recursal/Fanatic-Fandom huggingface dataset:
Animate Clockwork

***3rd-level transmutation***

* **Casting Time:** 1 minute
* **Range:** 10 feet
* **Components:** V, S, M (A gear, copper wire, and a metal pipe)
* **Duration:** Instantaneous

This spell creates an mechanical construct servant. Your spell transforms the material components with a surge of artificial life and electricity, raising it as a construct creature. The target becomes a animated armor (the DM has the creature's game statistics).

On each of your turns, you can use a bonus action to mentally command any animated armor you made with this spell if it is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain the control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.

**At Higher Levels:** When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional animated armors for each slot above 3rd. Each of the creatures must come from a different set of gears, copper wire, and metal pipes.
Contagion

***5th-level necromancy***

**Casting Time:** 1 action
**Range:** Touch
**Components:** V, S
**Duration:** 7 days

Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit, you afflict the creature with a disease of your choice from any of the ones described below.
At the end of each of the target's turns, it must make a Constitution saving throw. After failing three of these saving throws, the disease's effects last for the duration, and the creature stops making these saves. After succeeding on three of these saving throws, the creature recovers from the disease, and the spell ends.
Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease's effects apply to it.

 **Slimy Doom.** | The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn.
Blindness/Deafness

***2nd-level necromancy***

**Casting Time:** 1 action
**Range:** 30 feet
**Components:** V
**Duration:** 1 minute

You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.

**At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Blutwein

Dieses dickflüssige, purpurne Positoxin enthält Knoblauch, wodurch es besonders schädlich für Vampire und andere Untote mit einer Anfälligkeit für Knoblauch ist. Solche Kreaturen haben einen Vorteil bei ihren Rettungswürfen, um den Effekten des Giftes zu widerstehen. Der Blutwein kann auch von einer lebenden Kreatur konsumiert werden und bleibt bis zu 12 Stunden im Körper dieser Kreatur. Jeder Untote, der versucht, die Kreatur zu verzehren oder ihr Blut zu trinken, wird vom Blutwein beeinflusst, als ob er ihn selbst eingenommen hätte.

* **Beschaffung:** Blutwein wird aus einer präzise destillierten Mischung aus Weihwasser und edlem Wein hergestellt.
* **Typ:** Eingenommen oder Wundgift, Positoxin
* **Marktwert:**  2  50
* **Legalität:** Legal
* **Modification DC:** 13
* **Medicine DC:** 18
* **Saving Throw DC:** 11

## Effekt

An undead creature subjected to this poison must succeed on a Constitution saving throw, taking 10 (3d6) radiant damage on a failed save, or half as much damage on a successful one.
Alter Self

***2nd-level transmutation***

**Casting Time:** 1 action
**Range:** Self
**Components:** V, S
**Duration:** Concentration, up to 1 hour

You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one.

 **Natural Weapons.** | You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.
Bone Storm

***1st-level conjuration***

* **Casting Time:** 1 action
* **Range:** Self (15-foot cone)
* **Components:** V, S
* **Duration:** Instantaneous

You conjure shards of bone to shoot forth from your hand in a 15-foot cone in front of you. Creatures in the area must make a Dexterity saving throw or take 5d4 piercing damage.

**At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 and the size of the cone increases by 5 feet for each spell slot level above 1st.
Przeprowadzka

**Przeprowadzka** - pięćdziesiąta ósma reklama TP.

## Transkrypcja

* **Rozum**: Skończyłeś? Prawie świta.
* **Serce**: Już, już, już, jeszcze trochę. Dolores, chodź, chodź.
* **Rozum**: O nie, nie, nie. Ja rozumiem, że ty jesteś sentymentalny. Że bierzemy panią Piloto, panią Laptopo i Telefono. Też nawet na kaczuszkę się zgadzam. Ale Dolores, po moim trupie.
* **Serce**: Rozum, ty tak mówisz, a na nią nie spojrzałeś.
* **Dolores**: [baaa!]
* **Rozum**: Spojrzałem, i co?
* **Serce**: Zna sześć języków? Zna.
* **Rozum**: No, jeźdźmy już.
* **Serce**: Jeźdźmy, jedź.
* **Rozum**: Go, Myszata!
* **Dolores**: [miau]
* **Serce**: Ehe, widzisz? Poliglotka.
* **Rozum**: [szeptem] Tak.

## Ciekawostki

* Jest to pięćdziesiąta ósma reklama TP, jaka została wyemitowana.
* W reklamie zadebiutowała Myszata.
Conjure Lesser Demons

***3rd-level conjuration***

**Casting Time:** 1 action **Range:** 60 feet **Components:** V, S, M (a vial of blood from an intelligent humanoid killed within the past 24 hours) **Duration:** Concentration, up to 1 hour

You summon up to a total of eight manes or dretches that appear in
unoccupied spaces you can see within range. A manes or dretch disappears
 when it drops to 0 hit points or when the spell ends.

The demons are hostile to all creatures. Roll initiative for the
summoned demons as a group, which has its own turns. The demons attack
the nearest non-demons to the best of their ability.

