recursal/Fanatic-Fandom huggingface dataset:
Animal Aspect

*Transmutation Spell*
 Range
 Components
 Duration
 Classes

The caster changes partly into an animal and gain some of that animal's abilities. When this spell is cast, choose from the following list:

**Bear's Hide:** The caster grows thick, dense fur and gain a +1 bonus to your AC, as well as a +2 bonus to any Strength (Athletics) checks to Grapple.

**Cheetah's Legs**: The caster's legs lengthen and become covered in spotted fur. Their walking speed increases by 20 feet and they may take the Dash action as a bonus action.

**Falcon's Eyes**: The caster's eyes become wide and raptor-like as feather sprout from their face and ears. They gain a +2 bonus to attack rolls with missile weapons and do not take penalties when their targets are behind half- or three-quarter cover.

**Frog's Leg**: The caster's legs become elongated, muscular, and blotted in green. They gain a bonus to Dexterity (Acrobatics) checks and do not need a running start in order to jump their full distance.

**Gorilla's Arms**: The caster's arms become long and strong and covered in dark hair. They do +2 damage when attacking with their bare hands and gain +2 to strength (Athletics) checks to Grapple.

**Monkey's Hands**: The caster's hands and arms become modified for climbing and throwing. They gain advantage on rolls they make in order to climb as well as a +2 to attack rolls when using thrown weapons.

**Nightingale's Throat:** The caster's tongue narrows and they grow small feathers around their face and throat. They gain advantage on Charisma (Performance) ability checks when singing and a +2 to Charisma (Persuasion) ability checks.

**Raccoon's Paws:** The caster's hands become narrow and highly dexterous. They gain a +2 bonus to Dexterity (Sleight of Hand) checks and when using thieves' tools.

**Stag's Antlers:** The caster's features and legs grow long and sinewy as antler's burst from their crown. Their walking speed increases by 10 feet, their movement is no longer hindered by undergrowth, and they make use their action to attack with their antlers, dealing 1d6 + their Strength Modifier bludgeoning damage.

**Wolf's Fangs:** The caster's face grows gray-brown fur and their incisors lengthen and sharpen. They gain advantage on Wisdom (Perception) checks that rely on smell or hearing, as well as a +2 bonus to melee weapon attack rolls when one of their allies is within 5 feet of them.
Sacred Gardian

*Abjuration Spell*
 Range
 Components
 Duration
 Classes

A willing creature is touched by the caster. For the duration, the caster will get a mental image if that creature is ever in danger of being harmed. The warning, which works no matter the distance as long as the creature is on the same plane of existence as you, includes a very brief mental image of the situation but no other information.

Only on creature may be affected by this spell at a time.
GSFE

"*Это был не альянс - братство..."*

- Эвока про GSFE.

Grey Side Force Empire

Эвока

Mr Grey

Mr Grey

**GSFE** (**ГСФЕ**) **Grey Side Force Empire** - легендарный древнейший закрытый нейтральный альянс, вобравший в себя как имперских, так и республиканских игроков. Альянс был сильнейшим в игре. Известными членами альянса являются Эвока, Алиса, Мастер Грей, Тварь, Странник и Капитан Пузо. ГСФЕ был создан Алисой в 16 ПБЯ и распущен в 19 ПБЯ, просуществовав три года. В конце 20 ПБЯ был восстановлен Алисой же, однако, кроме самой императрицы, остальным туда доступ запрещён.

В начале 2019 года альянс был распущен, старые друзья разошлись в разные стороны: Странник отрёкся от власти и стал обычным человеком, поселившись на планете Бентар; Эвока и Мастер Грей ушли в Альянс Разработчиков, к Алисе; а Тварь перешёл в состав Республики, и позже исчез.

В конце 20 ПБЯ Алиса воссоздала альянс, однако, кроме самой Алисы, доступ туда закрыт, вся информация о его деятельности строго засекречена.
Reveal Owner

*Divination Spell (ritual)*
 Range
 Components
 Duration
 Classes

The caster gains a psychic impression of the current owner or owners of the target object. They do not gain any information about the owner, but do get enough of an impression that they will recognize that person if they see them.

If the object has no current owner, they gain an impression of the most recent one. If it has not had an owner within the last decade, they gain no impression at all.
Deepen Shadows

*Illusion Cantrip*
 Range
 Components
 Duration
 Classes

Over the course of a minute, the shadows in a 10-food cube grow larger, deeper, more ominous and concealing. Brightly-lit areas become dimly lit, dimly-lit areas become dark, and dark areas become menacing. The change is so gradual that it requires a *Wisdom (Perception)* check, using the caster's Spell Save DC, to notice the casting of the spell.

Any light-based magic cast in its radius will end this spell.

