass Cure Wounds
Nerve Gas*
Raise Dead
Scrying
Septic Shock*
Telepathic Bond (r)
Teleportation Circle
Toxic Barrage*
6th Level
Chain Lightning
Circle of Death
Create Undead
Disintegrate
Eyebite
Flesh to Stone
Globe of Invulnerability
Harm
Heal
Mephitic Vapors*
True Seeing
Vile Necrosis*
7th Level
Etherealness
Finger of Death
Forcecage
Miasma*
Plane Shift
Prismatic Spray
Grievous Wounds*
Regenerate
Resurrection
8th Level
Antimagic Field
Antipathy/Sympathy
Breath of Nightshade*
Clone
Dominate Monster
Feeblemind
Mind Blank
Plague Wind*
Power Word Stun
9th Level
Astral Projection
Foresight
Mass Heal
Pandemic*
Power Word Kill
Time Stop
Touch of Death*
True Polymorph
True Resurrection