recursal/Fanatic-Fandom huggingface dataset:
Король Эдмунд

--Владыка тёмного королевства.Никто иной как отец Юджина Фицерберта .Эдмунд рассказывает Юджину об истории королевства, Братстве и причинах их разлуки, после чего говорит о том, что Фицерберту предстоит помочь ему в уничтожение лунного камня , ведь его сила погубила мать Юджина.Рапунцель с её командой доходят до лунного камня. Однако дорогу туда им преграждает Юджин и сам король Эдмунд — они уничтожают механизм ворот, после чего вход в замок оказывается заблокированным.они приводят друзей в туннель с лавой под замком и создают в нём альтернативный путь в замок. Внутри здания они быстро находят путь к лунному камню, однако Король Эдмунд преграждает друзьям путь к нёму и начинает сражаться с пришедшими из Короны людьми. Юджину удается остановить своего отца, после чего Рапунцель устремляется к камню, однако когда она прикасается к двери в зал с противоположностью солнечной капли, неожиданно появляются призраки предков Эдмунда и Юджина: всё они давали клятву защищать лунный камень и теперь вернулись для её исполнения.Однажды Эдмунд прибывает в корону чтобы подарить Юджину.Кстати, если уж Эдмунд ведёт двойную игру, то не исключено, что и Юджин — не его сын (ну да, да, не мешайте мне надеяться). Он вполне мог просто втереться к Юджину в доверие, использовать его, чтобы остановить или задержать Рапунцель (а впоследствии, возможно, и ещё с какими-то целями). Из доказательств — только пачка плакатов и схожие манеры, но и первое, и информацию о втором вполне могли нашпионить вороны: зная, какую опасность представляет для него Рапунцель, Эдмунд наверняка и раньше следил за ней и её близкими людьми.

И совсем уже дикое предположение: что, если Эдмунд не оберегает человечества от опала, а ищет способ забрать его силу самостоятельно? И тогда, когда всё закончилось катастрофой, он пытался сделать именно это, а вовсе не уничтожить опал? Но осознал, что ему не овладеть силой опала без защиты — скорее всего, этой защитой и является Солнечный цветок. И связался с культом Зан Тири , чтобы совместно поработать и использовать Солнечный цветок: культ — в своих целях, Эдмунд — для того, чтобы завладеть опалом. Это объяснило бы, почему Кассандра, если она действовала в интересах Эдмунда, не похитила, а вобрала в себя опал. Впрочем, этому может быть и много других объяснений, а ход для детского мультика всё же слишком радикальный, так что очень в нём сомневаюсь — хотя было бы крайне прикольно

Так же Эдмунд приезжал в корону на его день рождения.

Он потерял правую руку,после прикосновения к лунному камню,теперь он носит перчатку над ней.Ожерелье с фиолетовым камнем,похоже на то которое носила мать Юджина (на портрете)

Храктер Короля Эдмунда:Эксцентричный, таинственный, жестокий, командующий, решительный

Нравится:Вороны, быть с сыном, истории, книги "Рассказы о всаднике Флиннигане"

Прибывает в корону чтоб подарить ему семейную реликвию
Aether et Obscurité :

**- @Obscurité**

 -> est une entité créatrice, ennemie éternelle de l'Aether. Elle n'est pas à la base des dieux mais de créatures d'obscurité qui attaquent et dévorent tout sur leur chemin. Son seul objectif est de détruire ce qu'Aether crée, et donc ce que les dieux créent. Elle désigne aussi le Domaine de l'Obscurité, monde onirique éponyme de cette dernière.

- @Aether

 -> désigne l'entité créatrice des dieux, mais aussi le monde onirique dans lesquels ces derniers vivent. Elle ne parle jamais, à l'instar de son ennemie pernicieuse et ne peut intervenir dans les guerres de ses enfants. Son souffle est créateur de vie.

*On ignore tout, pour l'instant, de l'apparence sous laquelle les deux entités se montrent physiquement, il s'agit plus de voix, ou de lumières et d'ombres.*

Retour au Sommaire : Wiki Premier Monde ✨.
Cartographer

Governments, rebel groups, and merchant empires - all need maps to exert control and influence. You bring order to uncharted lands by transcribing their details with quill and parchment, thus offering creating a measure of power where there once was none. Perhaps you are drawn by the unfound, or you simply seek to bring oder from chaos. Whatever your aims, a cartographer is an agent of discovery and control.

## Feature: Surveyor's Eye

You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, your eye can immediately determine with great accuracy a question of quantity, distance, or rate in your immediate environment.
Team Aether

## Iluna le Maudit

*-> @Dieu de la Lune, des Étoiles et de la Nuit*

**Nom/Prénom/Surnom :** Iluna « Le Maudit »

**Symboles/Emblèmes :** Le croissant de Lune, le violet est sa couleur par définition première mais il est assez humble, et si ce n’est le corbeau nocturne qui est sa création, il ne possède pas beaucoup d’autres symboles, voulant se faire discret.