**Leveling:** The size of the affect area doubles as its caster reaches 5th level (20=foot cube), 11th level (40-foot cube), and 17th level (80-foot cube).
Scholar's Touch

*Divination Spell (ritual)*
 Range
 Components
 Duration
 Classes

The caster touches a non-magical book or scroll and, as long as it is written in a language they can understand, instantly absorbs the knowledge held within as if they had just read it. This spell does not give any particular ability to understand or retain the knowledge, however.
Matheus Canella

## Outros

Matheus CanellaCartuchito

**Matheus Canella** (18 de Setembro de 1996) do signo de virgem , produz videos para o Youtube, está junto na bancada do Não Ouvo, e apresenta o **Cartuchito** junto com o Sr. Wilson. também é um grande queridinho das **milfs** (*velhas safadas), ele bombou com os tiozões do WhatsApp com o meme cachorinho fia da put\** ,em **5 de julho de 2019** para ter uma vida de dignidade já que seu canal não lhe fornecia uma vida digna para ele e seu filho tulinho, ele conseguio um emprego no canal do youtube coisa nossa do refrigerante guaraná Antarctica, após seu grande sucesso no canal agora é um homem bem sucedido hoje em dia é ex marido da cantora Dolly Parton, ele também fez uma uma grande dublagem de 3 segundos no novo filme do clássico space jam.
Snapshot

*Transmutation Spell (ritual)*
 Range
 Components
 Duration
 Classes

The caster causes whatever they see to appear on a sheet of paper they are holding. If they are currently using a spell such as *detect magic*, which allows them to see aura's of one time or another, this spell will record those as well. The image appears to be drawn or painted in a currently popular artistic style.
Alpha's Sparkle Beam

*Evocation Cantrip*
 Range
 Components
 Duration
 Classes

The caster calls upon the Positive Plane and summons forth a cone of shining silver and gold lights. These shoot off towards one creature within sight, who must make a Constitution saving throw or be blinded until the beginning of its next turn.

An *Undead* or *Fiendish* creature who fails its save will also take **1d8 radiant damage**.

**Leveling:** This spell does an additional 1d8 radiant damage when the caster reaches 5th level (2d8), 11th level (3d8) and 17th level (4d8).
Invisible Object

*Illusion Spell*
 Range
 Components
 Duration
 Classes

One non-living object weighing 25 pounds or less is rendered invisible to all. While this spell is in effect, the caster may turn the invisibility on and off at will. If the object is used to attack, it becomes visible for 1 minute afterwards before reverting once more.
First of Stone

*Transmutation Spell*
 Range
 Components
 Duration
 Classes

One of the caster's forearm and hand turns into flexible stone. Although they retain their sense of touch, that hand does not feel pain. They now have a Strength of 16 with that hand, unarmed attacks deal 1d8 bludgeoning damage, and that hand has resistance to acid, cold, fire, lightning, and poison damage. This resistances comes into effect only if they would take damage from touching something with that hand, not if they are attacked with that damage type.

**At Higher Levels:** When this spell is cast using a spell slot of 3rd level or higher, the hand's Strength is increased to 18 and its attacks deal 2d8 bludgeoning damage.

When this spell is cast using a spell slot of 5th level or higher, the hand's Strength is increased to 20 and its attacks deal 3d8 bludgeoning damage. Additionally, it gains immunity to the previously mentioned damage types.

When this spell is cast using a spell slot of 7th level or higher, the hand's Strength is increased to 22 and its attacks deal 4d8 bludgeoning damage.
Drawmij's Scent Mast

*Transmutation Spell*
 Range
 Components
 Duration
 Classes

One creature touched by the caster is rendered scentless and cannot be tracked by smell.

This spell can also be cast on a creature that attacks through scent, such as a troglodyte. That creature must make a Constitution saving throw to resist. On a failure, it cannot use its attack of the duration.
Fertility

*Transmutation Spell (ritual)*
 Range
 Components
 Duration
 Classes

The caster touches a willing creature, or any beast or monstrosity with an Intelligence of 4 or lower. For the duration of this spell, that creature becomes incredibly fertile. The creature is all but guaranteed to become pregnant during this period.

The caster cannot use this spell on themselves, though they can use it on a partner.
ЗР класса "Сторонник"

Сила -50000

## Дополнительная информация

Обеспечение = 3 275 000

**Звездный Суперразрушитель класса «Сторонник»** был разработан в Галактической Империи специально для проведения орбитальных бомбардировок. Часто использовался как командный корабль и исполнитель кодового приказа *«База Дельта Ноль»*. Корабль оснащён сотнями лазерных и турболазерных установок, что позволяет ему нести волю Императора даже в самые отдаленные уголки Галактики.
Acid Hands

*Evocation Spell*
 Range
 Components
 Duration
 Classes

The caster holds out their hands as a thin sheet of corrosive liquid shoots forth from them. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 2d6 acid damage on a failed save, or half as much on a successful one.

**At Higher Levels:** When this spell is cast using a spell slot of 2nd level or higher, the damage is increased by 1d6 per slot level.
Ancestral Blessing

*Necromancy Spell (ritual)*
 Range
 Components
 Duration
 Classes

The caster calls upon their ancestors' might for advice or protection. They may then ask the spirit to do one of the following:

**Oracle:** The caster asks the spirit one question, which it answers to the best of its ability. It will not lie to you, but it may not know the answer.

**Blessing:**The spirit blesses its caster. For the next 1w hours, they have advantage on one type of saving throw of their choice.

**Guardianship:**The spirit guards the caster's home or workspace. It will alert them instantly if there are any intruders, no matter where the caster is, but it cannot fight or other interfere. The caster may specify individuals or types of creatures that are allowed entry. It will remain for one month before dissipating.
Раннох

Раннох

Возрождённая Империя Ситхов

Планета регионов среднего кольца. Принадлежит ВИС. Родина кварианцев (позднее - гетов).

