recursal/Fanatic-Fandom huggingface dataset:
Sinabulum (Reeking Cloud Hex)

*3rd-level conjuration*

**Incantation**: "*Sinabulum*!" (sin-NAH-byoo-lum)

**Casting Time**: 1 action

**Range**: 90 feet

**Components**: V, S, ~~M (a rotten egg or several skunk cabbage leaves)~~

**Duration**: Concentration, up to 1 minute

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

**Etymology**: The incantation is derived from "*vestibulum sinapis*," meaning "mustard gas."
Darkvision Charm

*2nd-level transmutation*

**Incantation**: "*Panselinos*!" (PAN-sel-LEE-nos)

**Casting Time**: 1 action

**Range**: Touch

**Components**: V, S, M (either a pinch of dried carrot or an agate)

**Duration**: 8 hours

You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet.

**Etymology**: In Greek, "*panselinos*" means "full moon."
Locking Charm

*2nd-leveI abjuration*

**Incantation**: “*Colloportus*!” (coll-loh-PORT-us)

**Casting Time**: 1 action

**Range**: Touch

**Components**: V, S, ~~M (gold dust worth at least 25 gp, which the spell consumes)~~

**Duration**: Until dispelled

You tap a closed door, window, gate, chest, or other entryway with your wand, and it becomes locked. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed.

Casting “*Alohomora*” on the object suppresses this spell for 10 minutes.

While affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10.

**Etymology**: "*Collo*" means "to lock," and "*portus*" means "door."
Nonverbal, Wandless Thaumaturgy

*Transmutation cantrip*

**Casting Time:** 1 action

**Range:** 30 feet

**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 multipIe times, you can have up to three of its l-minute effects active at a time, and you can dismiss such an effect as an action.
Tickling Jinx

*1st-level enchantment*

**Incantation**: "*Rictusempra*!" (ric-tuhs-SEM-pra)

**Casting Time**: 1 action

**Range**: 30 feet

**Components**: V, S, ~~M (tiny tarts and a feather that is waved in the air)~~

**Duration**: Concentration, up to 1 minute

A creature of your choice that you can see within range 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.
Artifact sets

Gold artifacts gives you additional bonus, if you collect and equip complete set of different parts (head, pants etc).

1. Set of the Astral -- Each round restores 10% of mana (from the current value)
2. Set of the Necromancer -- Your first killed unit will be resurrected with 100% health
3. Set of the Archmage -- 35% chance that any spell from the spell book will be casted twice
4. Set of the Vampire -- Army gains the ability of vampirism 20%
5. Set of the Inquisitor -- Army gains immunity to debuff spells
6. Set of the Gladiator -- Army gains additional 2 counter-attacks
7. Set of the Giant -- Cast the ice shield if unit health is below 50% (+20% of physical defence for 100 rounds)
8. Set of the Assassin -- Army gains +1 to speed, +10% crit chance for each dead unit on the battlefield (including your own units)
9. Set of the Shooter -- Your shooters get +50 attack. No penalty for long distance shots
Beginner Apparition

*2nd-level conjuration*

**Incantation**: N/A

**Casting Time**: 1 bonus action

**Range**: Self

**Components**: None

**Duration**: Instantaneous

Turning on the spot, you teleport up to 30 feet to an unoccupied space that you can see. To be successful, one has but to recall The Three D's: ***Destination*, *Determination*** and ***Deliberation***. One must be completely *determined* to reach one's *destination*, and move without haste, but with *deliberation.* Roll 3d4. If the total is 5 or fewer, you reduce your HP by the number rolled due to splinching damage.
Desaevio (Lightning Spell)

*3rd-level evocation*

**Incantation**: "*Desaevio*!" (dess-SAVE-ee-oh)

**Casting time**: 1 action

**Range:** Self (100 foot line)

**Components:** V, S, ~~M (a bit of fur and a rod of amber, crystal, or glass)~~

**Duration**: Instantaneous

A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from your wand in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites flammable objects in the area that aren’t being worn or carried.

***At Higher Levels.*** When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

**Etymology**: "*Desaevio*" is a Latin verb meaning "to rage" or "to storm."
Gelapis Mordeo (Icy Stinger Hex)

*1st-level conjuration*

**Incantation**: "*Gelapis Mordeo*!" (gell-LAP-iss MOR-day-oh)

**Casting Time:** 1 action

**Range:** 60 feet

**Components:** S, M (a drop of water or piece of ice)

**Duration:** Instantaneous

You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of the point where the ice exploded must succeed on a Dexterity saving throw or take 2d6 cold damage.

**Etymology**: The first word of the incantation is a portmanteau of the Latin words "*gelum*" and "*apis*," meaning "ice" and "bee" respectively. "*Mordeo*" means "to sting."
Tentaculum Ropox (Tentacula Vine Hex)

*Transmutation cantrip*

Incantation: "*Tentaculum Ropox*!" (tin-TAK-yoo-lum ROW-pocks)

**Casting Time**: 1 action

**Range**: 30 feet

**Components**: V, S, ~~M (the stem of a plant with thorns)~~

**Duration**: Instantaneous

With a flick of your wand, a long, thorny whip which resembles the vines of the Venemous Tentacula lashes out from the tip of your wand toward a creature in range.

Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.

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

*3rd-level transmutation*

**Incantation*:*** Exclaim your destination, in this case, "*Limbo*!"

**Casting Time**: 1 action

**Range**: Self

**Components**: V, S

**Duration**: 1 minute

Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you throw a handful of Floo Powder at your feet and exclaim "Limbo!" You are washed in green flames and transported to the Ethereal Plane, vanishing from your current plane of existence (the spell fails and the casting is wasted if you were already on that plane). At the start of your next turn, and when the spell ends, if you are on the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this spell as an action.

While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can’t see anything there more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren’t there can’t perceive you or interact with you, unless they have the ability to do so.
Memory Charm

*5th-level enchantment*

**Incantation**: "*Obliviate*!" (oh-BLIH-vee-ate)

**Casting Time:** 1 action

**Range:** 30 feet

**Components:** V, S

**Duration:** Concentration, up to 1 minute

You attempt to reshape another creature’s memories. One creature that you can see must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another spell, this spell ends, and none of the target’s memories are modified. While this charm lasts, you can affect the target’s memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and
exacting detail, change its memory of the details of the event, or create a memory of some other event. You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you have finished describing the modified memories, the creature’s memory isn’t altered. Otherwise, the modified memories take hold when the spell ends. A modified memory doesn’t necessarily affect how a creature behaves, particularly if the memory contradicts the creature’s natural inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature in a significant manner. A remove curse or greater restoration spell cast on the target restores the creature’s true memory.

**At Higher Levels.**If you cast this
spell using a spell slot of 6th level or higher, you can alter the target’s memories
of an event that took place up to 7 days ago (6th level), 30 days ago (7th
level), 1 year ago (8th level), or any time in the creature’s past (9th level).
Parebit Etadiuva Bellua (Animal Conjuring Spell)

3rd*-level conjuration*

**Incantation**: "*Parebit Etadiuva Bellua*!"

**Casting Time:** 1 Action

**Range:** 60ft

**Components:** V, S

**Duration:** Concentration, up to 1 hour

You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range.

*Choose one of the following options for what appears*

1. one beast of challenge rating 2 or lower
2. two beasts of challenge rating 1 or lower
3. four beasts of challenge rating 1/2 or lower
4. eight beasts of challenge rating 1/4 or lower

Each beast is considered fey, and it disappears when it drops to 0 hit points or when the spell ends.

The summoned creatures are friendly to you and your companions.
Roll initiative for the summoned creatures as a group which has its own
turns. the obey any verbal commands that you issue to them (no action
required by you). if you don't issue any commands to them, they defend
themselves from hostile creatures, but otherwise take no actions.

the DM has the creature's statistics.

*AT HIGHER LEVELS.* when you cast the spell, using certain
higher-level spell slots, you choose one of the summoning options above,
 and more creatures appear; twice as many with a 5th level slot, three
times as many with a 7th level slot, four times as many with a 9th level
 slot.
Syringa Regalia (Voltaic Curse)

*1st-level evocation*

**Incantation**: "*Syringa* *Regalia*!" (seer-REEN-gah ray-GAH-lee-ah)

**Casting** **Time**: 1 action

**Range**: 30 feet

**Components**: V, S, M (a twig from a tree that has been struck by lightning)

**Duration**: Concentration, up to 1 minute

A beam of crackling, purple energy lances out from your wand toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and a small lilac bush begins to grow out of the top of its head, like a crown. These flowers act like a lightning rod, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you.

**At Higher Levels**. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st.

**Etymology**: "Syringa" is the genus name for various species of flowering lilac. "Regalia," meanwhile, is a symbol of royalty, such as a crown.
Clypeustego (Elemental Protection Charm)

*3rd-level abjuration*

**Incantation**: "*Clypeustego*!" (CLY-pee-oos-STAY-goh)

**Casting Time**: 1 action

**Range**: Touch

**Components**: V, S

**Duration**: Concentration, up to 1 hour

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

**Etymology**: The incantation is a combination of two Latin words: "*clypeus*," meaning "shield," and "*tego*," meaning " to cloak."
External Links

## Resources

* Dungeons and Dragons Basic Rules
	+ Online resource for further reading
* Character Building
	+ A quick guide by Geek & Sundry to help better understand character creation
* Geek & Sundry Harry Potter Character Sheets Part 1 & Part 2
* Examples of how D&D backgrounds and classes can be applied to the Wizarding World
* D&D Spell Reference Cards , organized by class.
	+ Monster reference cards as well for creation of Wizarding World enemies the team will face
* All D&D Spells
	+ Ability to create printables for favorite spells to have them prepared
* Family Echo
	+ Resource for the creation of family trees
* Youtube: WASD20 - Creating a Wizard
	+ Step-by-step video guide for creating a D&D5e Wizard
* New Player Reference Guide/Cheat Sheet by Radiophage
* Anthony's Character Sheet
* Encounter Building
Cave Inimicum (Simple Protective Enchantment)

*Abjuration cantrip*

Incantation: "*Cave Inimicum*!" (ca-WAY in-EM-mee-cum)

**Casting Time**: 1 action

**Range**: Touch

**Components**: V, S, ~~M (a miniature cloak)~~

**Duration**: Concentration, up to 1 minute

You touch one willing creature with your wand and they are covered in a spectral cloak. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends.
Telaspargo (Acromantula Web Hex)

*2nd-level conjuration*

**Incantation**: "*Telaspargo*!" (tel-lah-SPAR-goh)

**Casting time**: 1 Action

**Range**: 60 feet

**Components**: V, S, M (a bit of spiderweb)

**Duration:**Concentration, up to 1 hour

You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area.