**Liens familiaux :** Frère jumeau du @Dieu du Soleil, du Feu et du Jour, fils d'Aether, père de Laetherria.

**Joueur :** ♣ 𝕊𝕡𝕖𝕖𝕕𝕪 𝕆𝕥𝕥𝕖𝕣 ♣#7368

## Lie l'Oeil de Vérité

*-> @Dieu de la Vérité*

**Nom/Prénom/Surnom :** Lightning Lie ; L'Oeil de Vérité.

**Emblèmes/Symboles :** Soit un œil blanc, soit un œil rouge.

**Liens familiaux :** Varie selon les légendes. Lie ne s'est jamais prononcé dessus.

**Joueur :** Yoshilink#9636

## Hadrien Wade le Protecteur

*-> @Dieu de la Protection*

**Nom/Prénom/Surnom :** Hadrien Wade, le Protecteur.

**Emblèmes/Symboles :** écusson en forme de bouclier aux contours dorés et l’intérieur d’un gris sombre, couleur de l’acier. L’image centrale est celle d’un cocon blanc, immaculé.

**Liens familiaux :** Frère jumeau du @Dieu de la Guerre. Ils sont le jour et la nuit, mais se complètent bien. Leurs disputes sont fréquentes, mais jamais l’un ne cherche à se venger, chacun admirant les qualités de l’autre. Fils d’Aether et de la défunte déesse Tara.

**Joueur :** dracoV#4338

## Kérésia Lindia Morphée

*-> @Déesse des Rêves et du Désir.*

**Nom/Prénom/Surnom :** Kérésia / Lindia / Morphée (Dream)

**Emblème/ symboles :** Oeil fermé avec une larme représentée par une plume.

**Lien Familiaux :** Fille d'Aether.

**Joueur :** Mme XD#4035

## Sūrya Bhōkamarī

*-> @Dieu du Soleil, du Feu et du Jour.*

**Nom/Prénom/Surnom :** Sūrya [Bhōkamarī]

**Emblème/Symboles :** Le soleil, les couleurs rouge et jaune, ses tatouages blancs qui sont les réceptacles de sa force, l’oiseau de feu (phénix), le rubis et l’opale de feu (pierre précieuse).

**Liens Familiaux :** @Iluna [Le Maudit] (frère jumeau), Aether (père), @🌸Laetherra Dragolia🐉[Ciera]🌸(fille).

**Joueur :** 𝓔𝓵𝓵𝓪𝓷𝓸𝓻 𝓕𝓲𝓷𝓬𝓱 - 𝓣𝓻𝓮𝓷𝓬𝓪𝓿𝓮𝓵#9814

Retour au Sommaire : Wiki Premier Monde ✨.
Wiki Premier Monde ✨

## Bienvenue sur le Sommaire du Premier Monde !

**"Premier Monde"** est un serveur discord de Roleplay sur un thème particulier : **vous pouvez y incarner une divinité.**

Cette divinité doit être de création originale, et représenter quelque chose, que ce soit la nature, la vérité ou autre.

Ce panthéon a crée un monde, une terre viable : le Premier Monde. Il n’y a pas encore de vie humanoïde sur cette dernière.

Les dieux viennent tous (sauf ceux issus d’un lien de sang) de l’Aether, l’entité silencieuse créatrice de divinité, à l’opposé de cette dernière se trouve l’ennemi des dieux : L’Obscurité.

Votre dieu aidera-t-il les siens à trouver comment freiner l’inexorable pouvoirs de l’Obscurité qui menace de détruire le Premier Monde ? Tirera-t-il les ficelles dans l’ombre ? Rejoindra-t-il le camp adverse ? Aidera-t-il à permettre une forme de vie sur le Premier Monde en collaborant avec ses pairs ?

**A vous de choisir ! A vous de créer !**

## Lien du Serveur et Comptes Discord à Contacter :

**- Serveur :** https://discord.gg/Yf7y3JB

**- Fondatrice :** ♣ 𝕊𝕡𝕖𝕖𝕕𝕪 𝕆𝕥𝕥𝕖𝕣 ♣#7368

**- Modérateurs :** Nero#2988, Yoshilink#9636 et DouDou#0436

## Sommaire du Wiki :

- Home

- Liste des Dieux de Premier Monde (validés et réservés)

- "Stats" et Capacités

- Lieux Inrp : Les Trois Mondes :
R

## Relieard

Dans un élan de bonté (et entre deux siestes) le Dieu Lie décida d'offrir au Premier Monde des créatures similaires à ses Renards.

Appelés Relieards, ces animaux vacillant entre le canidé et le félidé sont au caractère de leur créateur. Filous, rusés, ils sont prêts à tout pour obtenir ce qu'ils veulent. Il est fortement déconseillé de leur faire confiance.

Marque de fabrique de Lie, ils portent toujours du blanc et du rouge. Que ce soit au poitrail où dans les oreilles, ou alors simplement sur le bout des deux queues des Relieards. La pointe rouge se situe toujours à droite, et la blanche à gauche. Tous les Relieards ont les yeux rouges.

Les Relieards vivent en petite bande de 5 maximum. Au delà, les membres du groupe s'agressent dans le but de devenir chef de la petite meute. Ils se nourrissent toujours de petits gibiers, et peuvent être charognards en cas de crise.

Agiles et discrets, ils se camouflent facilement et ne dépasse pas le mètre au garrot. Leurs yeux luisent dans la nuit, leur permettant de voir au travers de celle-ci.

Retour au Sommaire : Wiki Premier Monde ✨.
Conjure Celestial

***7th-level conjuration***

**Casting Time:** 1 minute
**Range:** 90 feet
**Components:** V, S
**Duration:** Concentration, up to 1 hour

You summon a celestial of challenge rating 4 or lower, which appears in an unoccupied space that you can see within range. The celestial disappears when it drops to 0 hit points or when the spell ends.
The celestial is friendly to you and your companions for the duration. Roll initiative for the celestial, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its alignment. If you don't issue any commands to the celestial, it defends itself from hostile creatures but otherwise takes no actions.
The GM has the celestial's statistics.