Её название переводится с древнекварианского как «сад, окружённый стеной», хотя на сегодняшний день кварианцы называют Раннох просто «домом». Любопытен тот факт, что на планете нет насекомых, поэтому опыляемые растения вступили в симбиоз с высокоразвитыми животными. Это можно рассматривать как фактор, сопутствующий ослаблению иммунной системы кварианцев, поскольку инфекции могли быть настолько же полезными, насколько и пагубными. Кварианцы, скорее всего, попросту к ним (инфекциям) приспособились.

По воле Силы, во время Жатвы(Mass Effect) органической жизни, планета была перенесена к Лехону, вместе с воссоеденившимися Гетами и Кварианцами, а так же находящиеся в то время на планете и космическом пространстве "Номандия" SR-2 с экипажем, шпионы Саларианцев на планете, опергруппа Турианцев и Кроганы, что пришли помочь Капитану Шепард. Планета появилась ещё до образования ВИС, поэтому все "гости" помогли Империи встать на ноги. По сей день они занимают множество должностей и активно учавствуют в жизни Империи.

Планета длительное время была в оккупации Тварью, но была возвращена в лоно родного государства.
Alpha's Moonlight

*Transmutation Spell*
 Range
 Components
 Duration
 Classes

An area of soft blue-gray light, 30 feet in radius, shines down from above. In this area, all color is washed out, those with Sunlight Sensitivity are not affected by sunlight, and lycanthropes must make a Wisdom saving throw to avoid being forced to transform.

If this spell is cast with the caster as its center, it moves with them. Otherwise, it remains stationary.
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Thump

*Evocation Cantrip*
 Range
 Components
 Duration
 Classes

The caster smacks a hostile creature with a held item on their head, face, hand, or paw while berating them. They must make a melee spell attack; on a hit, the target is stunned for the duration. They may make a Charisma saving throw at the beginning of each of their turns, ending the effect on a success.

Only one creature at a time may be affected by its casting.
Instant Search

*Divination Spell*
 Range
 Components
 Duration
 Classes

The caster thoroughly searches an area that would normally take far longer to search properly. They receive a mental image of the location of the items they are looking for, allowing for Wisdom (Perception) checks to be made at advantage.

**At Higher Levels:** When this spell is cast using a spell slot of 2nd level or higher, the range increases by 30 feet for each spell slot level.
Erik's Quills

*Conjuration Cantrip*
 Range
 Components
 Duration
 Classes

The caster conjures and throws 2d4 porcupine quills at a target they can see within range. Only one ranged spell attack is needed. On a success, its target takes 1 point of piercing damage for every quill, and 1 additional point of damage at the beginning of each of their next 3 turns.

**Leveling:** The number of quills the spell creates increases by 2d4 when its caster reaches 5th level (4d4), 11th level (6d4), and 17th level (8d4).
Larral's Cutting Hand

*Transmutation Spell*
 Range
 Components
 Duration
 Classes

One of the caster's hands gains a magical cutting edge. The merest touch of their hand will sever nonmagical ropes, sacks, and the like. Unarmed strikes do 1d12 + their Strength modifier in magical slashing damage.

**At Higher Levels:** When this spell is cast using a spell slot of 2nd level or higher, the damage is increased by 1d12 per slot level.
Kiss of Wounding

*Evocation Cantrip*
 Range
 Components
 Duration
 Classes

One creature the caster kisses must make a Constitution saving throw, taking 1d12 force damage on a failed saving throw or none on a successful one.

The caster must be able to kiss the target's skin, though not necessarily its lips. If the target is in combat, the caster must succeed on a melee spell attack to kiss it. If the target is not in combat, they must be willing, restrained, or unaware.

**Leveling:** This spell inflicts an additional 1d12 damage when its caster reaches 5th level (2d12), 11th level (3d12), and 17th level (4d12).
Hold Portal

*Abjuration Cantrip*
 Range
 Components
 Duration
 Classes

The caster magically holds a door, gate, or hatch shut as if it had been closed tightly and locked or barred. Alternatively, the caster can also hold it open as if had been wedged as such. Opening or closing the door requires a Strength ability check against the caster's Spell Save DC.

This spell is instantly countered by the **Knock** Spell.
Ladder

*Conjuration Spell*
 Range
 Components
 Duration
 Classes

The caster creates a ladder of magical force that is one-foot wide and ten feet long. It may be placed vertically against a wall, laid horizontally so it can be used to cross gaps, or leaned at a 45° angle to be used as a staircase. No matter its position, the ladder is anchored firmly and will not move until dispelled.

**At Higher Levels:** When this spell is cast using a spell slot of 2nd level or higher, the length of the ladder increases by 10 feet per slot level.
Infernal Wound

*Transmutation Spell*
 Range
 Components
 Duration
 Classes

The caster imbues a weapon they wield with fiendish energies. The first wound the weapon inflicts will boil and wither: a creature struck by the weapon takes 5 necrotic damage at the beginning of each of its turns for the spell's duration.

Any sort of magical healing will stop the hit point loss, as will a successful Wisdom (Medicine) skill check against your spell save DC.
Elonia's Glamer

*Illusion Spell (ritual)*
 Range
 Components
 Duration
 Classes

The caster subtly changes the appearance of itself or one other humanoid, making that person more or less attractive. This does not make that person take on the resemblance of another.

If the target is made more attractive, they gain advantage on all Charisma checks except Charisma (Intimidation).

If the target is made less attractive, they gain advantage on Charisma (Intimidation) checks.

