recursal/Fanatic-Fandom huggingface dataset:
Disable Trap

Disabling Traps is an action used to disable a trap that has some sort of mechanical mechanism - for example weight triggered traps. The DC for such an action is different for each trap and is up to the DM. To perform this action you are required to have Thieves' Tool's. You may be able to perform this action Thieves' Tool's depending on the trap you might be able to use a different item as a substitute or potentially not requiring an item at all, but the check would be made at a disadvantage.
066 Truck Devil

## Main Artwork

### Keywords

Ancient, Anomaly, Chaos, Demon, Evil, Explosive, Fire, Grapple, Gravity, Huge, Metal, Punch, Robot, Structure, Underground, Vehicle,

## Effects

### Effect 2

<Attack> Inferno Trucks - 8 - The target can only target this next turn. If this KO's; send a card with |Demon| from your deck offline.

### Effect 3

<Attack> Activate the Lasers - 15 - You can only use this if this is damaged.
Reincarnate

**Components:** V, S, M (rare oils and unguents
 **Duration:** Instantaneous

You touch a dead creature or a piece of a dead creature, if the target's soul isn't free or willing to do so, the spell fails, otherwise the next living thing that is born will inherit the soul of the creature, but have no memory of its past live, the caster is aware of the exact location and type of creature the soul reincarnated into.

**Classes:** Druid

**Source:** PHB, page 271
064 Mumbo:Trivia

* [Old Effect] While "Eekum Bokum" is a sound everyone associates with Mumbo, it's not a sound he actually makes, rather it's the Mumbo Token collectable that makes the sound. The effect requiring an Item with the Collectable Keyword is reflecting that.
* [Old Effect] Zap Stick is the name of Mumbo's staff, according to Banjo-Tooie
* Mumbo is known for transforming Banjo & Kazooie into all sorts of creatures and things in the first game in the series, and as such his Transformation Magic has the potential to transform anything into anything else. It requires Spell Counters which he can build up from Collectable Items, much like how it costs Mumbo Tokens in BK to get him to transform you.
* This card is number 064 because the game released on the Nintendo 64.
028 CRT TV:Trivia

* [Old Art: As the TV in this photo wasn't turned on, you can see a reflection of some of Yuki's room.]
* [Old Art: This TV is the Yuki's first TV and the one he has used to play video games for most of his life, up until consoles that required HDMi.]
* The drawn artwork in this card's art is just the same TV from the old photo art.
* There is a HALO Tech logo on this TV, as a nod to Ruxio's Saga.
011 Hanako:Tips

* Use #003 Hiita to search this card, then use this to search #009 Miku Doll, who can then add a card from the Offline Pile to your hand, like #018 You Gotta Risk It All. You can then activate that and guarantee to not roll a 1 thanks to Hanako's Pool Shark effect.
* Finding a way to stack your deck is the best way to use the Chess Master
029 Fireball:Trivia

* This card originated a Spell card used by the Mage class in Hearthstone. Ironically, the Mage class has light blue cards, but this card is an Event and not an Item, so it's a green card instead of a blue one.
* The YCG doesn't have lifepoints for the players, so this card does exactly what the Hearthstone card Fireball would be able to do in this game.
Ioniish

Ioniish is the human take of all of the languages spoken by the Vastaya. Vastayan is a language that has the essence of magic built into it and cannot be recreated by humans, who are not innately magical. Ioniish is a crude, "failed" attempt to recreate such speech without the intricacies and nuances of true Vastayan language. Ioniish is often seen by Vastayans as an offense to their language because of how poorly it resembles their language as well as how little it is actually able to communicate.

**Script:** Latin
017 Bae Totem

## Anniversary Art

### Keywords

Air, Ancient, Earth, Fire, Guard, Lackey, Magic, Medicine, Nature, OCG, Squad, Stone, Structure, [Tuner] Wings, Yukiverse,

## Effects

### Help Effect

Healing Totem - At the end of each turn; the card in this zone heals 10HP, and cards in your adjacent zones heal 05HP. Draw a card for each healed card. If the card in this zone should be KO'd; you can Scrap this, and it survives with 1HP.

### Effect 1

<Passive> Stoneclaw Totem - While this can be targeted for Attacks; it must be the target of your opponent's Attacks. When targeted for an Attack; it gains an Armour Counter.

### Effect 2

<Passive> Wrath of Air Totem - Your {SPELL} cards deal and heal +2, and if it targets a single Character; deals a further +3. If this is Scrapped, target a {SPELL} Event in the Offline Pile; add it to your hand.
017 Bae Totem:Trivia

* This totem is actually known as the Healing Totem. Alongside Stoneclaw Totem, Wrath of Air Totem and Searing Totem, this is one of the token cards that can be summoned by the Shaman 's Hero Power in Hearthstone.
* All 4 of these Totems' effects in Hearthstone are refenced in this card: Healing Totem heals 1HP to all of your minions at the end of your turns (was buffed to 3HP at the end of each turn for the YCG, since that small number didn't affect gameplay at all). Stoneclaw has Taunt (which forces your opponent to attack it), Wrath of Air has Spell Damage +1 (increased a lot for the YCG also, since +1 is never worth playing) and Searing has no effect, but has 1 attack (which Bae Totem can use his Basic Attack for 1 damage if he's in the front row, since none of his effects make him Dormant).
* The name Bae Totem is a reference to what Yuki always calls the Healing Totem whenever it is the summoned Totem while streaming/playing Hearthstone. This is because he wants this Totem "before all else" (the literally definition of the word "bae") and usually this was Totem that would be summoned first. It should be noted that the Spell Damage and Taunt Totems were usually the more desired Totems to get, so it's very possible Yuki was just bad at Hearthstone.
007 Slaparazzi

## Effects

### Help Effect

Become the Center of Attention! - Once per turn, resolve the first 3 parts of this effect that is applicable:- If you control a card with |Famous|, target an opponent's Character; Scrap it.