As part of casting the spell, you can scribe a circle on the ground
with the blood used as a material component. The circle is large enough
to encompass your space. The summoned demons cannot cross the circle or
target anyone in it while the spell lasts. Using the material component
in this manner consumes it.

***At Higher Levels.*** When you cast this spell
using a spell slot of 6th or 7th level, you summon sixteen demons. If
you cast it using a spell slot of 8th or 9th level, you summon
thirty-two demons.
Accelerate

***3rd-level transmutation (temporal)***

* **Casting Time:** 1 action
* **Range:** Touch
* **Components:** V, S, M (a toy top)
* **Duration:** Concentration, up to 1 minute

Choose up to three willing creatures within range, which may include you. Until the end of the spell, the target's movement speed doubles. The target can also take an additional bonus action on each of its turns. This bonus action can only be used to take the Dash action. In addition, the creature has advantage on Dexterity saving throws while under the effect of this spell.

**At Higher Levels.** When you cast this spell using a spell slot of 4th level or higher, you can affect an additional creature for each slot level above 3rd.
Ard Carraigh

Der hohe Felsen

"*Zwerge haben mit der Zeit von massiven Steinblöcken zu Blöcken aus Metall gewechselt. Tinver'deh war ein Visionär, er schmiedete auf einem Stein, der mit Thereum bereichert war...*"

## Effekte

### Transportierbar

Der Träger von Ard Carraigh kann als Aktion die Größe des Amboss ändern, aber nicht größer als 1 Meter oder kleiner als 5 Zentimeter.

### Unzerbrechlich

Alle Gegenstände, die der Träger dieses Gegenstandes an seiner Person trägt sind immun gegen jegliche Form von Veränderung, seien es Schäden oder magische Effekte.

### Höchster Fels

Gegenstände, die auf Ard Carraigh geschmiedet werden haben eine erhöhte Chance magische Gegenstände zu werden.

### Magiebatterie

In normaler Form kann Ard Carraigh als Half Cover (+2 Armor Class) genutzt werden. Magische Angriffe, die auf diese Art und Weise nicht treffen werden vom Amboss absorbiert, um als magische Energie gespeichert zu werden. Ein absorbierter Zauber wird in einen adequaten Spellslot umgewandelt. Als Aktion kann der Träger von Ard Carraigh die gespeicherte Energie absorbieren, um diese Spellslots zu regenerieren.

### Tinver'dehs Vermächtnis

Eine Person, die Aedd Gynvael, Aenyell'hael und Ard Carraigh eingestimmt hat, kann Aerondight einstimmen, ohne dafür einen Einstimmungsplatz aufgeben zu müssen.
Compulsion

***4th-level enchantment***

**Casting Time:** 1 action
**Range:** 30 feet
**Components:** V, S
**Duration:** Concentration, up to 1 minute

Creatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can't be charmed. On a failed save, a target is affected by this spell. Until the spell ends, you can use a bonus action on each of your turns to designate a direction that is horizontal to you. Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take its action before it moves. After moving in this way, it can make another Wisdom saving to try to end the effect.
A target isn't compelled to move into an obviously deadly hazard, such as a fire or pit, but it will provoke opportunity attacks to move in the designated direction.
Conflagrate

***Evocation cantrip***

* **Casting Time:** 1 action
* **Range:** 60 feet
* **Components:** V, S
* **Duration:** Concentration, up to 1 minute

You burn a target and make them susceptible to fire. Make a ranged spell attack against the target. On a hit, the target takes 1d6 fire damage and is marked with a fiery rune for the duration of the spell. In any round after the one when this spell is cast, a target that takes fire damage from any source takes an additional 1d6 fire damage. This effect can only occur once per round.

Both instances of this spell's damage increase by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Calm Emotions

***2nd-level enchantment***

**Casting Time:** 1 action
**Range:** 60 feet
**Components:** V, S
**Duration:** Concentration, up to 1 minute

You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects.
You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.
Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the GM rules otherwise.
Anosmie

Der Geruchssinn ist für manche Kreaturen ein Luxus, aber für andere ist er komplett notwendig für das Überleben. Dieses Giftgas wurde entworfen, um diese Fertigkeit zu eliminieren.

* **Beschaffung:** Anosmie kann von fast jedem Paralytikum oder Anästhetikum hergestellt werden, jedoch ist der Prozess langwierig und aufwandreich, da er mehrere Zyklen der Raffination benötigt, um die gewünschte Stärke des Gases zu erreichen.
* **Typ:** Inhalation
* **Marktwert:**  8
* **Legalität:** Legal
* **Modification DC:** 18
* **Medicine DC:** 23
* **Saving Throw DC:** 18

## Effekt

A creature subjected to this poison must make a Constitution saving throw. On a failed save, the creature loses its sense of smell for 48 hours. If the creature relies on smell to locate other creatures, it can no longer do so.The creature automatically fails any Wisdom (Perception) check that relies on smell. If the creature has the keen smell trait, it must also succeed on a Wisdom saving throw or act as though affected by the confusion spell during their next turn.
Contact Other Plane

***5th-level divination (ritual)***

**Casting Time:** 1 minute
**Range:** Self
**Components:** V
**Duration:** 1 minute

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

***5th-level transmutation***

* **Casting Time:** 1 action
* **Range:** 60 feet
* **Components:** V, S
* **Duration:** Up to 10 minutes

Select up to three creatures that you can see within range and force each of them to make a Wisdom saving throw. On a failed save, a creature experiences difficulty focusing. The next time it casts a spell within the next 10 minutes, it must immediately roll on the Wild Magic table, incurring the effect.
Confusion

***4th-level enchantment***

**Casting Time:** 1 action
**Range:** 90 feet
**Components:** V, S, M (three nut shells)
**Duration:** Concentration, up to 1 minute

This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.
An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.