An unwilling humanoid may make a Charisma saving throw to resist.
Ancestral Vengeance

*Conjuration Spell*
 Range
 Components
 Duration
 Classes

The caster summons a spirit native to the land, telling it of a crime the desired target has committed against the caster or their allies. The spirit lashes out at the target, who must make a Constitution saving throw. On a failure, it takes 2d10 slashing and 1d10 psychic damage and their hit point total is reduced by the amount of psychic damage taken. On a success, it takes half as much damage.

**At Higher Levels:** When this spell is cast using a spell slot of 3rd level or higher, the psychic damage is increased by 1d10 per slot level.
Copy

*Transmutation Cantrip*
 Range
 Components
 Duration
 Classes

The caster holds a blank sheet of paper, a book with empty pages, or any other similar material over a document or object with writing on it. This spell produces a perfect copy of the writing.

Attempts to copy magic-infused texts will cause the copy to be filled with non-magical gibberish. If a text-based trap (such as a Sigil) is copied, it is set off.
Wolf

## Affiliation

Wolf is the current leader of Golden Corp (GC)

He appears to treat all his men with a form of respect, and recruits people to his faction personally when he sees some trait in them that defines them as a loyal, tough, and moral soldier. This ends up causing Golden Corp to not be as large as other factions, but ends up making all its members a challenge to fight against.

## Psyche Analysis

He appears to have a very determined personality, he has never once been spotted surrendering. He does not seem like the kind of person to stand down or run from a fight. He also appears to have a selfless attitude. Willing to sacrifice himself against immeasurable odds just to save one or two innocents, although he somehow manages to beat the odds or find a way around such a demise.

As for his mental status its hard to tell from looks, he appears to have built up a mask, hiding his emotions behind it. Its really difficult to tell just what he could be dealing with but a mask like that usually signifies its some major traumatic event that made him the way he is now. Giving away at least one mental state issue he has.

PTSD

## Survival Experience

Through studying, it appears that Wolf has quite a lot of experience in situations like this, its unlikely that he started the apocalypse without a clue what he was doing. He has experience with the bare minimal for survival, reports in Canada of him taking on multiple armed gun men with bows can be confirmed, as its registered he has over 200 kills with a compound alone. And he has about 50 on animals for hunting, although he does not leave the carcasses there, and uses every bit of the animal for survival purposes.

## Combat Experience

Wolf seems to have combat experience in multiple fields, Excelling with sniper rifles, bows, assault rifles, smgs, and pistols, he appears to have an Elite level of training in each field of combat. He would be quite a struggle to fight against and a worthy foe to even the strongest of factions on the Farlands. The only real way to defeat him easily would have to be a tactical assault where he was unprepared, but it seems he almost never travels without a weapon so that may be a difficult feat.

## Past

Nothing is known about wolfs past, only assumed or guessed.

Due to his immense combat experience though it can be assumed that he has fought for a military, and gained immeasurable skills in combat.

Due to his survival experience its assumed that he has been through tough situations like this even before the apocalypse, just what its hard to determine.

Due to his psyche and morals its assumed that he has been through some traumatic event in his life, which caused, maybe even forced him to be the way he is now.
Nature Call

*Conjuration Cantrip*
 Range
 Components
 Duration
 Classes

The caster summons one or two Fae spirits that take the form of a CR 0 beast. These appear in an unoccupied space that can be seen within range. Each beast is considered Fae, disappears when it drops to 0 hit points or when the spell ends, and are friendly to the caster and their companions. The caster may give them directions and orders, which they will attempt to follow to the best of their abilities; they will not engage in combat, however.

**Leveling:** This spell summons an extra two creatures when its caster reaches 5th level (4 spirits), 11th level (6 spirits), and 17th level (8 spirits).
Quick Step

*Transmutation Spell*
 Range
 Components
 Duration
 Classes

One willing creature touched by the caster gains the ability to run at full speed plus 15 feet for an hour without tiring. When the spell's duration ends, the creature will need to take a short rest before it can be affect again.

**At Higher Levels:** When this spell is cast using a spell slot of 2nd level or higher, the duration increases by 1 hour per slot level.
Distraction

*Enchantment Cantrip*
 Range
 Components
 Duration
 Classes

One creature the caster can see must make a Wisdom saving throw or become incapacitated until the beginning of your next turn, too preoccupied by its own thoughts, too distracted by shiny things or other nick-nacs around it to notice any movement, sound, or smell around them.

Creatures with an Intelligence of or that are immune to being charmed are unaffected by this spell.

A creature that is in combat has advantage on its saving throw.
Новые Мандалорцы

**Новые Мандалорцы** - один из старейших альянсов. Ныне управляется Фридоном Наддом.

Альянс был создан давно и воспитал в себе немало поколений темных и светлых игроков, не раз вступал в разные конфликты и интриги, боролся за место Императора в Империи и т.д., восславляя честь древнего Мандалора. Несмотря на значительное влияние Империи, альянс официально сохраняет нейтралитет и принимает правителей от обеих фракций.

Примерно к началу Великой Войны союз стал приходить в упадок. Тем не менее, руководство Фридона уверенно держит его в числе ТОП-10 альянсов.

## История Нового Мандалора во время правления Дарта Талгатуса

Главенство на альянсом Дарту Талгатусу перешло от правителя и изначального создателя альянса Ромарио О'Крайто, ушедшего по собственной воле искать новый путь, весной 2017 года.