If the webs aren’t anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.

Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free.

A creature restrained by the webs can use its actions to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained.

The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.

**Etymology**: This incantation comes from the Latin "*tela*," meaning "web," and "*spargo*," meaning "to scatter."
Corticutem (Barkskin Charm)

*2nd-level transmutation*

**Incantation**: "*Corticutem*!" (cor-tee-KYOO-tem)

**Casting** **Time**: 1 action

**Range**: Touch

**Components**: V, S, ~~M (a handful of oak bark)~~

**Duration**: Concentration , up to 1 hour

You touch a willing creature with the tip of your wand. Until the spell ends, the target’s skin has a rough, bark-like appearance, and the target’s AC can’t be less than 16, regardless of what kind of armor it is wearing.
Carousaeva (Blade-Wheel Curse)

*Conjuration cantrip*

**Incantation**: "*Carousaeva*!" (ka-roo-SAY-vah)

**Casting Time:** 1 action

**Range:** 5 feet

**Components:** V

**Duration:** Instantaneous

You create a momentary circle of spectral blades that sweep around you. Each creature within range, other than you, must succeed on a Dexterity saving throw or take 1d6 force damage.

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

**Etymology**: "Carou-" comes from "carousel," while "*saeva*" is Latin for "cruel."
Bluebell Torch Charm

*2nd-level evocation*

**Incantation**: “*Floreo Larlivens Hortus*!” (FLOR-ee-oh LAR-liv-ins HOR-tus)

**Casting Time**: 1 action

**Range**: Touch

**Components**: V, S, ~~M (ruby dust worth 50 gp, which the spell consumes)~~

**Duration**: Until dispelled

A flare of bluebell flames, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn’t use oxygen. A continual flame can be covered or hidden but not smothered or quenched.

**Etymology**: In Latin, "*floreo*" translates as "to bloom," "*lar*" mean "hearth," "*livens*" means "azure" or "blue pearl," and "*hortus*" means "Spring."
Mandementus (Dementor's Touch Curse)

*1st-level necromancy*

**Incantation**: "*Mandementus*!" (MAN-dee-MEN-tus)

**Casting Time:** 1 action

**Range:** Touch

**Components:** V, S

**Duration:** Instantaneous

When the spell is cast, your free hand takes on a rotting appearance. Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage. Your hand reverts back to looking alive and healthy.

**At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Magic arrow

## Stats (upgrade 1)

### Effect

Damage: 20 \*
Damage: 65 \*\*

### Applied to

single enemy

*\* The value is given for the character stat **SpellPower** = 10*
*\*\* The value is given for the character stat **SpellPower** = 100*

### Stats for all upgrades

*\* The value is given for the character stat **SpellPower** = 10*

*\*\* The value is given for the character stat **SpellPower** = 100*

### Upgrades costs

 3
 4
Fulmanem (Electrifying Charm)

Evocation cantrip

**Incantation**: "*Fulmanem*!" (ful-MAN-em)

**Casting Time**: 1 action

**Range**: Touch

**Components**: V, S

**Duration**: Instantaneous

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

**Etymology**: A combination of the Latin words "*fulmen*" and "*manus,*" meaning "thunderbolt" and "hand" respectively.
Races

​There are an abundance of races and beings in the Wizarding World, each with their own unique attributes. A collection of these races is compiled here.

## Wizardkind

The main type of magic-producing beings. Wizardkind is subdivided into several types depending on lineage or ability.

## Merfolk

Mer are divided into several classifications based on appearance (ichthyoid, sauriod, or tenebroid), habitat (freshwater or saltwater), and social structure (communal or nomadic).

### **Ichthyoid**

The most common category of Mer, these species exhibit fish-like attributes**. ​**

#### **Selkies**

Found mainly in freshwater lakes and lochs of Great Britain; freshwater; communal. *Appearance*: comparably human-sized, generally green in color. A community of Selkies resides in the Black Lake near Hogwarts.

#### ***Mermaidia atlanticus***

Spread throughout the Altantic Ocean, but concentrated near Equator; saltwater; communal. *Appearance*: comparatively human-sized, fits typical "mermaid" description, various colors.

#### ***Mermaidia pacificus***

Spread throughout the Pacific Ocean; saltwater; nomadic. *Appearance*: comparatively human-sized, fits typical "mermaid" description, various colors. Much more aggressive than Atlantic cousins.

