recursal/Fanatic-Fandom huggingface dataset:
Sucito Inferius (Inferius Creation Spell)

*3rd-level necromancy*

**Incantation**: "*Sucito Inferius*!" (SOO-see-toh in-FEER-ee-us)

**Casting Time**: 1 minute

**Range:** 10 feet

**Components**: V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust)

**Duration:** Instantaneous

This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose *bones* or a zombie if you chose a *corpse* (the DM has the creature’s game statistics).

On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature 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 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 undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.
Scurraspuo (Imp-Tongue Jinx)

*Enchantment* cantrip

**Incantation**: "*Scurraspuo*!" (skur-RASP-poo-oh)

**Casting Time**: 1 action

**Range**: 60 feet

**Components**: V

**Duration**: Instantaneous

You unleash an blast of orange light from your wand at a creature you can see within range. The target feels as though it has been deeply insulted, and it must succeed on a wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of it's next turn. This spell's damage increases by 1d4 when you reach 5th level, 11th level, and 17th level.

**Etymology**: "Scurra" is Latin for "clown" or "buffoon," while "spuo" means "to spit."
Aesomate (Gaseous Body Charm)

*3rd-level transmutation*

**Incantation**: "*Aesomate*!" (AY-soh-mayt)

**Casting Time:** 1 action

**Range:** Touch

**Components:** V, S, ~~M (a bit of gauze and a wisp of smoke)~~

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

You transform a willing creature you touch, along with everything it’s wearing and carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn’t affected.

While in this form, the target’s only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can't fall and remains hovering in the air even when stunned or otherwise incapacitated.

While in the form of a misty cloud, the target can’t talk or manipulate objects, and any objects it was carrying or holding can’t be dropped, used, or otherwise interacted with. The target can’t attack or cast spells.
Irataurus Curse

*2nd-level enchantment*

**Incantation**: "*Iratauro*!" (ee-RA-tor-roh)

**Casting Time**: 1 action

**Range**: 120 feet

**Components**: V, S

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

One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target is charmed in this way, madness glows in its eyes.

The charmed target must use its action before moving on each of
its turns to make a melee attack against a creature other than itself that you mentally choose.

The target can act normally on its turn if you choose no creature or if none are within its reach.

On your subsequent turns, you must use your action to maintain
control over the target, or the spell ends. Also the target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends.

**Etymology**: Comes from Latin "*iratus*" meaning "angry," and "*taurus*," meaning "bull."
Killing Curse

*9th-level enchantment*

**Incantation**: "*Avada Kedavra*!" (AH-vah-dah keh-DAV-rah)

**Casting time:**1 action

**Range:**60 foot

**Components:**V

**Duration:**Instantaneous

A flash of green light emanates from the end of your wand towards a creature in range. If the creature you choose has 100 hit points or fewer, it dies instantly. Otherwise, the spell has no effect (e.g. 101 HP or more).
Expulso Curse

*1st-level evocation*

**Incantation**: "*Expulso*!" (ecks-SPUHL-soh)

**Casting Time:** 1 Action

**Range:**Self (15-foot cube)

**Components:**V, S

**Duration:** Instantaneous

With a flash of blue light, a wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.

In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.

**At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by a 1d8 for each slot level above first.
Allevio (Finch-Weight Charm)

*1st-level transmutation*

**Incantation**: "*Allevio*!" (ah-LEE-vay-oh)

**Casting** **Time**: 1 action

**Range**: Touch

**Components**: V, S, M (A grasshopper’s hind leg)

**Duration**: 1 minute

You touch a creature with your wand, and the creature’s jump distance is tripled until the spell ends.

Etymology: "*Allevio*" means "to lighten (in weight)" or "to unburden."
Tranquillo (Calming Charm)

*2nd-level enchantment*

**Incantation**: "*Tranquillo*!" (tran-KWIL-loh)

**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 with a flourish of your wand and a flash of turquoise light. 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 DM rules otherwise.
Drowsing Jinx

*1st-level enchantment*

**Incantation**: "*Oneirio*!" (oh-neh-EE-ree-oh)

**Casting Time**: 1 action

**Range**: 90 feet

**Components**: V, S, ~~M (a pinch of fine sand, rose petals, or a cricket)~~

**Duration**: 1 minute

This spell creates a puff of glittering, pink fog that sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).

Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creatures’ 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.