В данный период в составе альянса осталось половина правителей, не захотевших идти за Ромарио О'Крайтом и покидать альянс. Это привело к резкому упадку в союзе и он ушёл в дивизион второстепенных альянсов, постепенно снова набирая силу.

Правление Дарта Талгатуса как главы Новых Мандалорцев закончилось осенью - зимой 2017 года после кровопролитной войны против союза Трауна (ПТС) и нового альянса Ромарио О'Крайто (на тот момент являющегося Императором).

Дарт Талгатус передал главенство над альянсом Фридону Надду после гибели своего флота и экономики и покинул мир СВГ.

## История альянса при правлении Фридоном Наддом

История Фридона Надда как великого Мандалора началась с зимы 2017 года и продолжается и по сей день.

После ухода Дарта Талгатуса из СВГ, альянс Новые Мандалорцы оказался не в простой ситуации либо выбрать окончательный снос, либо выбрать мир, но отдать главенство над альянсом, решившему вернуться в него Ромарио О'Крайто.

После длительных переговоров, как с Трауном и с Ромарио О'Крайто, так и с членами альянса, введенными в заблуждение Ромарио О'Крайтом, Фридон Надд принял решение распустить альянс.

Итогами этого решения стал роспуск альянса и всех его членов, что позволило сохранить флотилии и экономику его членов, а так же полное уничтожение экономики и личной флотилии Фридона Надда.

Альянс был возрождён зимой 2018 года Фридоном Наддом, был подписан мир Императором Галактической Империи Трауном.

В период с 2018 по весну 2019 года альянс несколько раз приходил в упадок и восстанавливался, по причине политико-экономических процессов в мире СВГ, а так же по причинам находящимся за пределами мира СВГ.

Союз участвовал в данный период в войне с Доминацией Чиссов, ТГФ, Омертой и др.
Anesthesia

*Enchantment Spell*
 Range
 Components
 Duration
 Classes

A creature touched by the caster becomes unconscious, insensate, or both - you decide when casting the spell. The creature may attempt a Constitution saving throw to resist. On a failed save, the creature feels weakened and groggy, gaining the poisoned condition.

The creature may make a new saving throw at the start of each of its turns. On three successes, the spell ends. If it fails its save three times, it falls unconscious and cannot be awakened for the duration except through magical means, or ceases to feel pain for the duration.

Creatures that don't sleep or cannot be charmed are immune to this spell.
Arcane Voice

*Illusion Spell (ritual)*
 Range
 Components
 Duration
 Classes

The caster may project their voice to any point within range in a location familiar to you or in an obvious location that is unfamiliar to you. If you choose, you may alter your voice so that it is loud and booming, weird and eldritch, etc. (although it cannot be completely unrecognizable).
Agonizing Rebuke

*Enchantment Spell*
 Range
 Components
 Duration
 Classes

The caster blasts their target with cruel words and instills so much apprehension into them that they suffer mental distress at even the thought of attacking you. The creature must make a Wisdom saving throw. On a failure, it suffers 2d6 psychic damage each time it attacks the caster, casts a spell that harms you (even indirectly), or otherwise takes an action that causes harm. If this damage would reduce your target to 0 hit points or less, it instead drops to 1 hit point.

If the creature is attacks, it may make a new saving throw, ending the effects on a success.

**At Higher Levels:** When this spell is cast using a spell slot of 4th level or higher, the duration increases up to 10 minutes.
When cast with a spell slot of 6th level or higher, the duration increases to 1 hour and concentration is no longer needed.
Idea

*Divination Spell*
 Range
 Components
 Duration
 Classes

The caster flips a coin into the air while thinking of a problem at hand. The coin vanished mid-spin, and the caster then gains a +5 to Arcana, History, Insight, Investigation, Medicine, Nature, Religion, or Survival ability checks needed to solve the problem.

If the problem is one that requires role-playing instead of skill roles to solve, the DM gives a hint to the solution.

Repeated castings concerning the same problem gain the same insight each time.
Sanh's Ray of Light

*Evocation Spell*
 Range
 Components
 Duration
 Classes

The caster fires a beam of dazzling light at one target they can see within range. The must make a ranged spell attack; on hit, the target takes 1d10 radiant damage and must make a Constitution saving throw. The target is blinded for 1 minute on a failed saving throw, or blinded until the beginning of its next turn on a successful one.
НАСА (АнтиТГФ)

**НАСА** (или **АнтиТГФ)** - светлый альянс, созданный Генералом Антиллесом.

НАСА был создан выходцем из Ордена Джедаев Генералом Антиллесом как республиканский союз, принимал участие во многих сражениях и конфликтах.

Одним из известных выпускников Альянса является Хан Соло.

Во время Второго Даракского Кризиса Антиллес реорганизовал НАСА в АнтиТГФ, полностью сосредоточившись на противостоянии с Лордом АРГОСом.