 2-6
 7-8
 9-10

At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.

**At Higher Levels.** When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th.
Borrowed Time

***6th-level transmutation***

* **Casting Time:** 1 action
* **Range:** Self
* **Components:** V, S
* **Duration:** Concentration, up to 1 minute

You open a rift and are able to reach through to borrow idle time from your future self. Once per round for 1d6+4 rounds, you may take an additional action or bonus action at the end of another creature's turn. Acting in this manner consumes your reaction. At any point for the duration, if you lose your concentration, you become stunned for a number of rounds equal to the initial roll of 1d6.
Bearded Devil-Gift

Gift von Teufeln ist extrem selten, aber auch extrem potent, wenn es in den Händen eines erfahrenen Giftmischer ist. Bearded Devil-Gift ist eine weniger starke Version des verheerenden Giftes eines Pit Fiends.

* **Beschaffung:** Dieses Gift muss von einem vor kurzem verstorbenen, oder ohnmächtigen Bearded Devil geerntet werden. Es benötigt keine weitere Preparation.
* **Typ:** Wundgift, Toxin
* **Marktwert:**  6
* **Legalität:** Illegal
* **Modification DC:** 17
* **Medicine DC:** 20
* **Saving Throw DC:** 12

## Effekt

A creature subjected to this poison must succeed on a Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target can't regain hit points. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Afflicted

## Overview

Shunned and cast out by those residing in polite society, the Afflicted exist on the fringes of civilizations across the realms. Though their afflictions are as varied as the societies which abandoned them, Afflicted are united by a common fear and revulsion of society, a dark mirror of the general populace’s own feelings.

Afflicted inhabit the dangerous wilds of the world or the abandoned parts of cities, making them natural adventurers, if only as a means of survival. The slight contact with the greater population an Afflicted has is usually brief, to the point, and punctuated with mutual disgust.

Do you roam the sewers of the city, living off of rats and the charity of the clergy?Perhaps you are the last survivor of a group of Afflicted cast out into the wilds outside the city walls. Or were you imprisoned in you own home by those you love, those afraid your condition might spread? The time has come for you to walk once more among the people.

* **Skill Proficiencies:** Survival and choose one from Religion or Medicine
* **Languages:** Choose any one common language
* **Tools:** One set of crafting tools
* **Equipment:** A mask, a set of common clothes, a pouch containing 5gp, bandages

## Feature: Charity Case

Even outsiders are accepted by some. Charitable or philanthropic organizations such as temples will offer you sanctuary. Such arrangements often come with a price, though.

## Suggested Characteristics

The vast majority of Afflicted live outside of society and tend to lean towards a chaotic lifestyle, though it is not unheard of for Afflicted to gather in small communities and enforce their own form of law.

Afflicted have suffered the worst life has to offer and often reflect this in their personalities. They have a tendency towards cynicism or pessimism and may even harbor feelings of victimhood.

Afflicted usually harbor visible signs of their particular affliction. Most choose to hide these signs to the best of their ability, though some wear them as a badge of honor.

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Clockmaker

## Overview

You are an agent of control, creating devices in an attempt to bring to bear that inexorable devour - time. Be it by sundial, hourglass, or mechanical contrivance, time can be not stopped, but held to measure and consideration.

Most clockmasters never take up the mantle of adventurer, preferring to create and mend devices in the safety of their workshops. Did you seek to impose order on more than the gadgets in your workshop? Or was your ordered world suddenly upturned, and you seek to learn more of chaos?

## Feature: Internal Clock

Your intimacy with timepieces has given you an innate understanding of time. You can immediately determine if a timepiece is slow or fast, and how to fix a problem should it exist. In addition, you do not need a timepiece to tell time, and you can determine with perfect accuracy the interval between two events.
Cerid

### Regionen

Fruchtbucht, Militärsfront, Wanderwald, Wüstwurzelmoor, Zentralsee, Zwiellichtssumpf

## Politik

### Sprachen

Common

Das Königreich von **Cerid** ist eine monarchistische Nation und eine der Fronten im Krieg gegen die Dämonen.

## Geographie

Cerid ist eine große Nation mit viel Land. Im Süden des Königreich liegt die Grafschaft von Trarea - benannt nach der größten Stadt in ihrem Gebiet. Direkt nördlich von der Grafschaft befindet sich das Herzogtum von Oudelaar. Im Osten befindet sich das alliierte Imperium Hakromal. Im Süden grenzt das Königreich an die Dämonenländer, die drohen die Welt zu überrennen.