**At Higher Levels.** When you cast this spell using a 9th-level spell slot, you summon a celestial of challenge rating 5 or lower.
Team Neutre

## Laetherra Dragolia Ciera

*-> @Déesse de la Quintessence*

**Nom/Prénom/Surnom :** Laetherra Dragolia / Ciera (pour toutes les parties acérées de son corps robuste et dévastateur)

**Emblèmes/Symboles :** Deux dragons dans un cycle sans fin dans les tons de turquoise.

**Liens Familiaux :** Fille d'Aether, de @Iluna [Le Maudit] et @Sūrya [Bhōkamarī].

**Joueur :** вє¢¢αɭιм∂σя🐾#2489

## Leïka Fleur Éternelle

*-> @Déesse de la Nature*

**Nom/Prénom/Surnom :** Leïka "Fleur Éternelle"

**Symboles/Emblèmes :** L'arbre de vie, la fleur éternelle.

**Liens familiaux :** Fille d'Aether.

**Joueur :** Lady Sybil#1161

## Rayon Wade le Semeur de Chaos

*-> @Dieu de la Guerre*

**Nom/Prénom/Surnom :** Ray Wade, "Le Semeur de Chaos"

**Symboles/Emblèmes :** Tête de lion ou lionne souvent représenté avec une flamme dans la gueule.

**Liens Familiaux :** Frère jumeau du @Dieu de la Protection. Ils sont le jour et la nuit, mais se complètent bien. Leurs disputes sont fréquentes, mais jamais l’un ne cherche à se venger, chacun admirant les qualités de l’autre. Fils d’Aether et de la défunte déesse Tara.

**Joueur :** Summer's Univers#1140

Retour au Sommaire : Wiki Premier Monde ✨.
Les Dieux :

- L'Arbre Généalogique des Dieux

- Les Dieux (A) (0)

- Les Dieux (B) (0)

- Les Dieux (C) (0)

- Les Dieux (D) (0)

- Les Dieux (E) (0)

- Les Dieux (F) (0)

- Les Dieux (G) (1)

- Les Dieux (H) (1)

- Les Dieux (I) (1)

- Les Dieux (J) (0)

- Les Dieux (K) (1)

- Les Dieux (L) (3)

- Les Dieux (M) (0)

- Les Dieux (N) (0)

- Les Dieux (O) (0)

- Les Dieux (P) (0)

- Les Dieux (Q) (0)

- Les Dieux (R) (1)

- Les Dieux (S) (1)

- Les Dieux (T) (1)

- Les Dieux (U) (0)

- Les Dieux (V) (0)

- Les Dieux (W) (0)

- Les Dieux (X) (0)

- Les Dieux (Y) (0)

- Les Dieux (Z) (0)

Retour au Sommaire : Wiki Premier Monde ✨.
Ammo

**Ammo** can be found on the ground. It refills your ammo. They are shaped like egg cartons, but the eggs are replaced with bullets. You can only collect ammo if there is room for it in your gun. You collect it by touching it with your egg. The ammo will go to what ever weapon you have equipped at the moment, for example if you have the Scrambler equipped it will go to the shotgun, but if you are using the Cluck 9mm it will go to the cluck.
Lin Hu

Brother Hu is one of the cities north sectors gangster, his real name is called Lin Hu, he gathered a bunch of followers and he has made a big name of himself in Chang Heng City.

Originally he had looked down upon this dumpster but a few days ago someone dug out an antique that sold for millions.

Lin Hu then re-evaluated the area and sent a lackey to oversee the site, and those that collected anything must have it evaluated. If the item was of worth it would be confiscated
Tang Dahai

The two were actually not blood related, Tang Zheng was actually picked up by the old man in the dumpster, so he was actually an orphan.

The old man’s heart was kind and he raised the boy, naming him Tang Zheng and for the past ten years both were mutually dependent on one another. The old man used all his strength to raise Tang Zheng and provide him with his needs, the great thing was Tang Zheng turned out to be extremely intelligent and his academic records were excellent, giving the old man a great amount of comfort.

Tang Zheng always knew that his grandfather’s health was not good, it was said that when his grandfather was young he suffered from internal injuries which caused a scar but when they went to the doctor he couldn’t tell them the root cause.

A while back, his old disease relapsed so they took a trip to the hospital, the doctor then prescribed some medicine and from these few days he seems to be a bit better.
Chill Touch

***Necromancy cantrip***

**Casting Time:** 1 action
**Range:** 120 feet
**Components:** V, S
**Duration:** 1 round

You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.
If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Bones of the Earth

***6th-level transmutation***

* **Casting Time:** 1 action
* **Range:** 120 feet
* **Components:** V, S
* **Duration:** Instantaneous

You cause up to six pillars of stone to burst from places on the ground that you can see within range. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The ground where a pillar appears must be wide enough for its diameter, and you can target ground under a creature if that creature is Medium or smaller. Each pillar has AC 5 and 30 hit points. When reduced to 0 hit points, a pillar crumbles into rubble, which creates an area of difficult terrain with a 10-foot radius. The rubble lasts until cleared.

If a pillar is created under a creature, that creature must succeed on a Dexterity saving throw or be lifted by the pillar. A creature can choose to fail the save.