После того, как ТГФ был переименован в "Летучий голландец", в ответ на это, Антиллес переименовал свой альянс в "Чёрную Жемчужину". А после альянс был распущен, сам Генерал вступил в Авреум Аврора. Но это ложь, ведь Генерал и есть Авреум Аврора!
Pilpin's Prompt

*Transmutation Spell (ritual)*
 Range
 Components
 Duration
 Classes

This spell will remind its caster of an upcoming appointment or even that is up to a week away. They may decide when they wish to be reminded. When the event occurs, an audible *ding!* is heard and a piece of paper appears in the caster's hand with the reminder written on it in their handwriting. The reminder can be no longer than 25 words long and is permanent, though mundane.
Adamantine Weapon

*Transmutation Spell*
 Range
 Components
 Duration
 Classes

The caster transforms their weapon into one made of pure metallic adamantine. It now bypasses non-magical damage resistance and deals an additional 1d8 damage on hit.

**At Higher Levels:** When this spell is cast using a spell slot of 3rd level or higher, the damage is increased by 1d8 per slot level.
Inaudibility

*Illusion Spell*
 Range
 Components
 Duration
 Classes

One creature touched by the caster becomes silenced: all sounds made by that creature are completely muted. While this spell is in effect, the creature cannot speak or cast spells with verbal components. Objects that the target is carrying are silenced as well, but anything dropped, thrown, or bumped into will still make noise. while this spell is in effect, the target has advantage on Dexterity (Stealth) checks.

An unwilling target must make a Wisdom saving throw to resist.
Ray of Clumsiness

*Transmutation Spell*
 Range
 Components
 Duration
 Classes

A beam of wavering orange energy shoots from the caster's fingers towards a creature within range. A ranged spell attack must be made; on a hit, the target's muscles stiffen and their joints lock. Wherever it walks is treated as difficult terrain for it and it has disadvantage on all Dexterity checks, as well as Strength (Athletics) checks until the spell ends.

At the end of each of its turns, the create may make a Constitution saving throw to end the spell.
Death Candle

*Divination Spell (ritual)*
 Range
 Components
 Duration
 Classes

While this spell spell is being cast, a willing creature must light the candle. From then on, the candle will burn continuously without using any fuel for as long as the creature that lit it is alive. If the creature is ever near death or contracts a fatal illness, the candle will gutter and dim. It will only go out once that creature reaches 0 hit points, however.

This candle can never be extinguished for any reasons other those above.
Entangling Scarf

*Tangling Spell*
 Range
 Components
 Duration
 Classes

The caster holds a scarf, sash, shawl, or belt in one hand and flings the other end of it at a creature they can see within range. They must make a ranged spell attack to hit; on success, the scarf magically extends to reach the target and wraps around it, restraining them.

**At Higher Levels:** When this spell is cast using a spell slot of 2nd level or higher, the scarf begins to constrict the target. At the start of each of the caster's turns, this spell inflicts 1d10 damage for each spell slot level.
Command Hair

*Transmutation Spell*
 Range
 Components
 Duration
 Classes

The caster causes the hair of a willing target to grow up to one foot, be cut or shaved off, and style itself in any manner they choose.

They may also cause the hair to act like a prehensile tentacle, under the control of the hair's owner. The hair has a Strength of 6 (-2), a Dexterity of 9 (-1), and makes attacks at disadvantage. While animated, the hair grows to a length of 5 feet.

**At Higher Levels:** When this spell is cast using a spell slot of 2nd level or higher, the hair's stats gain a +1 per slot level.
Animal Animosity

*Enchantment Spell*
 Range
 Components
 Duration
 Classes

One creature within range that the caster can see must make a Wisdom saving throw or be cursed with a hateful aura beasts can sense. All beasts who come within 30 feet of the target will become angry with that arget and may attempt to attack it. A *Remove Curse* will end this effect.

**At Higher Levels:** When this spell is cast using a spell slot of 2nd level or higher, you can affect one additional target per slot level.
Heethem's Hydromorph

*Transmutation Spell*
 Range
 Components
 Duration
 Classes

The caster picks a point within range that is on still or gently-flowing water. They may then shape the water to create fountains and water sculptures in a 30-foot radius circle around that point.

If this spell is used on a single point every day for a month, the sculpture becomes permanent.
Handcandle

*EvocationCantrip*
 Range
 Components
 Duration
 Classes

A flame springs forth from the caster's palm. The flame can be either red or white, thought switching between them is a bonus action. The flame can be hidden by the caster closing their hand; this does not end the spell.

**Red Flame:** Hot but not particularly bright, this flame can be used to ignite flammable materials, cook food, or to scorch beings touched by it (dealing 1d8 fire damage). A melee attack roll must be made to hit.

**White Flame:** Bright but cool to the touch, this flame cannot set anything on fire and does no damage, but sheds bright light in a 15-foot radius and dim light for an additional 10 feet.
Kiss of Vampirism

*Necromancy Spell*
 Range
 Components
 Duration
 Classes

The caster's kiss drains the life out of their target. They take 1d10 necrotic damage and the caster regains hit points equal to half the damage dealt.

The caster must be able to kiss the target's skin, although not necessarily its lips. If the creature is in combat, a melee spell attack against it must be succeeded.

**At Higher Levels:** When this spell is cast using a spell slot of 2nd level or higher, the damage is increased by 1d10 per slot level.
Compass

*Divination Spell (ritual)*
 Range
 Components
 Duration
 Classes

The caster uses the pin, cork, and brass bowl to make a simple compass. However, instead of pointing to the magnetic North, the needle points towards any destination they choose, as long as they know for certain that it exists.