Undead and creatures immune to being charmed aren’t affected by this spell.

At higher levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

**Etymology**: In the Greek pantheon, the Oneiroi were the personifications of dreams. The incantation switches the last two letters.
Sagittarbella (Piercing Curse)

*1st-level evocation*

**Incantation**: "*Sagittarbella*!" (SAH-jit-tar-BEL-lah)

**Casting Time**: 1 action

**Range**: 120 Feet

**Components**: V,S

**Duration**: Instantaneous

You create three glowing yellow darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4+1 force damage to its target.The darts all strike simultaneously and you can direct them to hit one creature or several.

***At higher levels.*** When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot above 1st.

*Etymology*: Comes from the Latin "*sagitta*" meaning "arrows," and "*turba*" meaning "horde." Also contains "*bella*" meaning "beautiful" in several languages.
Rejiarmus (Weapon-Warding Charm)

Abjuration cantrip

Incantation: "*Rejiarmus*!" (reh-jee-AR-mus)

**Casting time**: 1 action

**Range**: Self

**Components**: V, S

**Duration**: 1 round

You extend your wand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.

**Etymology**: From the Latin words "*rejicio*" meaning "to cast away," and "*arma*" meaning "weapons."
Sentis Matara (Briar Thorn Curse)

*1st-level conjuration*

**Incantation**: "*Sentis Matara*!" (SEN-tis ma-TAR-ah)

**Casting Time:** 1 bonus action

**Range:** Self

**Components:** V

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

The next time you hit a creature with a ranged weapon attack before the spell ends, this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1d10 piercing damage on a failed save, or half as much damage on a successful one.

**At Higher Levels.** If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st (to a maximum of 6d10).

**Etymology**: "*Sentis*" means "briar," and "*matara*" means "javelin" or "ranged-weapon."
Mascerate (Enfeebling Hex)

*2nd-level necromancy*

**Incantation**: "*Mascerate*!" (MASS-sirr-ate)

**Casting time:**1 Action

**Range:**60 feet

**Components:**V, S

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

A black beam of enervating energy springs from your wand toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends. At the end of each of the target’s turns, it can make a Constitution saving throw against the spell. On a success, the spell ends.

**Etymology**: This spell comes from the Latin "macero," meaning "to soften" or "to tenderize."
Motus Tabulas (Message Imprinting Charm)

*2nd-level illusion (ritual)*

**Incantation**: "*Motus Tabulas*!" (MOH-tus TA-byoo-lahs)

**Casting Time:** 1 minute

**Range:** 30 feet

**Components:** V, S, ~~M (a small bit of honeycomb and jade dust worth at least 10 gp, which the spell consumes)~~

**Duration:** Until dispelled

You implant a message within an object in range, a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn’t being worn or carried by another creature. Then speak the message, which must be 25 words or less, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message.

When that circumstance occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there so that the words appear to come from the object’s mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs.

The triggering circumstance can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it.

Etymology: In Latin, "*motus tabulas*" means "moving portraits," a reference to the animated paintings that line the halls of Hogwarts, such as Gryffindor's Fat Lady.
Fallo Aurus (Deceptive Aura Charm)

*2nd-level illusion*

**Incantation**: "Fallo Aurus!" (FAH-loh OR-rus)

**Casting Time:**1 action

**Range:**Touch

**Components:**V, S, M (a small square of silk)

**Duration:**24 hours

You place an illusion on a creature or an object you touch so that divination spells reveal false information about it. The target can be a willing creature or an object that isn’t being carried or worn by another creature.

When you cast the spell, choose one or both of the following effects. The effect lasts for the duration. If you cast this spell on the same creature or object every day for 30 days, placing the same effect on it each time, the illusion lasts until it is dispelled.

**False Aura.** You change the way the target appears to spells and magical effects, such as *detect magic*, that detect magical auras. You can make a nonmagical object appear magical, a magical object appear nonmagical, or change the object’s magical aura so that it appears to belong to a specific school of magic that you choose. When you use this effect on an object, you can make the false magic apparent to any creature that handles the item.

**Mask.**You change the way the target appears to spells and magical effects that detect creature types, such as a paladin’s Divine Sense or the trigger of a *symbol*spell. You choose a creature type and other spells and magical effects treat the target as if it were a creature of that type or of that alignment.