## Regierung

Das Königreich von Cerid hat seit der Geburt eine königliche Familie, die bis zur heutigen Zeit erfolgreich über die Bevölkerung regiert.
Arkanaspiegel

*"Ein seltenes Schild aus der ersten Ära, in der Zauberer von einer Organisation aus Hexenjägern geächtet wurden."*
 – Beschreibung

## Effekte

### Ladungen

Dieser Schild hat 8 Charges und regeneriert 1d6+2 verbrauchte Charges jeden Tag am Morgen.

### Magiespiegel

Wenn der Träger das einzige Ziel eines Zaubers ist, der diesen verfehlt, oder dessen Saving Throw er besteht, kann der Träger seine Reaktion benutzen um eine Anzahl an Charges zu verbrauchen, die gleich dem Level sind, auf welchem der Zauber gewirkt wurde (minimum 1).
Falls der Träger das tut, kann er einen Teil der Magie zurück auf den Angreifer reflektieren und ihn zwingen, einen Dexterity Saving Throw zu machen. Bei einem Fehlschlag erleidet das Ziel 1d8 Radiant Damage für jede Charge, oder halb so viel bei einem Erfolg.

Der DC für diesen Effekt ist 8 + Proficiency Bonus + die Anzahl der verbrauchten Charges.
Booming Blade

Evocation  ***Cantrip***

* **Casting time:** 1 Action
* **Range:** 5 feet
* **Components:** V, M (a weapon worth at least 1 )
* **Duration:** 1 round

As part of the action used to cast this spell, you must make a  melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and it becomes sheathed in booming energy until the start of your next turn. If the target willingly moves before then, it immediately takes  **1d8** Thunder Damage, and the spell ends.

**At higher levels.** This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra  **1d8** Thunder Damage to the target on a hit, and the damage the target takes for moving increases to **2d8**. Both damage rolls increase by **1d8** at 11th level and again at 17th level.

* Higher Levels
* Details
* Klassen
* Balancing

* Arcanist
* Artificer
* Sorcerer
* Warlock
* Wizard

- Keine Änderungen
Black Mark

***4th-level necromancy***

* **Casting Time:** 1 action
* **Range:** Touch
* **Components:** V, S
* **Duration:** Concentration, up to 1 minute

You touch a creature, and that creature must make a Wisdom saving throw. On a failed save, a black circle appears on the creature where you touched them, and the creature becomes cursed with the black mark. While cursed, the following effects occur:

* The cursed creature has disadvantage on Charisma checks and saving throws, and creatures within a 10- foot radius of the cursed creature have disadvantage on Charisma saving throws.
* Creatures within a 10-foot radius of the cursed creature must make a Constitution saving throw or use their action to begin retching.
* The cursed creature's is unable to breathe water, if they could before, and their swim speed is reduced by half.

A Remove Curse spell cast from a 4th level spell slot or higher ends these effects.

**At Higher Levels.** If you cast this spell using a spell slot of 5th level or higher, the duration is up to 10 minutes. If you use a spell slot of 6th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 6th level or higher grants a duration that doesn't require concentration.
Carnage

***8th-level evocation***

* **Casting Time:** 1 action
* **Range:** Self
* **Components:** V, S, M (a martial weapon)
* **Duration:** 1 minute

*Blood will rain upon the battlefield, and a single warrior will stand alone before the armies of heaven and hell.*

When you cast this spell, you teleport 120 feet and make a melee weapon attack against all creatures within your reach.

Roll a single attack for all targets. If you hit a creature, it takes an additional 6d12 force damage. On your subsequent turns, you can use your action to continue your deadly assault. Each time you use this action, it has a different effect:

* **2nd Use.** You teleport up to 60 feet and make a melee weapon attack against all creatures within a 20-foot- cone. Each creature you hit is knocked prone and takes an additional 6d12 force damage.
* **3rd Use.** You teleport up to 30 feet and make a single melee weapon attack against a creature within reach. If the creature is above half its maximum hit points, this attack inflicts an additional 6d12 force damage. If you hit, the creature is then paralyzed until the end of your next turn.
* **4th Use.** You teleport up to 60 feet into the air and descend, smashing into the ground at a point of your choosing that you can see within 120 feet of your starting point. You take no falling damage, but each creature within 30 feet of you must make a Constitution saving throw. If they fail, they take 6d12 force damage. You then make a melee weapon attack targeting a creature within reach. If you hit, the target takes an additional 8d12 force damage.
Blinding Smite

***3rd-level evocation***

* **Casting Time:** 1 bonus action
* **Range:** Self
* **Components:** V
* **Duration:** Concentration, up to 1 minute

The next time you hit a creature with a melee weapon attack during this spell’s duration, you weapon flares with a bright light, and the attack deals an extra 3d8 radiant damage to the target. Additionally, the target must succeed on a Constitution saving throw or be blinded until the spell ends.