The spell ends if the water is drained from the bowl or if its components are removed.
Bladethirst

*Transmutation Spell*
 Range
 Components
 Duration
 Classes

The caster's sword or other slashing weapon bursts into unearthly steel-blue flame. Until the end of their turn, they have advantage on all rolls to hit with this weapon, inflicting an additional 1d6 cold damage on hit. The weapon sheds bright light in a 10-foot radius and dim light a further 10 feet.

**At Higher Levels:** When this spell is cast using a spell slot of 2nd level or higher, the damage is increased by 1d6 per slot level.
Arrowflight

*Transmutation Spell*
 Range
 Components
 Duration
 Classes

The caster touches a bow or crossbow. For the duration of this spell, the range of this weapon is doubled.

**At Higher Levels:** When this spell is cast using a spell slot of 3rd level or higher, the caster may affect one additional bow/crossbow per slot level.
Leaf into Dagger

*Transmutation Cantrip*
 Range
 Components
 Duration
 Classes

The caster transforms any tree leaf into a magical dagger. For the duration, they may use their spellcasting ability instead of Strength or Dexterity for the attack and damage rolls of that weapon. The caster cannot be harmed by this blade; should they drop it, it instantly becomes a leaf again.
Darkray's Enhanced Dagger

*Transmutation Spell*
 Range
 Components
 Duration
 Classes

The caster imbues a dagger with magical energy from the Plane of Radiance. It may then be wielded or thrown, or given to someone else. On a successful hit, the dagger erupts into a brilliant white ball of energy. In addition to its normal damage, it inflicts 1d10 radiant damage, plus your spellcasting ability modifier. The dagger is destroyed during this.

**At Higher Levels:** When this spell is cast using a spell slot of 2nd level or higher, the damage is increased by 1d10 per slot level.
Alpha's Hunting Hound

*Conjuration Spell*
 Range
 Components
 Duration
 Classes

The caster summons a Fae spirit that takes the form of a white and red mastiff. It is identical to the mastiff from the *Monster Manual*, save that its Perception skill bonus is +5. It is friendly to you and your companions.

Roll initiative for it, as it has its own turns. It will obey any commands that you issue. If you don't issue commands, it will defend itself and you from hostile creatures, but otherwise takes no actions.

The mastiff disappears when it drops to 0 hit points or when the spell ends, whichever occurs first.

**At Higher Levels:** When this spell is cast using a spell slot of 2nd level or higher, an additional mastiff is conjured for each spell slot level above 1st.
Chord of Shards

*Transmutation Spell*
 Range
 Components
 Duration
 Classes

The caster strikes a musical chrod so shrill that the notes literally turn into razor-sharp, crystalline shards, blasting the area in a 15-foot cone. All creatures in that are must make a Dexterity saving throw. On a failure, they take 2d6 thunder damage or half as much on a success.

**At Higher Levels:** When this spell is cast using a spell slot of 2nd level or higher, the damage is increased by 1d6 per slot level.
Calder's Starry Sky

*Illusion Spell (ritual)*
 Range
 Components
 Duration
 Classes

A completely accurate star map of the local sky is projected from the silver mirror. It can be used to study the sky or, if cast outside, to aid in navigation during the day or on overcast nights. A creature who uses the stars to navigate gains advantage on Wisdom (Survival) and Wisdom (Nature) checks.
Iron Scarf

*Transmutation Cantrip*
 Range
 Components
 Duration
 Classes

As a port of the action used to cast this spell, the caster must make a melee spell attack with a scarf, shawl, sash, or belt against one creature within range. On a hit, the scarf magically expands and becomes as hard as iron, inflicting 1d10 bludgeoning damage before returning to normal once more.

**Leveling:** This spell inflicts an additional 1d10 damage when its caster reaches 5th level (2d10), 11th level (3d10), or 17th level (4d10).
Exorcism

*Abjuration Spell*
 Range
 Components
 Duration
 Classes

The caster attempts to force a ghost, demon, or other such entity to leave its possessed host. The creature possessed by the entity must either be willing or restrained for this spell to function.

After an hour of reciting liturgy, chanting, waving burning sage around, carving magic sigils into the creature's skin, etc., the entity must make a saving throw using either Charisma, Constitution, or Wisdom. On a failure, it takes 2d10 psychic damage and its hit point total is reduced by that amount. It must then make a second saving throw, using the same ability as above. Should *that* fail, it also loses a number of points from the given attribute equal to the caster's spellcasting modifier.

If the entity fails its first saving throw, the caster must make a Constitution saving throw. On a failure, they and the host creature take 1d10 psychic damage.

One casting of this spell will generally only weaken the spirit; it often requires multiple castings to fully drive it off. Once the entity's max health is reduced to 1, or any of its modifiers reach 3 or less, then it loses the ability to retain hold on the host and is cast out. The host is immune to possession for one year thereafter, until the magic sigils carved into them begin to fail.

**At Higher Levels:** When this spell is cast using a spell slot of 2nd level or higher, all damage is increased by 1d10 per slot level.
Beastmask

*Illusion Spell*
 Range
 Components
 Duration
 Classes

The caster or one willing creature they touch is made to look, feel, sound, and smell exactly like a particular species of aberration, beast, dragon, or monstrosity that has an Intelligence of 4 or lower - but only to members of that species. These will treat the target as they would normally treat another member of their species.