**Etymology**: "*Fallo*" means "to falsify" or "to decieve," and "aurus" is derived from "*aura*" meaning "air."
Self-Transfiguration

*2nd-level* *transmutation*

**Casting** **Time**: I action

**Range**: Self

**Components**: V, S

**Duration**: Concentration, up to I 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.

1. **Gillyweed Mimicry Charm**
	* Incantation: “*Gillisquamus*!” (gill-lee-SKWAH-mus)
	* You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.
2. **Change Appearance Charm**
	* Incantation: “*Conselo Persona*!” (con-SEE-loh per-SOH-nah)
	* You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again.
3. **Natural Weapons**
	* Incantation: “*Qualitas* \_\_\_\_\_\_\_\_\_!” (KWAH-lee-tahs), followed by a second incantation that determines what kind of animal feature the spell creates
		+ “*Qualitas Molares*!” - Fang creation
		+ “*Qualitas Unguis*!” - Claw/talon creation
		+ “*Qualitus Cornibus*!” - Horn creation
		+ “*Qualitas Punctum*!” - Stinger creation
		+ "*Qualitas Crinis*!" - Tail/tentacle creation
	* 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.
Fatis Vinculum (Pain Sharing Charm)

2*nd-level abjuration*

**Incantation**: "*Fatis Vinculum*!" (FAH-tis VIN-kyoo-loom)

**Casting Time:** 1 action

**Range:** Touch

**Components:** V, S, ~~M (a pair of platinum rings worth at least 50 gp each, which you and the target must wear for the duration)~~

**Duration: 1** hour

This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage. The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.
Affirmo (Weapon Enchantment Charm)

*2nd-level transmutation*

Incantation: "*Affirmo*!" (ah-FUR-moh)

**Casting time:**1 Bonus action

**Range:**Touch

**Components:**V, S

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

You tap a nonmagical weapon with the end of your wand. Until the spell ends that weapon becomes a magic weapon with a +1 bonus to attack and damage rolls.

**At higher levels.**When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th or higher, the bonus increases to +3.

**Etymology**: "*Affirmo*" means "to affirm" or "to strengthen" in Latin.
Bubble Pop Jinx

*1st-level evocation*

**Incantation**: "*Ebullio*!" (eh-BYOO-lee-oh)

**Casting Time:**1 action

**Range:**90 feet

**Components:**V, S, ~~M (a diamond worth at least 50 gp)~~

**Duration:** Instantaneous

From the end of your wand, you hurl a 4-inch-diameter bubble imbued with elemental energy at a creature that you can see within range. When it hits the target, it pops, unleashing a watery, bludgeoning force, but you can alter the element type by changing the incantation. The elements are listed below:

* Acid
	+ "*Ebullio Hydrus*!"
* Cold
	+ "*Ebulllio Strixus*!"
* Lightning
	+ "*Ebullio Aquilus*!"
* Poison
	+ "Ebullio *Vespus*!"
* Fire
	+ "*Ebullio Leonus*!"

Once you have chosen an element, you then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.

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

**Etymology**: "*Ebullio*" means "to produce bubbles" or "to boil." The second words in each of the elemental correspond to animals: "*hydrus*" for hydra or serpent, "*strixus*" for owl, "*aquilus*" for eagle, "*vespus*" for wasp, and "*leonus*" for lion.
Ferosenti (Beast-Sense Charm)

2nd-level divination (ritual)

**Incantation**: "*Ferosenti*!" (fer-roh-SEN-tee)

**Casting time:** 1 action

**Range:** Touch

**Components:** S

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

You touch a willing beast with your wand. For the duration of the spell, you can use your action to see through the beast’s eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses.

While perceiving through the beast’s senses, you gain the benefits of any special senses possessed by that creature, though you are blinded and deafened to your own surroundings.
Malaculeus (Thorn Growth Curse)

*2nd-level transmutation*

**Incantation**: "*Malaculeus*!" (mal-ACK-kyoo-LAY-us)

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

**Range:** 150 feet

**Components:** V, S, ~~M (seven sharp thorns or seven small twigs, each sharpened to a point)~~

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

The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels. The transformation of the ground is camouflaged to look natural. Any creature that can’t see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.
Basic Divination

*2nd-level divination (ritual)*

**Casting Time:** 1 minute

**Range:** Self

**Components:** V, S, M (specially marked sticks, bones, or similar tokens worth at least 25 gp)

**Duration:** Instantaneous

By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens:

* **Weal**, for good results

* **Woe**, for bad results

* **Weal and woe**, for both good and bad results

* **Nothing**, for results that aren’t especially good or bad

The spell doesn’t take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.
Magneta Pedes (Spider-Foot Charm)

*2nd-level transmutation*

**Incantation**: "*Magneta Pedes*!" (mag-NEH-tah PEH-dehs)

**Casting Time**: 1 action

**Range**: Touch

**Components**: V, S, M (a drop of bitumen and a spider)

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

Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.