If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 6d6 bludgeoning damage and is restrained, pinched between the pillar and the obstacle. The restrained creature can use an action to make a Strength or Dexterity check (the creature’s choice) against the spell’s saving throw DC. On a success, the creature is no longer restrained and must either move off the pillar or fall off it.

*At Higher Levels.* When you cast this spell using a spell slot of 7th level or higher, you can create two additional pillars for each slot level above 6th.
Cultivation

The act of cultivating is basically taking power from the heavens and the earth, in this case spiritual energy, which enters the body. This coupled with techniques, turns it into one’s own qi and the stronger the qi is then the stronger your power will be.”

“The so called eight great meridians, is also known as the eight main meridians within the human body, every one of these meridians can store qi. The cultivator is separated into different levels which are the Refining Stage, Foundation Building, Abnegation, Golden Dan, Yuan Ying, Ascension, and Enlightenment with each rank being split into nine grades. If you reach grade one of the Refining Stage you will have an inch of true qi, and when you reach two inches of true qi then you will have reached grade two…
Free for All

**Free for All** (**FFA**) is one of three game modes, the other two being **Captula the Spatula** and **Teams**. Free for All is a game mode in which there are no teams and all players fight each other. The player with the most kills is on top of the leaderboard with the person with the second-most kills beneath him/her and so on. There is no current way to win Free for All.
Claws of the Earth Dragon

***5th-level evocation***

* **Casting Time:** 1 action
* **Range:** 60 feet
* **Components:** V, S
* **Duration:** Instantaneous

You summon the power of the earth dragon and shoot a ray at one target within 60 feet. The target falls prone and takes 6d8 bludgeoning damage from being slammed to the ground. If the target was flying or levitating, it takes an additional 1d6 bludgeoning damage per 10 feet it falls. If the target makes a successful Strength saving throw, damage is halved, it doesn’t fall, and it isn’t knocked prone.

**At Higher Levels.** When you cast this spell using a spell slot of 6th level or higher, the damage done by the attack increases by 1d8 and the range increases by 10 feet for each slot level above 5th.
Возвращение Квэйда

## Галерея

**Возвращение Квэйда** (англ. *The Return of Quaid*) — второй эпизод второго сезона мультсериала Рапунцель: Новая история. Премьера эпизода состоялась 1 июля 2018 года.

## Синопсис

* Перевод
* Оригинал

*Когда новый криминальный босс пытается прийти к власти в Вардэросе, Рапунцель пытается убедить старого шерифа отказаться от выхода на пенсию, чтобы помочь спасти ситуацию.*

*When a new crime boss tries to rise to power in Vardaros, Rapunzel seeks to coax an old lawman out of retirement to help save the day.*

## Сюжет

После победы над Бароном Рапунцель и её друзья собираются покинуть Вардэрос, однако правая рука Барона, Энтони Проныра, решает захватить власть в городе. Друзья Рапунцель прогоняют его, но он обещает вернуться с подкрепление. Жители города недовольны действиями принцессы: они считают, что Вардэрос — «это не место для героев».

Друзья понимают, что они не смогут постоянно защищать город от Энтони и его людей, поэтому решают найти человека, который будет следить за порядком в Вардэросе. Все жители города отказываются от подобной работа. Вэкс советует им разыскать Капитана Квэйда — бывшего шерифа Вардэроса, который был изгнан из города после прихода Барона.

Как оказалось, Квэйд живет на полях около города и занимается разведением пчёл. За годы правления Барона он полностью потерял уверенность в себе. Рапунцель пытается убедить Капитана вернуться на пост шерифа. Девушке удаётся убедить капитана показать им свои навыки, однако у Квэйда ничего не получается и он только сильнее разочаровывается в себе.

Друзьям чудом удаётся уговорить Квэйда просто посмотреть на обстановку в городе. Когда он приходит в город, то замаскировавшийся Лэнс и Коротышка разыгрывают сцену ограбления. Квэйд побеждает «преступника» и спасает Коротышку: это возвращает ему уверенность в себе и он начинает борьбу с преступностью в городе.

Вечером того же дня Квэйд устраивает праздник в честь своего возвращения в Вардэрос и назначает Вэкс младшим шерифом города. Однако, из сумки Вэкс выпадает маска «грабителя» и Квэйд понимает, что днём он спас Коротышку во время подстроенного ограбления. Квэйд в отчаянье покидает друзей.

На следующий день Энтони Проныра возвращается в город с обещанным подкреплением — он приводит наемного убийцу Коллектора, при помощи которого Барон выгнал Квэйда из города. Начинается сражение, но друзья не могут оказать никакого сопротивление Коллектору, а горожане в панике разбегаются. В самый разгар битвы возвращается Капитан Квэйд, который при помощи друзей и своих пчёл прогоняет прочь Коллектора и побеждает Энтони. В городе вновь устанавливается порядок, а Квэйд становится шерифом...

## Персонажи

### Главные персонажи

* Капитан Квэйд
* Рапунцель
* Вэкс
* Энтони Проныра

### Второстепенные персонажи

* Кассандра
* Юджин Фицерберт
* Лэнс Стронгбоу
* Ногокрюк
* Максимус
* Паскаль
* Коротышка
* Коллектор
Anthropologist

You have always been fascinated by other cultures, from the most ancient and primeval lost lands to the most modern civilizations. By studying other cultures' customs, philosophies, laws, rituals, religious beliefs, languages, and art, you have learned how tribes, empires, and all forms of society in between craft their own destinies and doom. This knowledge came to you not only through books and scrolls, but also through firsthand observation – by visiting far-flung settlements and exploring local histories and customs.