#### **Baijinushen**

Native to the Yangtze River of China; freshwater; nomadic. *Appearance*: albino, nearly translucent skin; long, skeletal fingers; black eyes; mouthful of needle-like teeth. Frequently mistaken as river dolphins, much to the horror of those who get close enough to realize their error.

#### **Nevoanu**

Live within the sprawling tributaries of the Amazon River in South America; freshwater; communal. *Appearance*: smaller than humans (about one meter long), thin and spindly arms that reach nearly entire body length. Pack hunters.

#### **Ningyo**

Found off in the Sea of Japan, but commonly swim inland through rivers; saltwater (limited freshwater exposure); nomadic. *Appearance*:

### **Sauroid**

These species of Mer are generally more reptile-like in appearance.

#### **Scyllan**

Mediterranean Sea in and around the Grecian Isles; saltwater; communal. Appearance:

#### **Varash**

Found in the deep waters of the Indian Ocean; saltwater; nomadic. Appearance:

#### **Mmembele**

Concentrated near the southern tip of Africa in the seas of the Cape of Good Hope and Cape Agulhas; saltwater; communal. Appearance: necks that reach nearly two meters; flat, rudder-like tails; generally blue-gray striped in color with white underbellies.

#### **Ochtli**

Found on both sides of the the Isthmus of Tehuantepec, in both the Pacific Ocean and the Gulf of Mexico; saltwater; nomadic.

### **Tenebroid**

A catch-all category for those types of Mer that cannot be classified as either ichthyoid or sauroid.

#### **Cephalumbur**

**​**Very rarely found, but known to gather near hydrothermal vents on the ocean floor; saltwater; communal.

#### **Adamami**

**​**Live in the Great Lakes of North America; freshwater; nomadic.
Second Mineralian War

**Location** Mineralian River Valley
 Kingdom of Tryr
[First Phase]
*Federation of Rangos*
*Kingdom of Brell (Locke)*
*[Second Phase]*
*Kingdom of Brell (Bertha)*
*[Second Phase]*
 King Meriadoc Auchmes
Duke Lados Locke
Mason Locke

### First Phase:

(344)

(344)

(345)

(345)

(345)

(346)

(346)

(346)

(347)

### Second Phase:

(349)

(349)

(349)

(350)

(350)

(350)

(350)

(350)

(351)

(351)

(352)

(352)

(353)

(353)

(353)

(353)
Blackhood

## Umiejętności

Blackhood nie ma żadnych nadprzyrodzonych mocy. Szybko biega, wysoko skacze, jest zwinny, ale to kwestia treningu. Świetnie potrafi korzystać z każdej broni. I białej i palnej.

## Strój i wyposażenie

### Strój

Tom, nosi wzmocniony specjalnym materiałem strój, który jest kuloodporny i ognioodporny. W pierwszej wersji swojego stroju nosi pelerynę z kapturem, który jeśli jest założony nie widać twarzy. W drugiej wersji strój ma lekko zmieniony wygląd, nie ma kaptura ani peleryny, lecz ma maskę zakładaną na dół twarzy.

### Wyposażenie

Czarny kaptur nosi zawsze ze sobą: pistolet, czarną tarczę z namalowanym białym krzyżem i czarnym liściem klonowym namalowanym z po środku, dwa sztylety i komunikator do porozumiewania się z innymi superbohaterami.
Armageddon

## Description

Massive damage to all units on the battlefield

## Stats (upgrade 1)

### Effect

Damage: 80 \*
Damage: 260 \*\*

### Applied to

all

*\* The value is given for the character stat **SpellPower** = 10*
*\*\* The value is given for the character stat **SpellPower** = 100*

### Stats for all upgrades

*\* The value is given for the character stat **SpellPower** = 10*

*\*\* The value is given for the character stat **SpellPower** = 100*

### Upgrades costs

 3
 4
Heal

## Stats (upgrade 1)

### Effect

Heal by: 24 \*
Heal by: 150 \*\*

### Applied to

single ally

*\* The value is given for the character stat **SpellPower** = 10*
*\*\* The value is given for the character stat **SpellPower** = 100*

### Stats for all upgrades

*\* The value is given for the character stat **SpellPower** = 10*

*\*\* The value is given for the character stat **SpellPower** = 100*

### Upgrades costs

 3
 4
Gladius Demartis (Flame-Sword Conjuration Charm)

*2nd-level evocation*

Incantation: "*Gladius Demartis*!" (GLAD-dee-us day-MAR-tis)

**Casting Time**: 1 bonus action

**Range**: Self

**Components**: V, S, ~~M (leaf of sumac)~~

**Duration**: Concentration, up to 10 minutes

You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action.

You can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes 3d6 fire damage.