A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.
Des torches et des fourches

*Cet article est une ébauche. Vous pouvez aider Wiki Nightflyers en le développant.*

## Informations générales

### Chaîne de diffusion

SyFy (USA)
 Netflix (France)

### Durée

42 min

***Des torches et des fourches*** est le deuxième épisode de la saison 1 de *Nightflyers*. Il a été réalisé par Andrew McCarthy et a été diffusé sur SyFy et Netflix à partir du 2 décembre 2018.

## Synopsis

*Agatha s'inquiète de la sécurité de Thale en raison des menaces grandissantes posées par les autres membres de l'équipage. Karl se penche sur ses visions troublantes.*

## Casting

* Gretchen Mol : Dr Agatha Matheson
* Eoin Macken : Karl D'Branin
* David Ajala : Roy Eris
* Sam Strike : Thale
* Maya Eshet : Lommie
* Angus Sampson : Rowan
* Jodie Turner-Smith : Melantha Jhirl
* Brían F. O'Byrne : Auggie
* Gwynne McElveen : Tobis
Astral Projection

***9th-level necromancy***

**Casting Time:** 1 hour
**Range:** 10 feet
**Components:** V, S, M (for each creature you affect with this spell, you must provide one jacinth worth at least 1,000 gp and one ornately carved bar of silver worth at least 100 gp, all of which the spell consumes)
**Duration:** Special

You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell fails and the casting is wasted if you are already on that plane). The material body you leave behind is unconscious and in a state of suspended animation; it doesn't need food or air and doesn't age.
Your astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot. This cord is your tether to your material body. As long as the tether remains intact, you can find your way home. If the cord is cut--something that can happen only when an effect specifically states that it does--your soul and body are separated, killing you instantly.
Your astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it.
The spell ends for you and your companions when you use your action to dismiss it. When the spell ends, the affected creature returns to its physical body, and it awakens.
The spell might also end early for you or one of your companions. A successful *dispel magic* spell used against an astral or physical body ends the spell for that creature. If a creature's original body or its astral form drops to 0 hit points, the spell ends for that creature. If the spell ends and the silver cord is intact, the cord pulls the creature's astral form back to its body, ending its state of suspended animation.
If you are returned to your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies, usually by dropping to 0 hit points.
Achse

Achse ist der umgangssprachliche und religiöse Name für die Zeitmessung in Onos. Grundsätzlich gibt es keine größere Einheit der Zeitmessung als die Achse, also ein Zeitraum von 240 Tagen, bei dem die Welt die vier Achsenschwankung durchläuft. Ansammlung von Achsen werden in Eras eingestuft und durch bestimmte Wendepunkte in der Geschichte der Welt bestimmt.

## Messeinheiten

Eine Achse besteht aus 240 Tagen, die in acht Monate eingeteilt werden, wobei jeder Monat 30 Tage lang ist. Zwei Monate korrespondieren mit einer Achsenschwankung in einem regulären Achsenverlauf. Zur Verfeinerung der Zeitmessung für den gebräuchlichen Alltag gibt es sechs Wochen pro Monat, die aus jeweils fünf Tagen bestehen.

 Achsenschwankung
 Monat
 Woche

## Monate und Achsenschwankungen

Die vier Achsenschwankungen korrespondieren mit dem Aufwachen der vier zuständigen Götter Ifyja für Frühling, Dehdros für Sommer, Edia für Herbst und Raktar für Winter.

### Frühling

Der Frühling in Onos signalisiert eine neue Achse und beginnt damit den ersten Tag des ersten Monats. Dieser Tag ist ein Feiertag namens Erstglück. Die Flora fängt an zu wachsen und es wird wesentlich wärmer.

Monate: Neuandir & Weltblum

### Sommer

Der Sommer ist der Zeitpunkt, wenn Dehdros wach ist, und Agsyn verstärkt. Die erhöhten Temperaturen sorgen für schönes Wetter, sorgt aber auch manchmal für Unwetter.

Monate: Firio & Furosa

### Herbst

Erntezeit ist bekannterweise die beste Zeit. Die Landschaften werden bunt, Bäume und Tiere werden karg und das Land kühlt ab. Oftmals ist der Herbst die Zeit der großen Arbeiten.

Monate: Obrel & Laubfall

### Winter

Es wird kalt, windig und ab und zu fällt Schnee. Agsyn schläft lange Zeit und die Welt bleibt dunkler. Abenteurer und Feldarbeiter ziehen sich meistens mit den Ressourcen, die sie über die Achse erarbeitet haben zurück, um sich auszuruhen für die kommende Achse.

Monate: Korteos & Altendar

## Tage und Feiertage

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 5
 Von vorne

## Datum

Die Zeit auf Onos wird folgendermaßen datiert: XYY EE ZZZZ

Der Tag an dem Vrakwunax Tilthro gestorben ist, wäre somit auf seinem Grabstein folgendermaßen datiert:

409 NE 862. Vorgelesen wäre dies dementsprechend der neunte Tag des Monats Furosa in der Neuen Era, Achse 862.
Tout ce que nous avons trouvé

*Cet article est une ébauche. Vous pouvez aider Wiki Nightflyers en le développant.*

## Informations générales

### Chaîne de diffusion

SyFy (USA)
 Netflix (France)

### Durée

43 min

***Tout ce que nous avons trouvé*** est le dixième et dernier épisode de la saison 1 de *Nightflyers*. Il a été réalisé par Mark Tonderai et sera diffusé sur SyFy et Netflix à partir du 2 décembre 2018.