## Cultural Chameleon

Before becoming an adventurer, you spent much of your adult life away from your homeland, living among people different from your kin. You came to understand these foreign cultures and the ways of their people, who eventually treated you as one of their own. One culture had more of an influence on you than any other, shaping your beliefs and customs Choose a race whose culture you've adopted, or roll on the Adopted Culture table.

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## Feature: Adept Linguist

You can communicate with humanoids who don't speak any language you know. You must observe the humanoids interacting with one another for at least 1 day, after which you learn a handful of important words, expressions, and gestures - enough to communicate on a rudimentary level.
True Cultivators on Campus Wiki

## Welcome to the Wiki

Welcome to the wiki. We’re a collaborative community website about your topic that anyone, including you, can edit. Click the edit button at the top of any page to get started!

## Description

In order to live he must get close to girls, what kind of rule is this? Tang Zheng possess the Nine Yang Saint Body, a rare body constitution that is hard to come across within a millennium, yet he must absorb pure Yin energy to stay alive. In order to live, he will fight! Absolute campus belles, goddess teachers, charming housewives, haughty lolis… all kinds of woman walk into his life causing him to be surrounded by beauties!

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Add one below!
Tang Zheng

## Techniques

* Heaven Gathering Hand
* Heaven Flying Immortal

## Trivia

* He has an extra main meridian, with a total of nine main meridians
* This little brat’s learning abilities were too insane. Just by taking a look at the pictures a single time, he already was able to gain such control. Is this still letting others live?
* Tang Zheng was long since accustomed to the dumpsters surroundings. He was like his grandfather, and depended on picking up trash; sifting through excrement and urine as he grew up.
Axt von Romberg

*"Wenn es beim ersten Mal nicht funktioniert, gibst du dann auf? Nein, du versuchst es nochmal und sorgst dafür, dass es dieses mal funktioniert. Und wenn dich das Leben auf die Knie zwingt, dann stehst du auf und versuchst es solange, bis es klappt. Also Rekrut Romberg, auf die Beine und Kampfposition einnehmen - Die Spitzohren werden dir keine zweite Chance lassen."*
 – Zitat aus dem Leben des Soldaten Romberg

## Effekte

### Der zweite Schuss

Pro Runde kann der Träger bei einem gescheiterten Angriff seine Reaktion benutzen, um diesen Angriff erneut zu werfen.

### Nur eine Fleischwunde

Pro Runde kann der Träger bei einem Angriff den Schadenswürfel erneut rollen, sofern das Resultat eine 1 war.
Amorphous Form

***2nd-level transmutation***

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

You touch a creature with at least 1 hit point, transforming it
into a gray ooze. An unwilling creature can make a Wisdom
saving throw to avoid the effect.
The transformation lasts for the duration, until the target
drops to 0 Hit Points, or dies. The target's game Statistics,
including mental Ability Scores, are replaced by the Statistics
of a gray ooze. It retains its Alignment and personality.
The target assumes the Hit Points of its new form. When it
reverts to its normal form, the creature returns to the number
of Hit Points it had before it transformed. If it reverts as a
result of dropping to 0 Hit Points, any excess damage carries
over to its normal form. As long as the excess damage doesn't
reduce the creature's normal form to 0 Hit Points, it isn't
knocked unconscious.

The creature is limited in the actions it
can perform by the nature of its new form, and it can't speak,
cast spells, or take any other action that requires hands or
speech.
The target's gear melds into the new form. The creature
can't activate, use, wield, or otherwise benefit from any of its
equipment.
Blasse Tinktur

Diese milchige Flüssigkeit ist die primäre Wahl von grausamen Manipulatoren, die das Gift oft benutzen, um Gefallen aus unwilligen Bekanntschaften zu zwingen. Das Gift wird geheim in eingeführt und fängt an langsam die Vitalität des Opfers abzubauen, oftmals mit der Gefahr eines langsamen und schmerzhaften Tod. Das Versprechen eines Heilmittels ist oft genug um die meisten Leute dazu zu bewegen Dinge zu tun, die sie normalerweise nicht tun würden.

* **Beschaffung:** Tief in feuchten Höhlen und häufig im Underdark findet sich ein seltener, glimmernder Pilz der langsam eine dickflüssige, beißende Substanz absondert, die benutzt wird, um dieses Gift herzustellen.
* **Typ:** Eingenommen
* **Marktwert:**  2  50
* **Legalität:** Illegal
* **Modification DC:** 18
* **Medicine DC:** 15
* **Saving Throw DC:** 16

## Effekt

A creature subjected to this poison must succeed on a Constitution saving throw or take 3 (1d6) poison damage and become poisoned. The poisoned creature must repeat the saving throw every 24 hours, taking 3 (1d6) poison damage on a failed save. Until this poison ends, the damage the poison deals can’t be healed by any means. After seven successful saving throws, the effect ends and the creature can heal normally.
Anomalous Object

***7th-level conjuration (temporal)***

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

By touching an object, you retrieve another version of the object from elsewhere in time. If the object is attended, you must succeed on a melee spell attack roll against the creature holding or controlling the object. Any effect that affects the original object also affects the duplicate (charges spent, damage taken, etc.) and any effect that affects the duplicate also affects the original object. If either object is destroyed, both are destroyed. This spell does not affect sentient items or unique artifacts.
Возвращение Рапунцель/Галерея

Галерея изображений, относящихся к эпизоду «Возвращение Рапунцель».