Members of closely related species are also fooled, provided those creature have an Intelligence of 4 or less. For instance, a dog mask will also fool wolves and death-hounds, while a bear mask will fool dire bears and owlbears.
Battle Cry

*Enchantment Spell*
 Range
 Components
 Duration
 Classes

The caster lets loose a shout of challenge and up to 3 hostile creatures within range must make a Wisdom saving throw. On a failure, they are stunned for their turn - but by their recovery next turn, their sights turn obsessively towards the caster.
Weapon Bless

*Transmutation Spell*
 Range
 Components
 Duration
 Classes

The caster imbues their weapon with great power against a single specific foe, whose name is inscribed on the weapon itself.

When they face that foe in battle, they gain a +10 bonus to hit on their first attack and do +10 damage on that first attack if successful. Additionally, if they roll a 1, they may reroll; they must take the second roll, however.

After that first blow, the magic begins to fade. For five turns afterwards, the caster gains a +1 bonus to hit and damage against that creature.

If the weapon is used against another creature before it has a chance to strike at its named foe, the spell ends without any effect.
Diction

*Transmutation Cantrip*
 Range
 Components
 Duration
 Classes

The caster animates a pen or other writing instrument, willing it to write any words that are spoken within a 10-foot radius of them. The words will appear in a language that they can read. For languages the caster does not know, the instrument will instead write out the words phonetically. Emphasis will be noted and speakers will be differentiated by new paragraphs once they begin speaking. Alternatively, several colors of ink can be provided, allowing the instrument to key-in a color for each new speaker.

If a spell with a verbal component is cast in the area, it will be recorded as a string of meaningless symbols. Command Words for items, however, *will* be recorded.
Secret Page

*Transmutation Spell (ritual)*
 Range
 Components
 Duration
 Classes

The caster touches a piece of paper or a page in a book that has writing on it. The writing changes to something completely different of their choice; they can read it normally, however, and may speak a command word to cause it to revert permanently back to its original state.

A *True Seeing* spell will reveal the original text without ending the spell.
Bear Hug

*Transmutation Spell*
 Range
 Components
 Duration
 Classes

The caster gains the ability to bear hug a creature up to one size category larger or smaller than them. If they successfully make an unarmed attack, they can additionally grapple their target (escape DC being equal to their Spell Save DC). As long as the grapple remains in effect, the target is restrained. At the start of each of the caster;s turn, they may constrict their target, doing 2d10 bludgeoning damage. While grappling, the caster cannot use their hands or arms for any other purpose.
Whisper's Hands of Darkness

*Evocation Spell*
 Range
 Components
 Duration
 Classes

A cone of roiling shadows ripples from the caster's outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw, taking 2d6 necrotic damage on a failed save or half as much on a successful one.

If a creature fails its saving throw by 5 of more, then it is poisoned for 1 minute. It may make a new saving throw at the end of each of its turns, ending the effect on itself on a success.

**At Higher Levels:** When this spell is cast using a spell slot of 2nd level or higher, the damage is increased by 1d6 per slot level.
Touch of Madness

*Enchantment Cantrip*
 Range
 Components
 Duration
 Classes

One creature touched by the caster must make a Wisdom saving throw. On a failure, obscene and insane thoughts creep into its brain. Until the beginning of its next turn, it has disadvantage on all ability checks, attack roles, and saving throws.
Whisper's Darkstaff

*Conjuration Cantrip*
 Range
 Components
 Duration
 Classes

The caster conjures a 7-foot staff made of steel and shadows. This staff does 1d6 necrotic damage on hit, uses the caster's spellcasting modifier instead of Strength, but is otherwise a normal staff.

**Leveling:** Once the caster reaches certain levels, this spell gains additional effects:

5th level: the target must make a Constitution saving throw, taking an additional 1d6 necrotic damage on a failure.

11th level: if the target fails the Constitution saving throw, it is also stunned until the beginning of its next turn.

17th level: Instead of using the staff as a melee weapon, the caster may instead fire a globe of darkness up to 30 feet away. They must make a ranged spell attack; on hit, the target suffers 4d6 necrotic damage.
Interrogation

*Evocation Spell*
 Range
 Components
 Duration
 Classes

The caster casts this spell on a creature being interrogated. If the target refuses to answer the caster's questions to their satisfaction, they may speak a word or touch the creature and inflict terrible pain. The creature suffers 1d8 psychic damage, but does not force it to be truthful.

If the target is asked a nonsensical question, or if it fails to understand the question asked, it takes no damage. Only one question can be asked per round.

If this damage would cause your target to drop to 0 hit points, it instead drops to 1 hit point and falls unconscious.
Banish Dazzle

*Abjuration Spell*
 Range
 Components
 Duration
 Classes

The caster or one willing creature they touch becomes immune to being blinded by non-magical light, can see through non-magical mirages and optical illusions, and have advantage on ability checks to determine if visual-only illusions are real or not. They also gain advantage on saving throws against spells that cause blindness.

Targets of this spell who have the Sunlight Sensitivity trait are not affected by the trait for the duration of this spell.

**At Higher Levels:** When this spell is cast using a spell slot of 2nd level or higher, one additional target can be protected per slot level.
Magalzão

## Outros

Magalzão ShowTwitch

**Rodrigo Magal**, também conhecido como **Magal** ou **Magalzão** produz videos para o seu canal Magalzão Show, é ex-diretor do Porta dos Fundos e apresentador do **Talk Show Show**.

O atual streaming da twitch já conseguiu realizar várias façanhas como chupar o próprio pau e transar na bunda de mais de mil mulheres!