- If you control a card with |Camera|, target an opponent's Help card; Void it.

- If you control a card with |Royalty|, target an opponent's non front row card; send it offline.

- Send your back row Characters offline.

- Discard 2 cards.

- Both players Discard a card.
013 Violet

## Main Artwork

### Keywords

Anomaly, Creative, Emotion, Energy, Guard, Hero, Human, Love, Power, Rebel, School, Sibling, Squad, Stealth, Young,

## Effects

### Effect 1

<Passive> Invisibility - Once per turn; place a Decoy Counter on this card.

### Effect 2

<Trigger> Force-Field - You can remove a Special Counter from your field. Target a Character you control; place a Special Counter on it. A card with a Special Counter takes 0 damage from Attacks.

### Effect 3

<Attack> Force-Blast - 6 - If there is a Special Counter on your field; you can target up to 3 Characters.
073 Kona-cham

## Halloween Art

### Keywords

Creative, Fire, Hero, Human, Ice, Love, Magic, Saga, Sibling, Simple, Squad, Young, Zen,

## Effects

### Effect 2

<Passive> Don't Sweat the Details - Once per turn, you can return this card to your hand; ignore the required Keywords on the next Passive/Trigger/Event you use that targets your cards (only) this turn. You cannot play "Kona-cham" for the rest of the turn.

### Effect 3

<Attack> Twin Frost Flame - 11 - Flip a coin. If heads; place a Bleed Counter on the target. If tails; the target is Dormant and takes -1 damage until your next turn.
027 Toadette Doll:Tips

* This card has multiple defensive uses: If you're scared of a strong attack, use it's effect to reduce the damage on the card your opponent is most likley to hit. If you're scared of multiple attacks, play this card in the fron row as an extra character your opponent has to attack over to get a prize.
* This card's effect to reduce damage is once per turn, but if you can add this back to your hand after using it, or you have a second copy, there's nothing stopping you from playing it and leaving it on the field as a character.
034 Ruxio:Tips

* Ruxio's Keywords don't lend kindly to him being added from the deck to the hand, but adding him from the Offline Pile is a lot easier. Using the 3rd effect of #019 50 Card Pickup is one such effect. As every card in your hand will have been added there from the Offline Pile, you activate this effect. Be careful if you take more than 1 #034 Ruxio from the Offline Pile though, as they all have to activate Something About My Destiny?, so you;ll end up with less cards in your hand.
* If you happened to control a character that has all 3 of the Firearm, Magic and Medicine Keywords, you can choose which of the Keywords is in use for It's Just a Regular Sword's effect, based on which other characters you control with any of those Keywords.
* If you controlled a character with the Sibling Keyword which was also one of the cards used for It's Just a Regular Sword, the damage reduction from It's Just a Regular Sword applies to that character first, then when Protect at All Costs activates, the already-reduced damage is halved, than Ruxio takes that damage. As the damage Ruxio takes isn't from an Attack, he doesn't also get the reduction from It's Just a Regular Sword, but still get's the reduction from Something About My Destiny, if that applies.
021 Emi:Tips

* Thanks to Emi's <Attack>THUD, choosing which front row zone to place her in is important. Which means if you run Emi in your deck, you will have to think about where you place your characters for the whole game, to make sure she can get the most value out of the attack.
* If you have a 016 Nodoka in the Offline Pile, you could use Emi's <Trigger> Future Pirate to grab it back, play her on the back row, then use <Passive> Brains Over Brawn to swap places with Emi, then <Trigger> Trigger-nometry to use Emi's Future Pirate a second time. If your other 2 front row characters have |Disability| this grants you 4 draws and 2 discards too!
* Revealing Emi off of 011 Hanako's <Trigger> Chess Master guarantees there will be a |Disability| card in the Offline Pile for her <Trigger> Future Pirate effect. If you have an effect that reorders your deck, or places a card on top of it, this could be a useful strategy!
036 Special Dating Clothes:Trivia

* According to Papyrus, he always wears these clothes under his "battle body" (aka his armour) just in case he's ever on a date.
* Yuki made an error in drawing these as he drew wristbands instead of gloves. It's hard to tell from the in-game image which they are, but Papyrus' official figurine for his regular armour style has gloves, and the hands are drawn the same in both his regular armour and his dating outfit in-game.
* These clothes didn't originally say "COOL DUDE" on them, apparently, but Papyrus says that any item of clothing can be improved by adding those words.
032 Akko

## Spring Art

### Keywords

Anomaly, Beastkin, Chaos, Collector, Creative, Disability, Emotion, Human, Magic, OCG, [Pilot] Retro, School, Simple, Sleep, Squad, Star, Young,

## Effects

### Effect 1

<Passive> Magical Words - Reveal 7 different Help cards with |Magic| from your hand: Discard 2 cards from your hand; send one of your Prizes offline. You cannot take the last Prize with this effect.

### Effect 2

<Passive> Clumsy Witch - Each time the effect of a {SPELL} card resolves; gain a Mana. Scrap 3 cards to search your deck for a {SPELL} card; add it to your hand.