## Видео

### Отрывки из эпизода

Season 3 Rapunzel's Tangled Adventure, exclusive clip-0Возвращение в КоронуRapunzel and Varian Make Up 💖 Rapunzel's Tangled Adventures Disney ChannelРапунцель и Вэриан вновь становятся друзьями
### Песни

#### Англоязычные версии

Waiting In The Wings l Season 3 Reprise l Cassandra and Baby Cassandra's SongЯ жду среди кулис (реприза)Crossing The Line Music Video Rapunzel's Tangled Adventures Disney ChannelПересечь чертуReverse Incantation l Rapunzel Saves Quirin l Rapunzel's Tangled Adventure l Song l Hurt IncantationОбратное заклинаниеStronger Than Ever Before Music Video Rapunzel's Tangled Adventures Disney ChannelСильнее, чем когда-либо
Animate Shadow

***5th-level necromancy***

* **Casting Time:** 1 minute
* **Range:** 10 feet
* **Components:** V, S, M (a pinch of salt)
* **Duration:** Instantaneous

This spell creates an undead servant. Choose a corpse of a Medium or Small humanoid within range. Your spell pulls forth dark remnants from creature's cold remains, raising it as a shadow (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 two 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 6th level or higher, you animate or reassert control over an additional shadow for every slot level above 5th. Each shadow must come from a different corpse.
Accursed Wish

***2nd-level conjuration***

* **Casting Time:** 1 action
* **Range:** Self
* **Components:** V
* **Duration:** Instantaneous

*There is always a price for power.*

You speak aloud, demanding a boon from one of the darkest planes. You instantly replicate the effects of any spell of 1st level with a casting time of 1 action or bonus action that deals damage, or any cantrip from any spell list.

Each time you cast this spell, roll a d20. If the result is 1, you are struck by an unholy force, reducing you to 0 hit points and causing you to fail your first and second death saving throws immediately after the spell is cast. If you are struck down a second time due to this spell before you finish a long rest, you die and cannot be resurrected by a spell cast using a spell slot lower than 8th level.

**At Higher Levels:** When you cast this spell using a spell slot of 3rd level, you can replicate a spell of 2nd level or lower, and the threshold for being struck down increases to a result of 2 or lower. When you cast this spell using a spell slot of 4th level, you can replicate a spell of 3nd level or lower, and the threshold for being struck down increases to a result of 3 or lower. This pattern continues until the spell is cast using a slot of 7th or higher level, where no additional effect is gained and the threshold is not increased.
Armageddon

***9th-level evocation***

* **Casting Time:** 1 hour
* **Range:** 5 miles
* **Components:** V, S, M (a heart of broken glass, defiled with the blood of an innocent humanoid)
* **Duration:** Instantaneous

*The prophets spoke of the day that the world would stand upon a precipice and stare into the abyss. They did not foresee this.*

You chant a series of commands, calling upon every favor and every force that you can muster, preparing to break reality. You cannot move while you are casting this spell. Every creature within range knows that you are casting this spell, is aware of the consequences, and is aware of your exact location for the entire time that it is being cast.

Choose a point that you can see within range. A 1-mile-radius sphere centered on that point erupts in a singular explosion of unspeakable fire. Any creature, including you, that can see that point at the time that the spell is cast is permanently blinded. Non- magical structures and objects within the radius are destroyed instantly. Creatures in the radius are knocked prone and take 10d10 force damage, 10d10 radiant damage, and 10d10 fire damage. If they die, they are reduced to ash. A massive crater is carved into the ground, and is left burning with sickening energy. Any creature that starts its turn within the crater takes 2d10 radiant damage and 1d10 fire damage. The crater burns for one month. You immediately gain 5 levels of exhaustion after casting this spell, and if this kills you, you cannot be resurrected by any means.
Bane

***1st-level enchantment***

**Casting Time:** 1 action
**Range:** 30 feet
**Components:** V, S, M (a drop of blood)
**Duration:** Concentration, up to 1 minute

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.
Cockatricespeichel

**Cockatricespeichel** ist potenziell eines der gefährlichsten Gifte, die es gibt. Während seine Auswirkungen relativ leicht zu widerstehen sind, kann eine Kreatur, die ihm ausgesetzt ist, schnell zu Stein werden und somit hilflos werden.

* **Beschaffung:** Dieses Gift muss von einem vor kurzem verstorbenen, oder ohnmächtigen Cockatrice geerntet werden. Es benötigt keine weitere Preparation.
* **Typ:** Wundgift, Toxin
* **Marktwert:**  7  50
* **Legalität:** Reguliert
* **Modification DC:** 20
* **Medicine DC:** 22
* **Saving Throw DC:** 11

## Effekt

A creature subjected to this venom must succeed on a Constitution saving throw against being magically petrified. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified for 24 hours.
Aid

***2nd-level abjuration***

**Casting Time:** 1 action
**Range:** 30 feet
**Components:** V, S, M (a tiny strip of white cloth)
**Duration:** 8 hours

Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.

**At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, a target's hit points increase by an additional 5 for each slot level above 2nd.
Black Lotus Assault

***1st-level illusion***

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

*The black lotus only blooms during the solar eclipse, when the nearest star understands its own mortality.*

The first time you take the Attack action during your turn, you can cast this spell to summon a swirl of black lotus petals to surround your weapon, distracting your foes and enabling you to strike with great power. Each successful hit you make with this weapon before the spell ends, the target must make a Wisdom saving throw or have a new effect apply. Once you’ve made three weapon attacks, the spell ends.