**Etymology**: "*Magneta pedes*" translates to "magnetic feet" in Latin.
Confundus Charm

*1st-level Illusion*

**Incantation**: "*Confundo*!" (con-FUN-doh)

**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 wand. 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 and confused 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.
Stagno (Undead Prevention Charm)

*2nd-level* necromancy (ritual)

**Incantation**: "*Stagno*!" (STAG-noh)

**Casting** **Time**:1action

**Range:** Touch

**Components:** V, S, ~~M (a pinch of salt and one copper piece placed on each of the corpse’s eyes, which must remain there for the duration)~~

**Duration:** 10 days

You touch a corpse or other remains. For the duration, the target is protected from decay and can’t become undead. The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don’t count against the time limit of spells such as raise dead.

**Etymology**: "*Stagno*" means "to stagnate" or "to immobilize."
Defloresco (Withering Curse)

*4th-level necromancy*

**Incantation**: "*Defloresco*!" (day-flor-RESS-koh)

**Casting Time**: 1 action

**Range**: 30 feet

**Components**: V, S

**Duration**: Instantaneous

 A stream of black rose petals emitted from the end of your wand washes over a creature of your choice that you can see within range, draining moisture and vitality from the creature. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs.

 If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it.

 If you target a nonmagical plant that isn’t a creature, such as a tree or shrub, it doesn’t make a saving throw; it simply withers and dies.

**At Higher Levels**. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

**Etymology**: "Defloresco" is Latin for "to shed blossoms" or "to wither."
Unlocking Charm

*2nd-level transmutation*

**Incantation**: “*Alohomora*!” (al-LOH-ha-MOR-ah)

**Casting Time**: 1 action

**Range**: 60 feet

**Components**: V

**Duration**: Instantaneous

Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access.

A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.

If you choose a target that is held shut with “Colloportus,” that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally.
Velocify (Speed Enhancement Charm)

*1st-level transmutation*

Incantation: "*Velocify*!" (vell-AH-sih-FYE)

C**asting Time:** 1 bonus action

**Range:** Self

**Components:** V, S

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

This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.
Minor Multi-Use Spell Collection

*Transmutation cantrip*

**Casting Time:** 1 action

**Range:** 10 feet

**Components:** V, S

**Duration:** Up to 1 hour

This collections of spells contains several minor magical tricks that novice spell-casters use for practice. You create one of the following magical effects within range:

1. You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, an odd odor, or cause an item to emit a mysterious ticking noise, for example.
	* *Ilucido* (Golden Sparks-Producing Charm)
		+ **Incantation**: ill-LOO-si-doh
	* *Zephyrus Mitis* (Gentle Breeze Charm)
		+ **Incantation**: zeh-FEE-rus MIH-tis
	* *Euterpi* (Music-Emitting Charm)
		+ **Incantation**: YOO-tur-pee
	* *Bombulum* (Stink Cloud Hex)
		+ **Incantation**: BOM-byoo-lum
	* *Primulum* (Floral Scent Charm)
		+ **Incantation**: PRIM-yoo-lum
	* *Soniscura* (Ticking Charm)
		+ Incantation: sah-nee-SKEW-rah
2. You instantaneously light or snuff out a candle, a torch, or a small campfire with Bluebell Flames.
	* *Floreo* *Larlivens* (Bluebell Flame Spell)
		+ **Incantation**: flor-EE-oh-LAR-lih-vins
	* *Stinguo* (Extinguishing Charm)
		+ **Incantation**: STEEN-gwoh
3. You instantaneously clean an object no larger than 1 cubic foot.
	* *Scourgify* (Scouring Charm)
		+ **Incantation**: SKUR-ji-fy
4. You chill or warm up to 1 cubic foot of nonliving material for 1 hour.
	* *Refrigero* (Chilling Charm)
		+ **Incantation**: reh-FRI-jer-oh
	* *Calfacio* (Warming Charm)
		+ **Incantation**: cal-FAH-see-oh
5. You draw a small mark or a symbol on an object or a surface for 1 hour.
	* *Flagrate* (Glowing Inscription Charm)
		+ **Incantation**: fla-GRA-tay
6. You create a nonmagical object that can fit in your hand such as a cup, a piece of jewelry, or other small object and that lasts until the end of your next turn.
	* *Cripundia* (Trinket Creation Charm)
		+ **Incantation**: cri-PUN-dee-ah, followed by name of object. Ex. "*Cripundia* necklace!"
7. You summon a small, inanimate object to you. Upon saying the incantation and naming the object you want, the object flies in a straight line toward your outstretched hand. If anything is between you and the object (including creatures), the summoned object will fail to reach you. This spell also only works with objects less than 5 lbs., and some items may be enchanted to resist this spell (at DM's discretion).
	* *Accio* (Summoning Charm)
		+ **Incantation**: ACK-ee-oh, followed by name of object. Ex. "*Accio* Pumpkin Pasty!"