### Effect 3

<Trigger> Metamorphie Faciesse - Search your deck for a Character with |Beast|; Transform this into it and it's Max HP becomes 1+"x" ("x"= the number of Mana on your field). When it leaves the field; this becomes Active again.
001 Kirby

## Winter Art

### Keywords

Air, Anomaly, Collector, Food, Hero, Lightweight, [Pilot] Power, Retro, Simple, Sleep, Space, Star,

## Effects

### Effect 1

<Passive> Absorby - Reveal a "Kirby" Character in your hand, then target a card on the field that shares part of its name with the it; Transform the target into it, then if you don't control it; take control of it.

### Effect 2

<Passive> Warp Star - When a "Kirby" card you control is KO'd; you can play this from your hand to its zone. The first time each turn this should take 10 or more damage; this ignores that damage.

### Effect 3

<Attack> Star Shot - 06 - A card with this in its stack can use this. You can Scrap a card in this stack; this deals +10 damage. If a card, except "Kirby", uses this; you can return all cards in this stack, including the Active Character, to your hand; then play "Kirby" from your hand to this zone.
Hudson Residence

**Hudson Residence** is a residential location in Walkerville. It is the home of Dorothy Ann Hudson, her father, Mr. Hudson, her mother, Mrs. Hudson, her older sister, Amanda Jane Hudson, her baby brother, Daniel Hudson, her older brother, Douglas Hudson and her younger sister Evan Hudson. It appears in the episodes Out of This World and Sees Stars.
017 Bae Totem:Tips

* Stoneclaw and Wrath of Air are both Attacks, dispite not having any damage. Any effect that buffs damage output can increase these effects' damage too.
* Stoneclaw is a useful effect in a stall deck. Using any other effect that can reduce or prevent damage to Bae Totem while forcing them to attack it reduces they damage they can deal to your other characters.
* If you use Stoneclaw on 2 different Bae Totems, the effect only applies once. Your opponent can choose which of the Bae Totems to attack for the first attack, then any following attack can target anything.
056 Moneybags

## Effects

### Effect 1

<Trigger> Gem Hoarder - Scrap a card; draw a card and reveal it. if it has any of |Gem, Money|; draw a card. If it has both; this resolves as a Passive.

### Effect 2

<Trigger> A Small Fee - Once per turn, target an Opponent's card; your opponent chooses: - Scrap that card. - Your opponent Scraps a card in their hand and you draw a card.

### Effect 3

<Passive> A Big Pay Off - Each time you Scrap a card(s); gain a Gold. Your cards take -"x" damage ("x"= the number of Gold on this).
026 Welcome to the Club!:Tips

* Although your imidiate thought might be to run this in a HSaLC deck, using this card in a deck focused on #015 Neku is incredibly potent. Adding 3 keywords to Neku that he doesn't have, assuming no other character you control has them, grants him an extra +3 damage. Adding a damage reduction from attacks against him helps him survive longer too.
* Using this card on a Link that doesn't have the HSaLC Keyword can make him affected by the other club member's effects, like #006 Tsukasa.
* As this card adds the School Keyword, you can use it on a card with the Beast and Wings Keywords to make it an applicable target for #004 Sakuya 's Fetters of Pigeonation.
063 Luna:Trivia

* Fun fact: this Luna is not the only child duelist called Luna to appear in the YCG! #092 Luna is also a duelist who has special powers outside of dueling. Aside from that though, the 2 characters have very little in common.
* All of Luna's effects use Shadow Counters. In Shadowverse, you gain Shadows when your minions are defeated, and Luna's class of Shadowcraft uses them with an effect known as Necromancy to gain powerful effects.
* [Old Effect] Bane is the effect that allows any minion to instantly destroy another minion, which her 3rd effect here is based on.
* Reanimate is the effect that brings back defeated minions, the namesake and effect of her 2nd effect.
* Unlike Duelists from other series; Luna does not have a Duelist effect, and thus can be played alongside other Duelists that support her deck, like #146 Kanou.
* When Luna was first added to the YCG; she was the card with the highest Max HP. This record was beaten by #234 Griselbrand. As of the Feb 2022 update; all cards with 20+ Max HP became Omega cards, except Luna and Griselbrand.
065 The Doctor

## Main Artwork

### Keywords

Alien, Ancient, Anomaly, Chaos, Creative, Dimensional, Expert, Famous, Genius, Hero, Mystery, Mythical, Parent, [Pilot] Rebel, Space, Tech, Time, [Tuner] Zen,

## Effects

### Effect 1

<Passive> Wibbly-Wobbly Timey-Wimey - Once per turn, search your deck for a card with |Time|; either add it to your hand or send it offline, then shuffle a card from your hand into your deck.

### Effect 2

<Passive> Psychic Paper - Once per turn; gain any Keyword.

### Effect 3

<Trigger> Allons-y! - Once per turn, target a Character you control; it uses an Attack instantly, and it resolves as a Trigger.
051 Okosan

## Main Artwork

### Keywords

Anomaly, Beast, Chaos, Disability, Emotion, Fast, Food, Love, School, Simple, Sport, Wings,

## Effects

### Effect 2

<Trigger> Proof is in the Pudding - Once per turn, target a card with |Food| in the Offline Pile:- If it's a Help card: add it to your hand, then target a Character; deal 5 damage to it.- If not; shuffle it into your deck and draw a card.

### Effect 3

<Attack> Wing Attack! - 05 - If the target has no damage reduction; this deals double damage.
Velarian

Velarian is a more recent language compared to the others spoken throughout Runeterra. Velarian started out as a diplomatic language used in Noxus. After their warmongering efforts started to expand their empire, they were unable to communicate with many of their settlements. The language was made to be simplistic, plain, and clear. It quickly became widespread and now it is the main language of Valoran.