1. Hit: If the target fails their saving throw, their movement speed is halved until the end of their next turn.
2. Hit: If the target fails their saving throw, they take 1d6 psychic damage and cannot take reactions until after the end of your next turn.
3. Hit: If the target fails their saving throw, they take 2d6 psychic damage and cannot take bonus actions during their next turn.

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

## Overview

As a child, you were inquisitive when your playmates were possessive or raucous. In your formative years, you found your way to one of Faerûn's great institutes of learning , where you were apprenticed and taught that knowledge is a more valuable treasure than gold or gems. Now you are ready to leave your home – not to abandon it, but to quest for new lore to add to its storehouse of knowledge.

The most well known of Faerûn's fonts of knowledge is Candlekeep. The great library is always in need of workers and attendants, some of whom rise through the ranks to assume roles of greater responsibility and prominence. You might be one of Candlekeep's own, dedicated to the curatorship of what is likely the most complete body of lore and history in all the world.

Perhaps instead you were taken in by the scholars of the Vault of the Sages or the Map House in Silverymoon, and now you have struck out to increase your knowledge and to make yourself available to help those in other places who seek your expertise. You might be one of the few who aid Herald's Holdfast, helping to catalogue and maintain records of the information that arrives daily from across Faerûn.

* **Skill Proficiencies:** History, plus your choice of one from among Arcana, Nature, and Religion
* **Tool Proficiencies:** None
* **Languages:** Two of your choice
* **Equipment:** The scholar's robes of your cloister, a writing kit (small pouch with a quill, ink, folded parchment, and a small penknife), a borrowed book on the subject of your current study, and a pouch containing 10 gp

## Feature: Library Access

Though others must often endure extensive interviews and significant fees to gain access to even the most common archives in your library, you have free and easy access to the majority of the library, though it might also have repositories of lore that are too valuable, magical, or secret to permit anyone immediate access.

You have a working knowledge of your cloister's personnel and bureaucracy, and you know how to navigate those connections with some ease.

Additionally, you are likely to gain preferential treatment at other libraries across the Realms, as professional courtesy shown to a fellow scholar.

## Suggested Characteristics

Use the tables for the sage background as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity.

Your bond is almost certainly associated either with the place where you grew up or with the knowledge you hope to acquire through adventuring. Your ideal is no doubt related to how you view the quest for knowledge and truth – perhaps as a worthy goal in itself, or maybe as a means to a desirable end.
Atem der Euphorie

Der Atem von Faerie Dragons wird schon lange für Erholungszwecke benutzt, bietet aber auch eine umsetzbare Option, um Gegner einzuschränken.

* **Beschaffung:** Dieses Gift muss von einem vor kurzem verstorbenen, oder ohnmächtigen Faerie Dragon geerntet werden. Es benötigt keine weitere Preparation.
* **Typ:** Inhalation, Toxin
* **Marktwert:**  3  65
* **Legalität:** Legal
* **Modification DC:** 20
* **Medicine DC:** 17
* **Saving Throw DC:** 11

## Effekt

A creature subjected to this poison must succeed on a Wisdom saving throw or, for 1 minute the, target can't take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn:

* **1-4:** The target takes no action or bonus action and uses all of its movement to move in a random direction.
* **5-6:** The target doesn't move, and the only thing it can do on its turn is make a Wisdom saving throw, ending the effect on itself on a success.
Acidic Arrow Volley

***6th-level conjuration***

* **Casting Time:** 1 action
* **Range:** 150 feet
* **Components:** V, S, M (one piece of ammunition or one thrown weapon)
* **Duration:** Instantaneous

You toss the piece of nonmagical ammunition or nonmagical thrown weapon into the air and choose a popint within range. Hundreds of duplicates of the ammunition or weapon fall in a volley from above and then litter the ground. Each creature in a 40-foot-radius, 20-foot-high cylinder centered on that point must make a Dexterity saving throw. A creature takes 8d8 acid damage on a failed save, or half as much damage on a successful one. The hundreds of ammunition then turn into small pools of acid, making the area become difficult terrain until the beginning of your next turn.
Boiling Oil

***2nd-level conjuration***

* **Casting Time:** 1 action
* **Range:** 60 feet
* **Components:** V, S, M (a vial of oil)
* **Duration:** Concentration, up to 1 minute

You conjure a shallow, 30-foot-diameter pool of boiling oil centered on a point within range. The pool is difficult terrain, and any creature entering the pool or beginning its turn in the pool takes 3d8 fire damage and falls prone. Creatures that make a successful Dexterity saving throw take half damage and don’t fall prone.

**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.
Antilife Shell

***5th-level abjuration***

**Casting Time:** 1 action
**Range:** Self (10-foot radius)
**Components:** V, S
**Duration:** Concentration, up to 1 hour

A shimmering barrier extends out from you in a 10- foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration.
The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier.
If you move so that an affected creature is forced to pass through the barrier, the spell ends.
Blood Tide

***Necromancy cantrip (hemomancy)***

* **Casting Time:** 1 action
* **Range:** 25 ft.
* **Components:** V
* **Duration:** 4 rounds

When you cast this spell, the targeted creature must succeed on a Constitution saving throw or bleed from its nose, eyes, ears, and mouth. This bleeding causes no damage but imposes a –2 penalty on the creature's Intelligence, Charisma, and Wisdom checks. Blood tide has no effect on undead or constructs.