The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

**At Higher Levels:** When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd.

Etymology: "*Gladius de Martis*" means "sword of Mars" in Latin.
Hail of arrows

## Description

Massive damage to all in the attacking zone

## Stats (upgrade 1)

### Effect

Damage: 16 \*
Damage: 70 \*\*
Attack: -4

### Applied to

area

*\* The value is given for the character stat **SpellPower** = 10*
*\*\* The value is given for the character stat **SpellPower** = 100*

### Stats for all upgrades

 2
 3
 4

*\* The value is given for the character stat **SpellPower** = 10*

*\*\* The value is given for the character stat **SpellPower** = 100*

### Upgrades costs

 3
 4
Lightning

## Stats (upgrade 1)

### Effect

Damage: 76 \*
Damage: 184 \*\*

### Applied to

single enemy

*\* The value is given for the character stat **SpellPower** = 10*
*\*\* The value is given for the character stat **SpellPower** = 100*

### Stats for all upgrades

*\* The value is given for the character stat **SpellPower** = 10*

*\*\* The value is given for the character stat **SpellPower** = 100*

### Upgrades costs

 3
 4
Adventure

* Storyline
* Elite
* Master

## Tutorial Area

* The Paradise
	+ Outside of Temple Lanruo
	+ Cold Palace

## Areas 1 - x

1. Eternal Gate
	1. Peach Isle
	2. Water Curtain Cave
	3. Temple Jinshan
	4. Romance Building
2. God Forest
	1. 5-mile Hill
	2. Buns Shop
	3. Peach Town
	4. Foot of Dragon Mountain
	5. Dragon Mountain
3. Thunder Fort (Note: misspelled as "Thunder Fortt" in the game area)
	1. Yingchou Stream
	2. Village Gao
	3. River of Sand
	4. Black Breeze Castle
	5. Flower Fruit Mountain
4. Ghost Lair
5. Lost Oasis
6. Chaos Castle
7. Lost Street
8. Ghost House
9. Wastelands
10. Red Mount
11. Crystal Hills
12. Hell Forge
13. Graveyard
14. Shining Throne
Ghosts

## Description

Deals massive damage to all in the affected area

## Stats (upgrade 1)

### Effect

Damage: 18 \*
Damage: 72 \*\*
Speed: -1

### Applied to

area

*\* The value is given for the character stat **SpellPower** = 10*
*\*\* The value is given for the character stat **SpellPower** = 100*

### Stats for all upgrades

 2
 3
 4

*\* The value is given for the character stat **SpellPower** = 10*

*\*\* The value is given for the character stat **SpellPower** = 100*

### Upgrades costs

 3
 4
Focresce (Vigorberry Conjuration Spell)

*1st-level transmutation*

**Incantation**: "*Focresce*!" (foh-CRESS-shay)

**Casting Time:** 1 action

**Range:** Touch

**Components:** V, S, M (a sprig of mistletoe)

**Duration:** Instantaneous

Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 HP, and the berry provides enough nourishment to sustain a creature for one day.

The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.

**Etymology**: The incantation is derived from the Latin "*fors*" meaning "fortune" and "*cresce*" meaning "fruitful."
Beltane Curse

1*st-level conjuration*

**Incantation**: "*Dolofax Metuo Beltanus*!" (DAH-loh-facks MEH-too-oh bel-TAN-us)

**Casting Time**: 1 action

**Range**: Self (10-foot radius)

**Components**: V, S

**Duration**: Instantaneous

With a slashing motion, tendrils of purple fire erupt from the tip of your wand and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can’t take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect.

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

**Etymology**: *Beltane* is the name for the Gaelic May Day festival. Much like *Samhain* during the fall solstice, it is believed to be a day when the division between the worlds of the living and the dead is at its weakest, and it is marked by a large bonfire. This spell is also based on the curse Dolohov used during the Battle of the Department of Mysteries. "*Dolor*" is Latin for "pain," "*fax*" means "torch," "*metuo*" means "to fear," and "*usu*" means "experimental."
Shadow kick

## Stats (upgrade 1)

### Effect

Damage: 19 \*
Damage: 64 \*\*

### Applied to

single enemy

*\* The value is given for the character stat **SpellPower** = 10*
*\*\* The value is given for the character stat **SpellPower** = 100*

### Stats for all upgrades

*\* The value is given for the character stat **SpellPower** = 10*

*\*\* The value is given for the character stat **SpellPower** = 100*

### Upgrades costs

 3
 4
Fireball

## Stats (upgrade 1)

### Effect

Damage: 25 \*
Damage: 70 \*\*

### Applied to

single enemy

*\* The value is given for the character stat **SpellPower** = 10*
*\*\* The value is given for the character stat **SpellPower** = 100*

### Stats for all upgrades

*\* The value is given for the character stat **SpellPower** = 10*

*\*\* The value is given for the character stat **SpellPower** = 100*

### Upgrades costs

 3
 4
Evolve

Evolution is done using Evolution Pills, which can be found in various missions, or the Mysterious Shop.

The companion must be level 2+ to be able to evolve to +1.

Each evolution level will greatly increase the companion's stats, but also greatly increase in cost.

Evolving a companion to +4 will allow it to be Awakened.

Divine companions will also unlock their special Divine Assist power at +4.

Evolution can be done up to +6. Each evolution beyond +1 will also increase bonus effects specific for the companion. See their Details page.