**Script:** Hieroglyphic, ogham
Detect Curse

**Duration:** Instantaneous

Each creature or object you touch you can determent if it is affected by a curse. With a
successful DC equal to 15 + the spells level of Bestow Curse (E.g. if the Bestow Curse was casted with a level 5 spell slot it will be a DC 20), you can also determine the exact
type of curse and its effects.

**Classes:** Cleric, Paladin, Wizard

**Subclasses:** Arcane Trickster Rogue, Divine
Soul Sorcerer, Eldritch Knight Fighter

**Subclasses (legacy):** Favored Soul v2 (UA)
Sorcerer, Favored Soul v3 (UA) Sorcerer

**Source:** BoLS (3pp), page 43
Identifying a Casted Spell

This skill is used to Identify a Spell that has just been casted. When a spell is casted you can expend your reaction to attempt to discern which spell is being casted. Alternatively you can spend 5 minutes analyzing someone ritual casting to perform this action as well. The DC to perform this action is 15+Level of the spell being casted. You do not require an item to perform this check.
Kindred

**Kindred** - The Eternal Hunters - (Life and Death)

Lamb: "Every life... "

Wolf: "...ends with us."

Wolf: "And everywhere Lamb went...
"

Lamb: "...Wolf was sure to
follow."

Wolf: "They race from us!"

Lamb: "Only to find us sooner."

Separate, but never parted, Kindred
represents the twin essences of death. Lamb’s bow offers a swift release from
the mortal realm for those who accept their fate. Wolf hunts down those who run
from their end, delivering violent finality within his crushing jaws. Though
interpretations of Kindred’s nature vary across Runeterra, every mortal must
choose the true face of their death.

**Alignment:** LN, NN, NE

**Edicts:** None

**Anathemas:** None
Resistance

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

You touch one willing creature. Once before
the spell ends, the target can roll a d4 and add the number rolled to one
saving throw of its choice. It can roll the die before or after making the
saving throw. The spell then ends.

The spell's no longer requires concentration at level 5, the spell lasts for 10 minutes instead of 1 at level 11, the spell gives 2d4 instead of d4 at level 17.

**Classes:** Artificer Revisited, Cleric,
Druid, The Witch, Witch

**Subclasses:** Divine Soul Sorcerer, Nature
Cleric, Giant Soul (UA) (Stone) Sorcerer

**Subclasses (legacy):** Favored Soul v2 (UA)
Sorcerer, Favored Soul v3 (UA) Sorcerer

**Source:** PHB, page 272
Volibear

**Volibear** - The Thunder's Roar - (Tempest, Trickery and War)

"Let the storm follow in my
wake."

The thunderous demigod known as the
Thousand-Pierced Bear is the battle-spirit of the Freljord. Thousands of years
of constant and bitter wars, fought in the coldest winters, have hardened
Volibear into a truly indomitable force, hurling bolts of lightning from the
highest peaks—and when snowy tempests rage down, it can only mean that he is on
the attack once more. Any who dare to face him may find themselves joining his
fierce army of Ursine warriors… assuming they do not fall victim to his savage
claws.

**Alignments:** CE, NE, CN

**Edicts:** Proving worthy, Battle

**Anathemas:** Striving for peace, Weakness
Identifying Poison

This skill is used to identify a poison and takes an action to perform. Some poison are made through the use of arcana while others through the use of plants. If a poison was made using magic you can attempt to identify it if you have proficiency in Arcana, if a poison was made using natural means you can attempt to identify it if you have proficiency in Nature. The DC varies based on the potion, you do not require an item to perform this task, however having a component pouch will grant you an advantage and an auto success for common poisons.
Remove Curse

**Duration:** Instantaneous

At your touch, all curses affecting one
creature or object end given you casted the Remove Curse spell at the same level or higher as the Bestow Curse spell slot that was used to cast the spell. If you cast Remove Curse at a lower level you may attempt to remove the curse anyways provided you succeed on an ability check using your spellcasting ability against the DC equal to 15 + the spells level difference between your spell's level and the level of Bestow Curse (E.g. if the Bestow Curse was casted with a level 8 spell slot and you attempt to remove it with a level 5 spell slot it will be a DC 18) per each curse that meets this condition. If you fail to succeed on this cheek you can't end that curse with Remove Curse for 24 hours or unless you cast it at the same level or higher as the Bestow Curse spell slot.

If the object is a cursed magic item, its curse
remains you may attempt to remove the curse from the item by succeeding on the aforementioned check, even if you fail that check the spell breaks its owner's attunement to the object so it can be
removed or discarded, but you cannot attempt to remove the curse from that item again.

**At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, the curse is ended if its level is less than or equal to the level of the spell slot you used.

**Classes:** Cleric, Paladin, The Witch, Warlock,
Witch, Wizard

**Subclasses**: Arcane Trickster Rogue, Blood
The Witch, Divine Soul Sorcerer, Eldritch Knight Fighter

**Subclasses (legacy):** Favored Soul v2 (UA)
Sorcerer, Favored Soul v3 (UA) Sorcerer

**Source:** PHB, page 271
Warding Bond

**Duration:** 1 hour

This spell wards a
willing creature you touch and creates a mystic connection between you and the
target until the spell ends. While the target is within 60 feet of you, it
gains a +1 bonus to AC and saving throws, and it has resistance to all damage.
Also, each time you takes damage, it takes twice the amount of damage.