## Synopsis

*La tension à bord du Nightflyer atteint son paroxysme, Mel fait une découverte troublante, Auggie subit une douche froide, et Karl suit son destin.*

## Casting

* Gretchen Mol : Dr Agatha Matheson
* Eoin Macken : Karl D'Branin
* David Ajala : Roy Eris
* Sam Strike : Thale
* Maya Eshet : Lommie
* Angus Sampson : Rowan
* Jodie Turner-Smith : Melantha Jhirl
* Brían F. O'Byrne : Auggie
* Gwynne McElveen : Tobis
Cook

## Overview

To you food is more than just sustenance and pleasure. A great meal is art that brings people together. You might have worked in a tavern, a bakery, as a personal chef to anoble family, or within a military unit as they marched to war. Decide what kind of cook job you had or roll on the table.

Something called you away from full-­‐time cooking to the world of adventuring, but you still take pleasure in the craft. Still preparing and cooking food is a big part of who you are how you communicate with others.

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## Feature: Through Their Stomachs

You are able to earn a comfortable living during your downtime by working as a cook. At the same time you are able to feed your adventuring companions modest meals each day for free. You are also able to use your talents to arrange meetings with anyone interested in a free meal. By offering to a cook a free meal for someone who would appreciate it (at the DM's discretion), you are able to get a meeting with him or her over that meal.
Le Volcryn

*Cet article est une ébauche. Vous pouvez aider Wiki Nightflyers en le développant.*

## Informations générales

### Date de parution

Avril 1980 (USA)
 Février 1982 (France)

### Éditeur

Analog Science Fiction and Fact (USA)
 Presses de la Cité (France)

### Traducteur

Odile Ricklin

***Le Volcryn*** (titre original : Nightflyers) est un roman de science-fiction écrit par George R. R. Martin et publié en 1980 aux États-Unis et en 1982 en France. La série *Nightflyers* en est l'adaptation télévisée.

## Synopsis

Un équipage de huit scientifiques et un télépathe embarquent à bord du vaisseau spatial Nightflyer à la recherche d'extraterrestres pour sauver l'humanité. Mais des incidents violents effrayants se produisent de plus en plus souvent, et les membres de l'équipage commencent à douter des uns des autres et de la connexion entre le commandant et l'intelligence artificielle du vaisseau. Peu à peu, les protagonistes se rendent compte que la survie sera le plus grand défi de leur périple.
Rowan

*Cet article est une ébauche. Vous pouvez aider Wiki Nightflyers en le développant.*

## Production

### Première apparition

All That We Left Behind

**Rowan** est l'un des personnages principaux de *Nightflyers*. Dans la série, il est interprété par Angus Sampson. C'est un xénobiologiste qui, contrairement à Karl D'Branin, est plus sceptique vis à vis de la mission et du contact avec des extraterrestres.

## Roman

Son personnage est basé sur Rojan Christopheris de l'univers de *Thousand Worlds*.
George R. R. Martin

**George R. R. Martin** est un auteur américain de science-fiction et fantasy né le 20 septembre 1948 à Bayonne, dans le New Jersey.

Son oeuvre la plus connue est *Le Trône de fer*, adaptée à la télévision sous le titre de *Game of Thrones*, série que l'on ne présente plus. Il est aussi scénariste et producteur. Il est l'auteur du roman de science-fiction *Le Volcryn*, dont la série *Nightflyers* est inspirée. Il a reçu de nombreux prix littéraires pour ses oeuvres.
Melantha Jhirl

*Cet article est une ébauche. Vous pouvez aider Wiki Nightflyers en le développant.*

## Melantha Jhirl

* Série
* Film
* Roman

## Production

### Interprète

Jodie Turner-Smith (série)
 Catherine Mary Stewart (film)

### Première apparition

All That We Left Behind

**Melantha Jhirl** est l'un des personnages principaux de *Nightflyers*. Dans la série, elle est interprétée par Jodie Turner-Smith.

## Roman

Dans l'univers de *Thousand Worlds* Melantha est un être humain génétiquement modifié, qui vient de la planète Prométhée. Sa durée de vie est une fois et demie plus longue que celle d'une personne ordinaire. Elle est née dans l'élite de deux parents génies en génétique. Elle a quitté ses parents et est finalement allée à Avalon, où elle a acquis des connaissances exceptionnelles dans le domaine des sciences culturelles non humaines.

## Le saviez-vous ?

* George R. R. Martin a vivement critiqué le fait que le personnage soit représenté par une femme blanche sur la couverture du livre et dans le film de 1987, alors qu'elle est noire dans le roman.
* Dans le film, Melantha a été renommée Miranda Dorlac. Selon l'hypothèse de Martin, Robert Jaffe s'est uniquement référé à la version abrégée publiée chez Analog de 1980 et non à la version étendue de 1985.