## Cost

1. 100x Evolution Pill
2. 200x Evolution Pill, 1m Gold
3. 500x Evolution Pill, 2m Gold, 2x Borneo Bible
4. 1000x Evolution Pill, 4m Gold, 1x the companion,
5. 2000x Evolution Pill, 8m Gold, 1x the companion, 8x Heart Sutra, 8x Buddha's Formula
6. ?
Frost ring

## Description

Inflicts massive damage to all in the affected area

## Stats (upgrade 1)

### Effect

Damage: 15 \*
Damage: 69 \*\*
Speed: -1

### Applied to

area

*\* The value is given for the character stat **SpellPower** = 10*
*\*\* The value is given for the character stat **SpellPower** = 100*

### Stats for all upgrades

 2
 3
 4

*\* The value is given for the character stat **SpellPower** = 10*

*\*\* The value is given for the character stat **SpellPower** = 100*

### Upgrades costs

 3
 4
Inferno

## Description

Massive damage to all in the affected area

## Stats (upgrade 1)

### Effect

Damage: 19 \*
Damage: 73 \*\*
Defense: -4

### Applied to

area

*\* The value is given for the character stat **SpellPower** = 10*
*\*\* The value is given for the character stat **SpellPower** = 100*

### Stats for all upgrades

 2
 3
 4

*\* The value is given for the character stat **SpellPower** = 10*

*\*\* The value is given for the character stat **SpellPower** = 100*

### Upgrades costs

 3
 4
Elemental Heroes Wikia

## Welcome to the Elemental Heroes Wikia

This wikia is about the game **Elemental Heroes**, by **mPower Games**. All cards and spells descriptions (all upgrades) are available here to help the humanity play this great game. Use links below or menu 'Elemental Heroes' above to browse wiki content.

**Elemental Heroes** - multiplatform online strategy game with turn based combats. “*The best of HoMM3 or Disciples with MMO stuff*”, as one of the players said.

## Guides

Fighting in Elemental Heroes. Essentials Guide

## Links

Official site of the game: http://elemental-heroes.com/en/

Facebook group: https://www.facebook.com/Elemental-Heroes-Community-1420721701559842/

Steam community hub: http://steamcommunity.com/app/432290

Google Play: https://play.google.com/store/apps/details?id=com.jedgames.elementalheroes1

Apple iTunes: https://itunes.apple.com/us/app/elemental-heroes/id974995736

Youtube channel "Elemental Heroes": https://www.youtube.com/channel/UCINqLzSprmWCQQ6gkYBBPTA

VKontakte group: http://vk.com/club62469075

## Help for contributors

**Wikia** — is a community of online encyclopedias on various topics. Any user can edit pages of this wiki: just press the button "Edit" in the top of any page. Visit Wikia Community Central and ask any question on the forum.

Here are some special pages that will be useful to any wiki contributor:

* All wiki pages
* Templates
* Active users
* Categories
* Recent changes
* New images on the wiki
* Help
Klasy Postaci

Postacie pozbawione nadprzyrodzonych mocy - postacie, które nie posiadają nadludzkich mocy lub zdolności. W walce ze zbrodnią korzystają m.in z własnego intelektu, sztuk walki, wynalazczości, bądź też posługują się konwencjonalnym lub fantastycznym orężem, ekwipunkiem i środkami transportu:
• Blackhood
• Counter
Known Issues

## He / She

The game often mentions "He" in flavor and storyline texts,. while all the protagonists are clearly female.

## Typos

Lots of bad english, including the store where the currency is mentioned as "dollors" rather than dollars.

## Storyline zone name

Zone 3 is mentioned as "Thunder Fort" in the zone selection screen, but once you enter zone 3 it'll state the name as "Thunder Fortt".

## Restore SP

The "Restore SP" mentions timeframes "17-20", "21-24", indicating you should be able to enter at any time during that period. However, you can only enter during the first hour of that period. E.g. 1700-1759, or 2100-2159.
Lolita Crush Wikia

Rescue the stunning belles by playing MONOPOLY!? That’s an absolutely amazing and exciting thing!
Go after the belles, get the bless of Goddness and fortuna and fight with the beast in the Neverland. Is that real!?
Wanna have a fantasy adventure? Here is your chance. Your journey begins with our game!

Download for iOS [1], or Android [2]. You'll notice the game has 2 different names.

# Game features

**Notice: The wiki is new, feel free to help. More pages are constantly being added and developed**

Charming Belles
There are over 100 belles in the game to play and flirt with you. After developed, it will become more and more tempting.

Creative Plays
Beauty or the beast? Similar Monopoly plays will lead you through various plots and make your journey full of adventure.

Original Cartoon
1080P Full HD, gorgeous battlefield and vivid Cartoon! All these will give you a wonderful visual feast. It is time to say goodbye to the old-fashion style.

Original Storyline
Four comics, the most interesting and Vivid Cartoon of all! The exclusive four comic storyline will bestow a different experience and infinite fun upon your fantasy journey.

Develop System
The developing system can give you different ways to learn more about your belles and conquer them. You can do whatever you want to your girls.