The spell ends if
you drop to 0 hit points or if you and the target become separated by more than
60 feet. It also ends if the spell is cast again on either of the connected
creatures. You can also dismiss the spell as an action.

**At higher levels.** You can link one more creature for each spell slot used above level 2.

**Classes:** Cleric

**Subclasses:** Crown
Paladin, Divine Soul Sorcerer, Battle Smith Artificer (Revisited), Solidarity
(PSA) Cleric

**Subclasses (legacy):** Favored Soul v2 (UA) Sorcerer, Favored Soul v3 (UA) Sorcerer

**Backgrounds:**
Selesnya Initiate

**Source:** PHB, page
287
Counterspell

**Duration:** Instantaneous

As a reaction you attempt to interrupt a creature in the
process of casting a spell. If the creature is casting a spell of 1st level its spell fails and has no effect. If it is casting a spell of 2nd level
or higher, make an ability check using your spellcasting ability. The DC equals to 10 + the spells level difference between your spell's level and the level of the spell being casted.

As an action you attempt to break concentration of a creature concentrating on a spell. If the creature is casting a spell of 1st level the concentration is successfully broken. If it is casting a spell of 2nd level
or higher, make an ability check using your spellcasting ability. The DC equals to 10 + the spells level difference between your spell's level and the level of the spell being casted.

You can't use counterspell to counterspell.

**At Higher Levels.** When you cast this spell
using a spell slot of 2nd level or higher, the interrupted spell has no effect
if its level is less than or equal to the level of the spell slot you used.

**Classes:** Sorcerer, Warlock, Wizard

**Subclasses:** Arcane Trickster Rogue,
Eldritch Knight Fighter, Redemption Paladin

**Subclasses (legacy):** Redemption (UA)
Paladin

**Backgrounds:** Azorius Functionary

**Source:** PHB, page 228
Aspects Of Targon

**Aspects of Targon** (AoT) – (all domains)

“The sky around Mount Targon shimmers with
celestial bodies; the sun and moons, but also constellations, planets, fiery
comets that streak the darkness, and auspicious arrangements of stars. The
people living at the mountain’s base believe these to be aspects of
long-vanished stellar beings, creatures powerful and ancient on a scale beyond
human comprehension. Some believe the power of these Aspects sometimes come
down the mountain within the lambent bodies of those climbers found worthy.
Such an occurrence is unimaginably rare and amazing tales of their exploits
form around such individuals, who only ever appear once every few generations.”

There are many Aspects of Targon and
therefore each it’s hard to narrow down the Edits and Anathemas of each one.
They are mostly on the neutral spectrum with most being LN however some are LC.
However they all only select the worthy for which ever cause they follow.

**Edicts:** strive to achieve your goals above
all else

**Anathemas:** praise any other gods above
them, giving up
Darkness

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

Magical shadow mist spreads from a point
you choose within range to fill a 15-foot-radius sphere for the duration. The mist
spreads around corners making visibility of everything inside minimal.

If the point you choose is on an object you
are holding or one that isn't being worn or carried, the mist emanates from the
object and moves with it. Completely covering the source of the mist with an
opaque object, such as a bowl or a helm, blocks the mist.

Creatures outside the fog have disadvantage
at shooting at the creatures inside, same applies in reverse. If the creatures
are attacking each other when they are both inside the mist both have
disadvantage.

If any of this spell's area overlaps with
an area of light created by a spell of 2nd level or lower, the spell that
created the light is dispelled.

**Classes:** Sorcerer, The Witch, Warlock,
Witch, Wizard

**Subclasses:** Arcane Trickster Rogue,
Darkness (Stream) Cleric, Eldritch Knight Fighter, Land (Swamp) Druid, Lolth
(Twitter) Warlock, Oathbreaker Paladin, Shadows The Witch

**Races:** Elf (Drow), Elf (Zendikar) (Mul Daya
Nation), Half-Elf (Drow Descent), Tiefling, Tiefling (Variant), Tiefling
(Levistus), Tiefling (Abyssal), Tiefling (Asmodeus), Tiefling (Levistus),
Tiefling (Asmodeus), Tiefling (Variant)
Bard

**Bard** – The Wandering Caretaker – (Protection and Order)

“Bard travels through realms beyond the imagination
of mortal beings. Some of Valoran's greatest scholars have spent their lives
trying to understand the mysteries he embodies. This enigmatic spirit has been
given many names throughout the history of Valoran, but titles such as Cosmic
Vagabond and Great Caretaker only capture a fleeting aspect of his true
purpose. When the unknowable structure of the universe is threatened, Bard
steers all existence away from utter annihilation.”

**Alignment:** LG,
LN, LE

**Edicts:** Order, Structure

**Anathemas:** Chaos
True Strike

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

You extend your hand and point a finger at a target in range. The target needs to make a WIS saving thrown and on a fail your magic grants you a brief insight into the target's defenses. On your next turn, the target losses it's DEX bonus for the first melee weapon attack attack roll against the target, provided that this spell hasn't ended.

**Classes:** Bard, Sorcerer, Warlock, Wizard

**Subclasses:** Arcana Cleric, Arcane Trickster Rogue, Eldritch
Knight Fighter

**Races:** Elf (High), Tiefling (Abyssal)

**Source:** PHB, page 284.
Crusader's Mantle

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

You begin a chant of devotion to your
deity. The chant creates an aura in a 30-foot-radius sphere around you, that
moves with you. The aura brings luck to your allies and disfavor to your
enemies. Each ally in the aura adds 1d4 to its attack rolls and saving throws.
Enemies must subtract 1d4 from their attack rolls and saving throws while they
are inside the aura.

