Level 3 •
Transmutation (Ritual
)
Casting Time: 1 action
Range: 30 ft
Components: V, S, M
Duration: 24 hours
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.
Material Component:
a short reed or piece of straw
Verbal Component:
Respiratio Aqua
Verbal Component (Alternative):
Help stave off, a suffocating death, imbue these lungs with watery breath.
Classes: Druid, Ranger, Sorcerer, Wizard, Rogue, Artificer
Domain: Water
Tags: Buff
Source: Player's Handbook [5th Edition] (page 287)
View Water Breathing Spell Card
(New Window? )
Return to Previous Page
Spell FAQs
There are currenly no frequently asked questions about this spell. If you have a question, or need to know how the spell functions in the game (especially in relation to other spells, creatures and magic items),
send us a message.
Submit a FAQ
Other Planes and Effects
Below is information about this spell as it relates to other planes and area of effects (i.e. underwater). Some of the information is pulled official D&D sources (such as books and the twitter feeds of D&D officials), but other information is derived from forums and online discussions. As always, it is up to the DM to decide how they wish to handle spell effects.
Underwater - Verbal Component
Official rules have been verified by Jeremy Crawford - "No rule prohibits verbal components from working underwater. Keep in mind that if you're talking, you're not holding your breath." Hence, while submerged underwater and holding its breath, a creature can cast a spell that requires a verbal component. After casting the spell, if the creature can't breathe underwater, it immediately runs out of breath. The creature can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round).