What are you waiting for? Come and join us in chasing dream girls and become the master in the world of belles!
Facebook: https://www.facebook.com/lolitacrush/

## Contents

	+ Item
	+ Equipment
	+ Skill
* Companion
* Formation
* Adventure
* Wonder
* Market
* Event
* Battle
* Level
* Daily Quest
* Achievement
* Time limited event
* Ranking
* Mail
* Setting
* Album
* Strategy
* Friend
* Karma
* Divine Dragon
* Find Immortal
* Transmute
* Guild
	+ Recruitment
	+ Fashion
* Game Terms
* Game Features
* Known Issues
* Patch Notes
* VIP
* Currency
Пещеры изобилия

**Пещеры изобилия**(доступно с 14 уровня аккаунта)— первые локации добычи, в которых можно достать два основных требовательных ресурса в игре: золото и опыт. По нечётным дням открывается Храм потока (или Храм опыта), в котором можно достать склянки опыта. По чётным дням открывается Кузница гномов, в котором можно достать предметы для продажи за золото. На выходных иногда запускается событие на 2-3 дня всех открытых локаций.
Divine Dragon

The **Divine Dragon** aura is unlocked at level 33

You use Soul Energy to *charge* the dragon auras. Each level boosts a Stat which affects all your companions. After training the 9 smaller stones you may upgrade the aura's grade, which will improve the 10'th stone and unlock the next grade. Each dragon has 10 grades.

## Gold Dragon

* +100 Health per dragon level
* Uses: 2x Physique Pill and 1x Spirit Pill at Grade 1
	+ 54x Physique Pill & 33x Spirit Pill to reach max Grade

## Forest Dragon

* +64 Defense per dragon level
* Uses: 5x Spirit Pill and 3x Dragon Lure at Grade 1
	+ 83x Spirit Pill & 60x Dragon Lure to reach max Grade

## Water Dragon

* +90 Mana per dragon level
* Uses: 6x Dragon Lure and 3x Strength Pill at Grade 1
	+ 83x Dragon Lure & 60x Strength Pill to reach max Grade

## Fire Dragon

* +104 Agility per dragon level
* Uses: 7x Strength Pill and 4x Dragon Bone at Grade 1

## Earth Dragon

* +x Strength? per dragon level
* Uses: 8x Dragon Bone and ?x Banyan Pill at Grade 1

## Wind Dragon

* +?
* Uses: Banyan Pill and Soul Pill?

## Rain Dragon

* +?
* Uses: Soul Pill? and ?
Level

You can level up Companions, Items, Spirits, Formations and more.

To level up you need XP or as the game calls it Prestige.

Leveling the player unlocks more game features:

12
--

16
--

Unlock Plunder.

20
--

Unlock Guilds.

21
--

Unlock Wild Bath.

24
--

Unlock Heaven Chaos.

25
--

Unlock Family Servant.

27
--

Unlock Cultivate.

28
--

Unlock Beauty Champion.

30
--

Unlock Peach Feast and Gold Shower.

32
--

Unlock Brothel Date.

33
--

Unlock Divine Dragon.

42
--

Unlock Find Immortal.

60
--

70
--

80
--

6'th Spirit slot
Guan Yu

A man characterized by red face. He blushed involuntarioy whenever encoutering dangers and excelled at blowing the opponent to death by surprise.

## Karma

### Companions

* Top Five Generals, Strength +111%: Zhang Fei, Zhao Yun, Ma Chao, Huang Zhong
* Three visits to Cottage, Health +66%: Liu Bei, Zhuge Liang, Zhang Fei
* Beauty's Death, Defense + 22%: Diao Chan
* Man in White,

## Evolution

* 2: Health + 1000
Guan Yu Evolution3.png
Levitation Charms

*2nd-level enchantment*

**Incantation**:

* If target is an inanimate object: "*Wingardium* *Leviosa*!" (wing-GAR-dee-um leh-vee-OH-sah)
* If target is human or creature: "*Levicorpus*!" (leh-vee-COR-pus)

**Casting Time**: 1 action

**Range**: 60 feet

**Components**: V, S, ~~M (either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end)~~

**Duration**: Concentration, up to 10 minutes

With a swish and flick of your wand (along with the corresponding incantation), one creature or object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.

The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target’s altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell’s range.

When the spell ends, the target floats gently to the ground if it is still aloft.
VIP

Different VIP levels unlock extra privileges that other players have no access to.

In addition to a privilege pack you'll get:

## VIP 1

* May trigger 2-3x crit while enhancing equipment.

## VIP 4

* Able to sweep a storyline after the first clear. (without needing 3 crystals)
* Can draw 2 chests instead of 1, from Peach Feast and Golden Shower.
* Max Vigor increased to 30
* Unlocks Plunder x5
* Max 3 Family Servant cages.

## VIP 5

* Quick battle in Heaven Chaos
* Unlock Cultivate x5

## VIP 7

* Can draw 3 chests in Peach Feast and Gold Shower
* Extra Fashion slot.
Frost strike

## Stats (upgrade 1)

### Effect

Damage: 15 \*
Damage: 60 \*\*

### Applied to

single enemy

*\* The value is given for the character stat **SpellPower** = 10*
*\*\* The value is given for the character stat **SpellPower** = 100*

### Stats for all upgrades

*\* The value is given for the character stat **SpellPower** = 10*

*\*\* The value is given for the character stat **SpellPower** = 100*

### Upgrades costs

 3
 4
Companion

Companions come in a variety of Grades, D (Gray), C (Green), B (Blue) and A (Purple).