You must maintain the chant for the
duration of the spell; the spell ends if you lose concentration or if you are
silenced or unable to speak. You can't cast spells with a verbal component
while chanting.

**Classes:** Paladin

**Source:** BoLS (3pp), page 29
Fighter

## Fighting Style

(removed all styles that would use an action or a bonus action such as, Tunnel Fighter, Interception and Protection)

## Fighting Tricks

At level 1 you learn a particular trick. Choose one of the following options. You can't take the same Fighting Trick option more than once, even if you get to choose again.

### **Interception**

When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

### **Protection**

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

### **Tunnel Fighter**

As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.

### **Savage Fighter**

*prerequisite: dueling with two melee wielding weapons*

As a bonus action, you can enter an offensive stance that lasts until the start of your next turn. While in your offensive stance, you can perform twice as many as part of your attack action (e.g if you are level 11 fighter with extra attack 2, you can unleash 6 attacks with this feature), however each attack provokes an attack of opportunity. You can perform this trick as many times as your Strength modifier.

### **Shield Fighter**

*prerequisite: wielding a medium or heavy Shield*

As a bonus actions you can perform the shove action with your shield.

### **Strategic Master**

*prerequisite: wielding a medium, heavy or tower Shield*

You can use a bonus action to disengage instead of an action (if you are using the tower shield leaving the threatened squares doesn't provoke attack of opportunities as long as you are facing the source of the attack of opportunity).

### **Rebuke**

You can use a reaction to make a melee attack against an enemy that has hit you or your ally within 5 ft of you.
Languages

Human:

* Demacia - Velarian(1st), Dulunian(2nd), Frelian(3rd)
* Freljord - Frelian(1st), Velarian(2nd), Astakish(3rd)
* Noxus - Velarian(1st), Oesish(2nd), Efric(3rd)
* Shurima - Solerian(1st), Velarian(2nd), Yazic(3rd)
* Targon - Yazic(1st), Solerian(2nd), Velarian(3rd)
* Ionia - Ioniish(1st), Velarian(2nd), Efric(3rd)
* Bilgewater - Velarian(1st), Oesish, Efric, Dulunian, Solerian - equal
* Zaun & Piltover - Velarian(1st), Oesish, Efric, Dulunian, Solerian - equal

Yordle:

* Yooyesh

Vastaya:

* Vastayan

Minatour:

* Minatour
Mimic Handwriting

This skill is used to replicate someone else's handwriting. The duration varies depending on the length of the text as well as the handwriting. The DC for the check is DC15 + |Dex bonus| of the person you are attempting to replicate the handwriting of. You do not require any item to perform this check besides an item to write with and an item you are writing on.
Discern Lycanthrope

**Duration:** Instantaneous

Choose a creature you can see within range you determine whether or not the
creature is a lycanthrope. You can determine what kind of lycanthrope the
creature is with a successful DC 15 Intelligence (Nature) check.+ CR of the creature.

**Classes:** Cleric, Paladin, Druid, Ranger

**Source:** BoLS (3pp), page 45
Spells(by level)

* Guidance
* Magic Stone
* Resistance
* True Strike

1st Level:

* Bane
* Bestow Curse
* Bless
* Counterspell
* Detect Curse
* Dispel Magic
* Locate Object
* Remove Curse

2nd Level:

* Crown of Madness
* Darkness
* Detect Life, Death, Disease and Charm
* Illusionary Vision
* Lesser Restoration
* Nagakabouros' Will
* Summon Mephit
* Warding Bond

3rd Level:

* Create Food and Water
* Crusader's Mantle
* Delay Death
* Discern Lycanthrope
* Hold Caster
* Soroka's Gift

4th Level:

* Confusion
* Eye of Knowledge

5th Level:

* Greater Restoration
* Reincarnate
* Star's Birth

6th Level:

* True Seeing

9th Level:

* True Polymorph
* True Resurrection
* Wish
Religion

* Aspects Of Targon (AoT) - all domains
* Aurelion Sol - Creationism
* Kindred - Life and Death
* The Watchers - Death, Destruction and Knowledge
* Nagakabouros - Life, Order and Tempest
* Sun - Light, Life and Knowledge
* Moon - Beauty, Life and Order

Lesser Gods:

* Bard - Protection and Order

Demigods(Worshiped):

* Elise - Beauty and Trickery
* Ivern - Nature
* Karthus - Arcane, Death, Destruction and Grave
* Soroka - Life
* Ornn - Forge
* Vel'Koz - Knowledge, Darkness, Death and Destruction
* Vladamir - Blood
* Volibear - Tempest, Trickery and War

Demigods(Not Worshiped):

* Zoe

Ascended:

* Renekton
* Nasus
* Azir
* Xerath

Powerful Beings:

* Syndra
Vastayan

Vastayan is a general name given to the thousands of languages that the vastaya speak. While the languages are different, every vastaya can understand another vastaya whenever they talk to each other, even if they have never heard the other vastayan language. The language is thought to be magical and sounds a lot like a spell enchantment whenever others hears Vastayan talk.
Detect Life, Death, Disease and Charm

Disease and Charm
 **Duration:** Instantaneous

You recognize automatically whether creature you can see within range is currently charmed.

You determine whether a creature within range that you can see is living or dead. The true status of a creature in a coma, suspended animation, or even masked with a feign death spell can be determined with this spell.