You can have up to three of these non-instantaneous spells active at a time, and you can dismiss such an effect as an action.
Arresto Momentum (Featherfall Charm)

*1st-level transmutation*

**Incantation**: "*Arresto Momentum*!" (ah-REST-oh mo-MEN-tum)

**Casting Time**: 1 reaction, which you take when you or a creature within 60 feet of you falls

**Range**: 60 feet

**Components**: V, ~~M (a small feather or piece of down)~~

**Duration**: 1 minute

Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends (which is basically walking speed.) If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.
Expurgify (Purification Charm)

*1st-level transmutation (ritual)*

**Incantation**: "*Expurgify*!" (ecks-PURR-jif-fy)

**Casting Time:** 1 action

**Action Range:** 10 feet

**Components:** V, S

**Duration:** Instantaneous

All non-magical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.
Sanguisugae (Leech-Life Curse)

*3rd-level necromancy*

**Incantation**: "*Sanguisugae*!" (san-GWEE-soo-gay)

**Casting Time**: 1 action

**Range: Self Components**: V, S

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

A small cloud of sparkling black energy begins swirling around your wand, and at a touch, it can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action.

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

**Etymology**: "*Sanguisugae*" means "bloodsucking" in Latin.
Acribus Revelio (Poison and Disease Detection Charm)

*1st-level divination (ritual)*

**Incantation**: "*Acribus Revelio*!" (ACK-cree-bus re-VEL-lee-oh)

**Casting Time**: 1 action

**Range**: Self

**Components**: V, S, M (a yew leaf)

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

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

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

Etymology: "*Acribus*" means "acrid" or "caustic."
Sciensia Vox (Comprehension Charm)

1st-level divination (ritual)

**Incantation**: "*Sciensia Vox*!" (see-IN-see-uh VOKS)

**Casting Time:** 1 action

**Range:** Self

**Components:** V, S, M (a pinch of soot and salt)

**Duration:** 1 hour

After tapping your wand to your ear, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.

This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language.
Certus Revelio (Object Detection Charm)

*2nd-level divination*

**Incantation**: "*Certus Revelio*!" (SIR-tus reh-VEL-lee-oh)

**Casting Time:** 1 action

**Range:** Self

**Components:** V, S, ~~M (a forked twig)~~

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

Describe or name an object that is familiar to you. You sense the direction to the object’s location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement. The spell can locate a specific object known to you, as long as you have seen it up close—within 30 feet—at least once.

Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewellery, furniture, tool, or weapon. This spell can’t locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.
Accelerfy (Hasting Charm)

*3rd-level transmutation*

**Incantation**: "*Accelerfy*!" (acks-SELL-ler-fy)

**Casting Time:** 1 action

**Range:** 30 feet

**Components:** V, S, ~~M (a shaving of licorice root)~~

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

Choose a willing creature that you can see within range. A yellow bolt of energy erupts from the end of your wand an encircles the target. Until the spell ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object actions. When the spell ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.
Ability Enhancement Charms

*2nd-level transmutation*

**Casting Time**: 1 action

**Range**: Touch

**Components**: V, S, ~~M (fur or a feather from a beast)~~

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

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends.

* **Endurance**. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.
	+ Incantation: "*Lucri Ursus*!"