A bleeding creature might also attract the attention of creatures such as stirges, sharks, or giant mosquitoes, depending on the circumstances.

A *cure wounds* spell stops the bleeding before the spell's duration expires, as does a successful DC 10 Wisdom (Medicine) check.

The duration increases to 2 minutes at 5th level, 10 minutes at 11th level, and 1 hour at 17th level.
Almighty Assault

***3rd-level evocation***

* **Casting Time:** 1 action
* **Range:** 5 feet
* **Components:** V, M (any weapon)
* **Duration:** Instantaneous

*And so the wrath of the righteous shall shatter mountains.*

As part of the action used to cast this spell, you must make a melee weapon attack against one creature or location within the spell’s range. Depending on the damage type the weapon deals, the spell has a different area of effect:

* **Slashing.** A crescent of energy races from the attack, and each creature in a 20-foot cone in the direction of the target must make a Dexterity saving throw.
* **Piercing.** A pure beam of energy streams from the attack, and each creature in a 60-foot line, 5 foot wide line must make a Dexterity saving throw.
* **Bludgeoning.** Explosive energy emanates from the attack, and each creature other than you within 10 feet of the target must make a Dexterity saving throw.

Creatures that fail their saving throw take 2d10 radiant damage, are pushed 10 feet back, and fall prone. A creature that was hit by your attack has disadvantage on the saving throw.

**At Higher Levels:** When you cast this spell using a spell slot of 4th level or higher, the radiant damage increases by 1d10 per slot level above 3rd.
Banishment

***4th-level abjuration***

**Casting Time:** 1 action
**Range:** 60 feet
**Components:** V, S, M (an item distasteful to the target)
**Duration:** Concentration, up to 1 minute

You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished.
If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
If the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.

**At Higher Levels.** When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.
Le Monde d'Aether

## Conseil des Dieux

*L'Aether désigne à la fois l'Entité Créatrice des Dieux, que l'univers parallèle où ces derniers vivent.*

*Ainsi, leurs royaumes tournent autours de l'Aether comme des planètes autours du Soleil.*

*L'Aether est une cité extraordinaire, terrain neutre où les dieux se réunissent pour leurs conseils, leurs prières à Aether ou tout autre conseil...*

*Le Conseil des Dieux s'érige fièrement parmi les nuages, et aucune arme n'est autorisé en son sein, et les pouvoirs des dieux présents sont amoindris par la puissance d'Aether et de sa paix entre ces murs.*

## Cocons de Vie

*Certains dieux viennent en Aether pour se ressourcer, se rapprocher de la Paix tant espérée par leur Créateur.*

*Il existe des cocons illuminés par la Sagesse d'Aether, où tout contact avec le monde extérieur disparait alors.*

*Nul ne sait à quoi ressemble l'intérieur de ces lieux, qui se modélise en fonction du mental du Dieu qui y accomplit un parcours personnel.*

## Temple de la Création

*En plus d'être un lieu saint pour tout dieu souhaitant prier son créateur, en recevoir les visions ou les conseils, c'est un lieu qui chante la vie sous toutes ses formes.*

*Même si les dieux ont un pouvoirs créateur puissant, puisqu'ils peuvent avoir une descendance, toutes leurs créations sans exception sont présentées dans ce lieu à Aether.*

*Pourquoi ? Car l'entité y insuffle le souffle de l'existence, la création du Dieu prendra alors vie ou non.*

Retour au Sommaire : Wiki Premier Monde ✨.
Become Nightwing

***6th-level enchantment (shadow)***

* **Casting Time:** 1 action
* **Range:** self
* **Components:** V, S, M (a crow's eye)
* **Duration:** Concentration, up to 1 minute

By channeling the essence of the Shadow Realm into yourself, this spell imbues you with wings of shadow. For the duration of the spell, you gain a fly speed of 60 feet and a new attack action: nightwing breath.

Nightwing Breath (*recharge 4–6*). You exhale shadow-substance in a 30-foot cone. Each creature in the area takes 5d6 necrotic damage, or half damage with a successful Dexterity saving throw
Army of the Dead

**4th-level necromancy**

* **Casting Time:** 1 action
* **Range:** 45 feet
* **Components:** V, S, M (a vial of blood and a handful of bone dust, which are consumed by the spell)

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

This spell creates 2d4 undead servant skeletons. Choose
piles of humanoid bones within range. Your spell imbues the
targets with a foul mimicry of life, raising them as undead
skeletons (the DM has the creature's game statistics). The
skeletons act immediately after your turn on the initiative
order.

On each of your turns, you can use a bonus action to
mentally command any creatures you made with this spell if
the creature is within 60 feet of you (issuing the same
command to each one). You decide what action the creatures
will take and where they will move during their next turn, or
you can issue a general command, such as to guard a
particular chamber or corridor.

If you issue no commands,
the creatures only defend themselves against hostile
creatures. Once given an order, the creatures continue to
follow it until their task is complete.
The creatures are under your control for 1 minute, after
which point the spell ends and they collapse to the ground,
lifeless.

**At Higher Levels.** When you cast this spell using a spell
slot of 5th level or higher, you are able to add an addition 1d4
to the total number of skeletons raised by this spell for every
slot higher than 4th level.