You automatically determine whether a creature, object, or area within range that you can see is diseased. If you make a successful DC 10 Wisdom (Medicine) check, you also determine the exact type of disease and its effects.

You automatically determine if there are any undeads within 30 feet of you, if you can see the creature you can determine whether it is undead or not. With a successful DC 10+ CR on undead Perception check you can determine each undeads exact location within the range.

**Classes:** Bard, Cleric, Warlock, Wizard

**Subclasses:** Arcana Cleric, Arcane Trickster
Rogue, Divine Soul Sorcerer, Eldritch Knight Fighter

**Subclasses (legacy):** Favored Soul v2 (UA)
Sorcerer, Favored Soul v3 (UA) Sorcerer
Greater Restoration

**Duration:** Instantaneous

You imbue a creature you touch with
positive energy to undo a debilitating effect. You can remove exhaustion from one effected creature, or end one of the following effects on the target:

* One effect that charmed or petrified the target

* One curse, including the target's attunement to a cursed magic item

* Any reduction to one of the target'sability scores

* One effect reducing the target's hit point maximum

**Classes:** Artificer (Revisited), Bard,
Cleric, Druid

**Subclasses:** Celestial Warlock, Divine Soul
Sorcerer

**Subclasses (legacy):** Celestial (UA)
Warlock, Favored Soul v2 (UA) Sorcerer, Favored Soul v3 (UA) Sorcerer

**Source:** PHB, page 246
Special Actions

Special actions are actions which are only able to be performed if you have the proficiency in the skill used to perform the special action. Other requirements might need to be met to perform such actions and if so, it is specified in the description of the action. The following actions described below are usually take an action to perform unless stated otherwise.

Identifying Mundane Magical Items (Arcana):
Eye of Knowledge

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

You summon an eye roughly the size of an average human's hand. Choose an object or creature that the eye can see - the eye tells you everything you would like to know about the object or the creature you choose. The eye of knowledge is powerful as it is horrifying - for each minute you keep the spell active make a Constitution saving throw on a failed check you take 4d6 damage over the course of the minute(4d6/10 per round) and no damage on success.

**Prerequisites:** Worshiping Vel'Koz, Spellcasting
Hextech

**Hextech** is the newly emergent fusion of magic and technology used to create exquisite artifacts that can be wielded by anyone, not just those few with a natural aptitude for the arcane. It harnesses the magical power contained within extremely rare  crystals, and its power is limited only by the imagination of their users. It is capable of amazing feats, from powering machinery to creating beams of light capable of cutting the strongest steel. The process of crafting hextech is a closely guarded secret, and no two artificers work to the same methodology. As such, each item of hextech is a unique artifact of rare beauty, a bespoke creation that will likely have taken years to craft.

Piltover and Zaun are the most tuned into this technology, but have vastly differing motives.

Hextech technology is extremely rare and there is no market price for a hextech crystal.
055 Mad Mew Mew:Trivia

* The background of this card's art might seem trippy but it consists of only the 3 colours that appear on Nintendo Switch controllers, which is what the art, and the move Switch It Up, is referencing.
* Switch It Up also refers to the Mad Mew Mew fight, in which the character changes how a usually Undertale fight is played out quite drastically.
* "Show Me Love!" is a direct quote from the Mad Mew Mew before you end the fight with them.
* "...Always A Dummy" is a second half of a sentence along with #045 Mad Dummy, who has the Passive "Once A Dummy..."
* Show Me Love! has a similar effect to #037 Special Dating Clothes, which is a reference to another Undertale character who is unsure about what love is.
Concentration

Some spell require you to hold concentration. During the time that you hold concentration if you cast another concentration spell the previous spell ends it's effects due to the break of the concentration unless otherwise specified, other spells can be casted normally.

To break your own concentration is a free action.

To break someone else's concentration you may force them to make a check using your action if you are within 5 feet of the spell caster with the following check DC: 8+proficiency+STR/DEX or 8+proficiency+your spellcasting attribute modifier if you can spell cast. The person making the check versus that DC makes it with a saving throw using their spellcasting attribute.

You may also use your reaction to force the same check if you are within 5 feel of the target if the target is casting a spell that has a casting duration of an action or longer and has a range(spell that are exception). on it's turn, if they don't succeed the spell fails but the spellslot is wasted.

Counterspell can also be used to do both of the afore mentioned ways to tamper with spellcasting - see counterspell for more detail
073 Kona-cham:Trivia

* Kona-cham is Ruxio's younger sister from Ruxio's Adventure and is one of your party of 4 throughout the game. She's the black mage of the team.
* The wings on Kona-cham's staff are based on Sakura's wand from Cardcaptor Sakura.
* This character is loosely based on Ana from Earthbound Zero (featured on card #084 Ana). She's the first member to join your party, uses both fire and ice magic and likes hats. They look rather similar too.
Wish

**Duration:** Instantaneous

Wish is the mightiest spell a mortal creature can cast. By simply speaking aloud, you can alter the very foundations of reality in accord with your desires.

The basic use of this spell is to duplicate any other spell of 8th level or lower. You don't need to meet any requirements in that spell, including costly components. The spell simply takes effect. Alternatively, you can create one of the following effects of your choice, or an effect that is similar enough in power up to the dms discretion:

* You create one object of up to 25,000 gp in value that isn't a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space you can see on the ground.
* You allow up to twenty creatures that you can see to regain all hit points, and you end all effects on them described in the greater restoration spell.
* You grant up to ten creatures that you can see resistance to a damage type you choose.
* You grant up to ten creatures you can see immunity to a single spell or other magical effect for 8 hours. For instance, you could make yourself and all your companions immune to a lich's life drain attack.
* You undo a single recent event by forcing a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a wish spell could undo an opponent's successful save, a foe's critical hit, or a friend's failed save. You can force the reroll to be made with advantage or disadvantage, and you can choose whether to use the reroll or the original roll.