* **Strength**. The target has advantage on Strength checks, and his or her carrying capacity doubles.
	+ Incantation: "*Lucri Bos*!"

* **Grace**. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated.
	+ Incantation: "*Lucri Felis*!"

* **Splendor**. The target has advantage on Charisma checks.
	+ Incantation: "*Lucri Anguis*!"

* **Cunning**. The target has advantage on Intelligence checks.
	+ Incantation: "*Lucri Lupus*!"

* **Wisdom**. The target has advantage on Wisdom checks.
	+ Incantation: "*Lucri Corax*!"

**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.
Malum Revelio (Good and Evil Detection Charm)

*1st-level divination*

**Incantation**: "*Malum Revelio*!" (MAH-lum reh-VEL-lee-oh)

**Casting Time:** 1 action

**Range:** Self

**Components:** V, S

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

For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Sirrocculus (Fog-Generating Charm)

*1st-level conjuration*

**Incantation**: "*Sirrocculus*!" (seer-OCK-yoo-lus)

**Casting Time:** 1 action

**Range:** 120 feet

**Components:** V, S

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

You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

**At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.

**Etymology**: A portmanteau of the "sirocco wind," which in Greek myth brings heavy cloud cover and fog or humidity, and "oculus" which refers to the eye or sight.
Salamandrus Hex

*2nd-level evocation*

**Incantation**: "*Bothyni Salamandra*!" (BAH-thin-nee sah-luh-MAN-druh)

**Casting Time**: 1 action

**Range**: 120 feet

**Components**: V, S

**Duration**: Instantaneous

You conjure three ghostly, flaming Salamanders and they fly at targets within range. You can send them at one target or several.

Make a ranged spell attack for each Salamander. On a hit, the target takes 2d6 fire damage.

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

**Etymology**: "*Bothynus*" means "shooting star," and "*salamandra*" means "salamander," the mythical lizard-like creature that is said to live in fire.
Ratiocinate (Magic Detection Charm)

*1st-level divination (ritual)*

**Incantation**: "*Ratiocinate*!" (ra-see-AH-sin-ate)

**Casting Time**: 1 action

**Range**: Self

**Components**: V, S

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

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

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

**Etymology**: Edgar Allan Poe coined the term "raciacination" along with his creation of C. Auguste Dupin, the precursor to the modern detective, laying the groundwork for such characters as Sherlock Holmes.
Shield Charm

*1st-level abjuration*

**Incantation**: "*Protego*!" (pro-TAY-goh)

**Casting** **Time**: 1 reaction, which you take when you are hit by an attack or are targeted by various spells (at DM's discretion)

**Range**: Self

**Components**: V, S

**Duration**: 1 round

An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from a spell that targeted you.
Obscurus Charm

*2nd-level illusion*

Incantation: "*Obscuro*!" (ob-SKEW-roh)

**Casting Time**: 1 action

**Range**: Self

**Components**: V

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

Your body becomes blurred, shifting, and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn’t rely on sight, as with blindsight, or can see through illusions, as with truesight.

**Etymology**: "*Obscuro*" means "I obscure" in Latin.
Debilito Inimicum (Enemy Weakening Jinx)

*1st-level enchantment*

**Casting Time:** 1 action

**Range:** 30 feet

**Components:** V, S, ~~M (a drop of blood)~~

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

Swinging your wand in an arc, a translucent blue swirl of energy clings to your enemies. Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a D4 and subtract the number rolled from the attack roll or saving throw.

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

**Таурус** - DPS центра: С помощью духа-защитника Таурус может как быть героем контроля, так и героем поддержки.

## Информация

* Для призыва Тауруса достаточно иметь 30 осколков душ;
* Осколки Тауруса можно приобрести в Огненном Горниле.

## Способности

     **Ярость быка (Навык пробуждения)** - Апгрейд Бешеного быка: При использовании ультимативного навыка у всех врагов отнимается определённое количество энергии.

## Квесты пробуждения

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

**Магическая атака** + 100
**Физическая броня** + 150
**Шанс на маг.крит.атаку** + 50

**Квест 2**: Победить 2 раза в Храме опыта на сложности Экстрим и выше, используя Тауруса.

**Квест 3**: В локации 14 главы "Хижина Лимарота" Таурус и его союзники должны выжить, чтобы завершить пробуждение и получить навык "Ярость быка".