## Références

1. ↑ Site officiel de George R. R. Martin

* Wiki Allemand
Le lapin blanc

*Cet article est une ébauche. Vous pouvez aider Wiki Nightflyers en le développant.*

## Informations générales

### Chaîne de diffusion

SyFy (USA)
 Netflix (France)

### Durée

40 min

***Le lapin blanc*** est le quatrième épisode de la saison 1 de *Nightflyers*. Il a été réalisé par Maggie Kiley et sera diffusé sur SyFy et Netflix à partir du 2 décembre 2018.

## Synopsis

*Karl découvre un invité inattendu semant la zizanie à bord du vaisseau, Eris se confie à Mel au sujet du passé de sa famille, et Lommie fait un dangereux voyage.*

## Casting

* Gretchen Mol : Dr Agatha Matheson
* Eoin Macken : Karl D'Branin
* David Ajala : Roy Eris
* Sam Strike : Thale
* Maya Eshet : Lommie
* Angus Sampson : Rowan
* Jodie Turner-Smith : Melantha Jhirl
* Brían F. O'Byrne : Auggie
* Gwynne McElveen : Tobis
Consecrate

***1st-level abjuration***

* **Casting Time:** 1 action
* **Range:** Touch
* **Components:** V, S, M (a pinch of salt, holy water, or a holy symbol)
* **Duration:** Instantaneous

You whisper holy incantations as you hold the material components in one hand as you attempt to make a melee spell attack against a creature you can reach. On a hit, the target takes 2d10 radiant damage as holy flames sheathe the target.

If the target is an undead or fiend, the damage increases by 1d10.

**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.
Agatha Matheson

*Cet article est une ébauche. Vous pouvez aider Wiki Nightflyers en le développant.*

## Production

### Première apparition

All That We Left Behind

Le Dr **Agatha Matheson** est l'un des personnages principaux de *Nightflyers*. Dans la série, elle est interprétée par Gretchen Mol. C'est une psychiatre empathique responsable des télépathes sur Terre. Elle accompagne le télépathe Thale durant l'expédition.

## Roman

Son personnage est basé sur celui d'Agatha Marij-Black, qui appartient à l'univers de *Thousand Worlds*. Dans le roman, c'est une hypocondriaque à forte tendance dépressive qui s’intensifie dans l'étroitesse du vaisseau. Pendant l'expédition, elle s'occupe de Thale Lasamer.

## Le saviez-vous ?

* Gretchen Mol a dévoilé qu'Agatha était initialement nerveuse à l'idée de voyager dans l'espace au Comic Con de San Diego.

## Références

1. ↑ Interview au SDCC

* Wiki Allemand
Beauty

You have the kind of face that can launch a thousand ships. Everywhere you go you turn heads, whether you want to or not, and it has always been easy for you to scrape by on your appearance alone. Perhaps you worked a job where looking nice was the highest requirement, like selling clothing or attracting customers to business; or perhaps you didn't work a profession at all, and were chosen to be a courtier, paramour, or trophy spoude of someone significant. And perhaps, you became an adventurer to get away from all that.

## Uncommonly Stunning

While some are naturally beautiful, others gain their beauty from another source. Work with your DM to determine the nature of your beauty, or roll on the table below.

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## Feature: Enchanting Qualities

Your appearance causes people who aren't already aggressive or hostile towards you to treat you differently. They will be more willing to interact with you or give you special treatment, especially if they are inclined to be attracted to your gender.

However, your interactions are more likely to be misinterpreted as flirtatious. Those who are helping you may attempt romantic overtures, and will be upset if you reject them. Those who see your beauty as a threat may treat you with hostility.
Nightflyers (film)

*Cet article est une ébauche. Vous pouvez aider Wiki Nightflyers en le développant.*

## Informations générales

### Genre

Science-fiction
 Horreur

### Musique

Doug Timm

***Nightflyers*** est un film de science-fiction américain réalisé par Robert Collector sorti le 23 octobre 1987 aux États-Unis. Il s'agit de la première adaptation du roman *Le Volcryn* écrit par George R. R. Martin.

## Synopsis

Une équipe de scientifiques embarquent à bord d'un vaisseau, le Nightflyer, pour tenter d'entrer en contact avec des extraterrestres et sauver l'humanité. Lorsque le capitaine entame une relation avec un membre de l'équipage féminin, l'ordinateur de bord devient jaloux et assassine l'équipage.

## Casting

* Catherine Mary Stewart : Miranda Dorlac
* Michael Praed : Royd Eris
* John Standing : Michael D'Brannin
* Lisa Blount : Audrey
* Glenn Withrow : Keelor
* James Avery : Darryl
* Annabel Brooks : Eliza
* Michael Des Barres : Jon Winderman

## Le saviez-vous ?

* L'actrice blanche Cathryn Mary Stewart interprète le personnage Miranda Dorlac, qui est noire dans le roman.
Color Spray

***1st-level illusion***

**Casting Time:** 1 action
**Range:** Self (15-foot cone)
**Components:** V, S, M (a pinch of powder or sand that is colored red, yellow, and blue)
**Duration:** 1 round

A dazzling array of flashing, colored light springs from your hand. Roll 6d10; the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can't see).
Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the spell ends. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.