You might be able to achieve something beyond the scope of the above examples. State your wish to the DM as precisely as possible. The DM has some latitude in ruling what occurs in such an instance, however the emphasis is that the effect is as close as to what the caster is wishing for; the greater the wish, the greater the likelihood of the spell failing and subsequently the perishing of the caster from existence. Below is a chart for guidance for the power level and chance of failure and perishing from existence.

**Classes:** Sorcerer, Wizard

**Subclasses:** Arcana Cleric, Arcane Trickster Rogue, Eldritch Knight Fighter, Genie Warlock

**Subclasses (legacy):** Genie (UA) Warlock

**Source:** *PHB*, page 288.
Advantage

Same rules as regular 5e but for when you have 2 or move reason for you obtaining advantage you gain a +1 for every additional advantage you have over 1. Same applies for disadvantages.

e.g: If for instance you have 3 advantages and 1 disadvantage you end up with a regular roll and a +2, if for instance you have 4 advantages and 0 disadvantages you end up with an advantage roll and a +3, if for instance you have 0 advantages and 3 disadvantages you end up with a disadvantage roll and a -2.
Karthus

**Karthus** - The Deathsinger(The Undead Lich King) - (Arcane, Death, Destruction and Grave)

"In the end, only the dead shall
remain."

“Death is not the end of the journey, it is
just the beginning...”

The harbinger of oblivion, Karthus is an
undying spirit whose haunting songs are a prelude to the horror of his
nightmarish appearance. The living fear the eternity of undeath, but Karthus
sees only beauty and purity in its embrace, a perfect union of life and death.
When Karthus emerges from the Shadow Isles, it is to bring the joy of death to
mortals, an apostle of the unliving.

**Alignments:** LN, LE, NE

**Edicts:** Respecting the cycle of life,
Awaiting life after death

**Anathemas:** Running away from death, Rejecting
death
Illusionary Vision

**Duration:** 10 min

For the duration, you see through any illusion, which allows you to see things for what they are without the effect of the illusion, you are not aware that there is an illusion effect present you just simply see through it - for example if there is a creature in front of you which is invisible, you see the creature but you are unaware that it is invisible to everyone else unless you know about through other means (like someone telling you they can't see that creature).

**At higher levels.** If you cast this spell using a 3rd level spell slot the duration is an hour, if you cast this spell using a 4th level or higher you can bestow this effect to two creatures yourself and another willing creature. For every level above 4th you can bestow this effect to one additional creature.

**Classes:** Artificer (Revisited), Bard,
Sorcerer, Wizard

**Subclasses:** Arcane Trickster Rogue,
Eldritch Knight Fighter

**Source:** PHB, page 274
Soroka

**Soroka** – The Starchild – (Life)

"Let me guide you."

No longer able to merely watch, one
celestial being chose to descend to the mortal realm, determined to untangle
the knots in the tapestry of the world. This child of the stars took on a form
of flesh and blood, and though the powerful magic coursing through her veins
burned this new body from the inside out, she knew her suffering meant little
if she could help to heal all that was broken and incomplete.

**Alignment:** NG CG

**Edicts:** Helping others, Protecting the weak

**Anathemas:** Cause unneeded suffering harm or
pain, Destruction
True Resurrection

**Duration:** Instantaneous

You speak the name or imagine the face of a creature that has ever lived that you know the face or the name of that has died. If the creature's soul is free and willing, the creature
is restored to life with all its hit points and bought back to life in the body vessel if it is the last body used by the creature, if not it appears within 5 feet of you in unoccupied space while the body vessel disintegrates.

This spell closes
all wounds, neutralizes any poison, cures all diseases, and lifts any curses
affecting the creature when it died. The spell replaces damaged or missing
organs and limbs. If the creature was undead, it is restored to its non-undead
form.

**Classes:** Cleric,
Druid

**Subclasses:** Divine
Soul Sorcerer

**Subclasses (legacy):** Favored Soul v2 (UA) Sorcerer, Favored Soul v3 (UA) Sorcerer

**Source:** PHB, page
284
Shields

**Buckler**

As a bonus action, you may strike with your buckler using your Strength or Dexterity as if it were a simple melee weapon with finesse, dealing 1d4 bludgeoning damage on a successful hit.

The buckler can benefit from any ability or feature that would affect a mace or a fist, but still counts as a shield.

You may not use a buckler if you are wearing heavy armour.

**Light Shield**

The targe may be donned or doffed using a bonus action, instead of an action.

**Heavy Shield**

If you are attacked by a creature of at most one size larger with a melee attack, but the attack does not hit, you may expend your reaction to make an opposed Strength check against the creature. If successful, you knock the creature off balance, giving the next attack against them advantage.

If you are mounted, you may add +2 to your mounts armour class.

**Tower Shield**

Tower Shield is a two handed shield, you may use it with a single hand, doing so will reduce the bonus to a +4 and would incur disadvantage to any action performed with your hands. This disadvantage can be overcome for characters with 16 STR or over.

As an action, you may plant the tower shield into the ground, doff it, and hide behind it, giving you the benefit of full cover from the front and no cover from the sides or back.

If you are carrying the shield on your back it gives you +5 bonus from any attacks that come from the opposite direction you are facing.