## Квесты артефакта

**Квест 1**: Собрать мистические части, глиф и определённый предмет красного слияния для именного предмета артефакта.

**Магическая атака** + 300
**Физическая броня** + 60
**Шанс на маг.крит.атаку** + 40

**Квест 2**: Победить 2 раза в Храме опыта на сложности Экстрим и выше, используя Тауруса.

**Квест 3**: Обеспечить Таурусу защиту в Храме элементалей, чтобы завершить квест артефакта и получить навык "Божественный удар" (Внимание, из-за неразборчивого названия навыка его название было переделано).

* Повышает время нахождения в состоянии оглушения на 282,6%;
* Наносит дополнительные 23200 урона, игнорирующего броню.

(Данные не окончательны)

## Советы по использованию

Преимущества:

* Навыки направлены на оглушение врагов;
* Наложение баффов на союзников;
* Хороший массовый урон в сочетании с контролем.

Недостатки:

* Уязвим при использовании навыков;
* Некоторые навыки не позволяют использовать ультимативный навык.
Helena Smythe-Widgeon

Helena Smythe was born in 1927 to parents Whipley Smythe and Griselda Smythe (nee Parkins) in St. Albans, Hertfordshire. Her ambition landed her in Slytherin House during her tenure at Hogwarts, though the Sorting Hat made sure to mention that placing her was difficult: she would have done well in Ravenclaw or Hufflepuff, as well. Despite her status as a Slytherin, she has a rather motherly demeanor, a kind face that's nearly always graced by a smile, and a fierce disdain for the Dark Arts. In her seventh year, she wed Geoff Widgeon, a Hufflepuff himself, and the young couple was gifted with Pickle the house elf as dowry.

Post-graduation, she rose quickly through the ranks of the Ministry of Magic, working mainly in the Department for Magical Accidents and Catastrophes. In 1959, she was selected to become a delegate to the International Confederation of Wizards, and immediately submitted a motion for the creation of a covert team to handle magical disturbances. It took several years of deliberation, but her dream was realized in the form of MAPS in 1966.

She heads MAPS as Cardinal-Director Supreme, having the tasks of organizing missions and having final say in many of the decisions for the team. The other three Cardinal-Directors report to her.

### Trivia

* Her patronus is a flying fox, hence her codename: *North Wing*.
Dirumpo (Defense-Weakening Jinx)

*1st-level transmutation*

**Incantation**: "*Dirumpo*!" (dee-RUM-poh)

**Casting Time**: 1 action

**Range**: 30 feet

**Components**: V, S

**Duration**: 1 hour

You attempt to weaken an enemy's defenses with a flash of bronze light. A target within range must succeed on a Constitution saving throw or have its AC reduced by 1d4.
Boggartimor (False-Boggart Hex)

*3rd-level illusion*

**Incantation**: "*Boggartimor*!" (bog-GART-tee-mor)

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

**Range**: Self (30-foot cone)

**Components**: V, S, ~~M (a white feather or the heart of a hen)~~

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

You project a phantasmal image of a creature’s worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration.

While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.

**Etymology**: The incantation is a portmanteau of "boggart," a creature which takes the shape of its victims worst fears, and "*timor*," Latin for "fear."
Bubble-Head Charm

*3rd-level transmutation (ritual)*

**Casting Time**: 1 action

**Incantation**: "*Aguaversus*!" (ah-gwah-VER-sus)

**Range**: 30 feet

**Components**: V, S, M (a short reed or piece of straw)

**Duration**: 24 hours

 This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.
Inlundere (Greater Illusion Spell)

*3rd-level illusion*

**Incantation**: "*Inlundere*!" (in-LUN-deh-ray)

**Casting Time**: 1 action

**Range**: 120 feet

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

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

You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20 foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can't create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte's stench).

As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.

Physical interaction with the image reveals it to be an illusion because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.

**At higher levels**. When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled, without requiring your concentration.
Eruptio (Caterwauling Charm)

*2nd-level evocation*

**Incantation**: "*Eruptio*!" (eh-RUPT-tee-oh)

**Casting Time**: 1 action

**Range**: 60 feet

**Components**: V, S, M (a chip of mica)

**Duration**: Instantaneous

A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone or metal has disadvantage on this saving throw.

A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell's area.

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

**Etymology**: "*Eruptio*" means "to errupt" in Latin.