**At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.
Karl D'Branin

*Cet article est une ébauche. Vous pouvez aider Wiki Nightflyers en le développant.*

## Production

### Interprète

Eoin Macken (série)
 John Standing (film)

### Première apparition

All That We Left Behind

**Karl D'Branin** est l'un des personnages principaux de *Nightflyers*. Dans la série, il est interprété par Eoin Macken. C'est l'astrophysicien qui découvre la vie extraterrestre avec laquelle le contact doit être établi. En tant que chef de l'expédition, il constitue une équipe de scientifiques.

## Roman

Dans l'univers de *Thousand Worlds*, Karoly D'Branin est à la tête du groupe d'expédition qui embarque à bord fu Nightflyer. Il tente d'explorer le gigantesque engin spatial énigmatique appelé Volcryn, à la recherche d'une vie extraterrestre.

## Le saviez-vous ?

* Dans le film, Karoly D'Branin a été renommé Michael D'Branin. Selon l’hypothèse de Martin, Robert Jaffe ne faisait référence qu’à la version abrégée d' *ANALOG* de 1980 et non à la version longue de 1985.
Calamity Gate

***9th-level necromancy***

* **Casting Time:** 1 action
* **Range:** 90 feet
* **Components:** V, S
* **Duration:** Concentration, up to 10 minutes

You create a shadowy pool centered on a flat surface that you can see within range. The pool is 30 feet in diameter and connects your plane to the Shadowfell. A spectral hand rises from the center of the pool and remains there for the duration of the spell. The spectral hand does not occupy its space.

When a creature enters the pool for the first time on a turn or starts its turn there, the creature must succeed on a Constitution saving throw or take 10d12 necrotic damage, or half as much damage on a success. Any creature that is reduced to 0 hit points while in the pool sinks to the bottom and is immediately transported to the Plane of Shadow, becoming trapped there.

Additionally, as a bonus action on your turn, you may command the spectral hand to beckon a creature within 120 feet of it. The target must make a Wisdom saving throw or have an enchantment placed upon it, causing it to approach the spectral hand. The creature must spend its turns trying to move as close to the spectral hand as it can, using the Dash action.

A creature enchanted in this manner can make a Wisdom saving throw at the end of each of its turns. If it successfully saves three times, the enchantment ends and the creature is immune to this effect for 24 hours. If it fails its save three times, it becomes stunned and the enchantment ends. The spectral hand can only enchant one target at a time in this manner.
23:43pm 9 de julio 3018

Estás en la ducha cuando sientes derrepente un Ventaloplo. tienes hambre de nuggets de pollo. Pololeas con un guaton gigante, grande. En su familia todos eran guatones. Obesos mas bien, no guatones. Estás en su casa, era como un supermecado. Era el paraiso para ti. Habian doritos, donas, chocolates y podian ver muchas peliculas.

Astrix se habia enamorado de Rodrigo y Kaini de su hermana Teresa. (todxs eramos obesxs).

llegó el repartidor. Y como eras quien se podia parar mas facil de la mesa, vas a abrirle la puerta.

El repartidor pregunta si toda esta comida es para ti, y le dices que no.

Cada ves que venia el repartidor trataba de sacar informacion pero en buena onda.

En esta casa las cosas se consiguen llorando, ¿quieres llorar para ver una pelicula?
Le don sacré

*Cet article est une ébauche. Vous pouvez aider Wiki Nightflyers en le développant.*

## Informations générales

### Chaîne de diffusion

SyFy (USA)
 Netflix (France)

### Durée

42 min

***Le don sacré*** est le sixième épisode de la saison 1 de *Nightflyers*. Il a été réalisé par Damon Thomas et sera diffusé sur SyFy et Netflix à partir du 2 décembre 2018.

## Synopsis

*À la recherche d'une ressource vitale à bord mystérieux vaisseau, Karl, Lommie, Mel, Rowan et Auggie font une découverte d'une horreur indescriptible.*
Ventaloplo

El Ventaloplo (tambien llamado ventiloplo y ventiplo) es una "cosquillas internas en la mente" o en una zona del cuerpo. El cuerpo que recibió esta radiación era otro ser con otras facultades y mente, antes de sentir el cosquilleo. Se podria decir que un ventaloplo es aviso de que tuvo una transmutación, aunque si alguien siente un ventaloplo es aviso de que hace poco una radiacion de onda desconocida transformo la realidad en la que se está ubicado. Entonces los otros seres que acompañan a quien tuvo un ventaloplo, tambien hayan transmutado su cuerpo, y su mente.

Lo unico que no transmuta cuando ocurre un ventaloplo, es el idioma. Tambien no transmuta en el idioma, la asignación del nombre que tienen los cuerpos. Por ejemplo, si antes de un ventiloplo alguien era llamado por el nombre Chernobyl, entonces después de un ventiloplo seguiran llamandolo por el mismo nombre.

No se sabe si es una enfermedad extraterrestre en ves de un fenómeno fisico del universo.