Some of the more rare companions may be found in the form of Souls, where you need to gather 7-40 pieces to complete the companion.

Companions can be increased in force by:

* Levels / XP / Enhance
* Equipment
* Cultivation
* Skills
* Immortal Spirit - see: Find Immortal
* Karma combinations.
* Formation
* Divine Dragon aura.
* Awaken
* Evolve
* Fashion

## Divine

Some companions are marked as *Divine*, these are harder to get A rank companions generally from time limited events or VIP rewards.

## Overview

* A-level
* B-level
* C-level
* D-level
Awaken

Awakening becomes available once a Companion reaches Evolve +4.

If you have spare awakening materials, you may disenchant these into Immortal Gems and buy the item you want from the Awakening Shop.

Mysterious Amulet may be used to refresh the shop.

## Awakening Materials

Materials may be acquired from the awakening shop or Stronghold levels in the main Adventure screen. These will only appear in zone 7+

### D

* Personal handkerchief
* Rubia root
* Twisted kitcen knife
* Red jasmine
* Embroidered sachet
* Bluestone eave tiles
* Longan
* Heliolite
* Moonstone
* Chinese wolfberry

### C

* Red dates
* Olive
* Tiny embroidered shoes
* Turnip seeds
* Sewing needle
* Caulis spatholobi

### B

* Emerald thumb ring
* Woad

## Awakening level bonus

* Default: +x, +y, +z related to the character's preferred stats.
* 5: +1000 health (0.5 star)
* 10: +1500 health (1 star)
Immortal Spirit

Immortal Spirits can be equipped on the Companion page. Each companion may equip up to 6 spirits at level 80.

There are 5 different quality levels for spirits:

* Ghost
* Human
* Earth
* Divine
* Heaven

Spirits can be leveled up to greater power.

## Heaven

Requires 20x Heaven Fragment

Heavenly spirits are often used as Karma bonus for Divine companions.
Владимир

**Владимир** - поддержка фронта: Владимир ограничивает входящий урон, усиливает базовые атаки и исцеляет союзников за счёт незаблокированного урона и увеличения максимального здоровья.

## Информация

* Для призыва Владимира требуется 80 осколков душ;
* На данный момент Владимир не является героем в свободном доступе.

## Способности

     **Усиление брони (Навык пробуждения)** - Пассивно увеличивает физическую броню.

## Квесты пробуждения

**Квест 1**: Собрать 80 фрагментов для именного предмета.

**Физическая атака** + 250
**Магическая броня** + 125
**Вампиризм** + 30

**Квест 2**: Победить 5 раз в Кровавой арене на сложности Экстрим и выше, используя Владимира.

**Квест 3**: В локации 14 главы "Хижина Лимарота" Владимир и его союзники должны выжить, чтобы завершить пробуждение и получить навык "Усиление брони".

## Сеты карт Таро

 Физ. атака
 73/146/273/455

## Советы по использованию

Преимущества:

* Хорошая физическая броня;
* Возможность блокирования урона и постоянное исцеление;
* Увеличение максимального уровня здоровья, что способствует увеличению выживаемости.

Недостатки:

* Ограниченность действия навыков по зоне;
* Преимущественное нанесение урона ближайшей цели;
* Средняя магическая броня.
Magic kingdom gameloft Wikia

## Welcome to the Wiki

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File:Placeholder
The five brothers

Before anything there was oblivion after that there was the five brothers

the five brothers ruled the five major worlds from oldest to youngest

Aurther ruled Heaven now ruled by God

Alos ruled Earth no one rules it yet

Alto ruled Purgatory now ruled by Bobby

Amod/Amos ruled Tartarus now ruled by hyperion

Dean ruled Hell now ruled by Hades

The five brothers created two amulets one made of good and one made of evil

The brothers created the five realms Heaven,Earth,Purgatory,Tartarus,and Hell
Bobby

Bobby and his twin brother Michel and have a patential both good and evil.

He has 10 children 4 are half human there are 2 half God/Goddess and 2 half guardian and 1 half angel.

Their names are in order from oldest to youngest.

Cainin is half human half god

Abe is half human half god

Bobby Jr. is half human half god

Eathen or sometimes Evan his middle name is half human half god

fire/water twins brother and sister are half guardian half god

earth/air twins brothers are half Goddess half god

Alex is half angel half god

Bobby has a team of shape shifters who turn into animals
Hummy

Hummy is a fairy from Suite Precure.

Hummy is a female Cat-like "Fairy of Songs" and the partner of both Kanade and Hibiki. She is the singer of the "Melody of Happiness" this year, who tries to oppose Mephisto. She is sent into the human world to search for and collect the scattered notes of the Melody of Happiness until she meets both Kanade and Hibiki. She is able to use magic by clapping her hands, which she uses to purify Notes that were transformed into Negatones and subsequently defeated by the Pretty Cures. She is also able to use her magic to recover the Cure Modules if they are lost. Hummy is very friendly and close to her childhood friend, Seiren. Even after Seiren betrays her and her nation, she does not see her as a foe, which often causes trouble for the Cures.