recursal/Fanatic-Fandom huggingface dataset:
Ethervisus (Sight-Beyond-Sight Charm)

*2nd-level divination*

**Incantation**: "*Ethervisus*!" (eth-er-VIH-sus)

**Casting Time**: 1 action

**Range**: Self

**Components**: V, S, ~~M (a pinch of talc and a small sprinkling of powdered silver)~~

**Duration**: 1 hour

For the duration, your eyes begin to glow white, and you are able to see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.
Protego Astrum (Glittering Shield Charm)

*1st-level abjuration*

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

**Casting Time:** 1 bonus action

**Range:** 60 feet

**Components:** V, S, ~~M (a small parchment with a bit of holy text written on it)~~

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

A blue, shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
Domum Speculis (Encampment Charm)

*3rd-level evocation (ritual)*

**Incantation**: "*Domum Specullis*!" (DOH-mum SPECK-yoo-lis)

**Casting Time:** 1 minute

**Range:** Self (10-foot-radius hemisphere)

**Components:** V, S, M (a small crystal bead)

**Duration:** 8 hours

A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area. Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can’t extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside. Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.

**Etymology**: The Latin phrase "*domum speculis*" translates to "house of mirrors."
Elemental Conjuration

*4th-level conjuration*

**Incantation**: "*Audite Potestatem*!" (OW-dee-tay poh-test-AH-tem)

**Casting Time**: 1 minute

**Range**: 90 feet

**Components**: V, S

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

 You summon elementals that appear in unoccupied spaces that you can see within range. You choose one the following options for what appears:

* One elemental of challenge rating 2 or lower
* Two elementals of challenge rating 1 or lower
* Four elementals of challenge rating 1/2 or lower
* Eight elementals of challenge rating 1/4 or lower

 An elemental summoned by this spell disappears when it drops to 0 hit points or when the spell ends.The DM has the creatures' statistics.

 The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

**At Higher Levels**. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot.

**Etymology**: The Latin phrase "*audite potestatem*" translates to "Lend (me) your power."
Confringo (Blasting Curse)

*3rd-level evocation*

**Incantation**: "Confringo!" (con-FREEN-goh)

**Casting Time:** 1 action

**Range:** 150 feet

**Components:** Verbal, Somatic, ~~A tiny ball of bat guano and sulfur~~

**Duration:** Instantaneous

A bright streak flashes from your wand to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

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

**NeonTop Party, Neon Rooftop, Neon Rooftop Party** ou **Rooftop Party** (Festa Neon no Terraço) é a quarta festa jogável em Party Hard.

## Aparência

Esta festa ocorre no topo de um prédio,há uma pista de dança,um heliporto,a cabine do DJ,o bar e uma mesa com comida no salão principal,há esquerda,uma área reservada protegida por dois seguranças e a direita,um local com uma mesa e um sofá.

## Dificuldade

Como a maioria das festas,o nível de dificuldade desta é médio,o jogador pode matar metade dos participantes apenas usando a armadilha da pista de dança,além de na mesa também haver bebidas que o jogador pode envenenar e locais para empurrar pessoas do topo do prédio.
Will-O-Wisp Charm

*2nd-level conjuration*

Incantation: "*Vulfrustro*!" (vul-FRUS-troh)

**Casting** **Time**: 1 action

**Range**: 60 feet

**Components**: V, S, ~~M (a bit of tallow, a pinch of brimstone, and a dusting of powdered iron)~~

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

You conjure a 5-foot-diameter butterfly made of softly glittering pink fire. This construct appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the construct must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.

As a bonus action, you can move the butterfly up to 30 feet. If you ram it into a creature, that creature must make the saving throw against damage, and the construct stops moving this turn.

When you move the butterfly, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The fire ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

**Higher Levels**. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

**Etymology**: The spell's incantation comes from the Latin "frustro vulpes" meaning "tricky fox." This is a reference to "fox-fire," another term for will-o-wisp and fairy fire.
Ulchiscor (Rebuking Curse)

*1st-level* *evocation*

**Incantation**: "*Ulchiscor*!" (ool-CHEE-scor)

**Casting Time**: 1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see

**Range**: 60 feet

**Components**: V, S

**Duration**: Instantaneous

You point your wand, and the creature that damaged you is momentarily surrounded by silvery flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.

**At Higher Levels**. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Stupefy (Stunning Spell)

*Evocation Cantrip*

**Incantation**: "*Stupefy*!" (STEW-puh-fye)

**Casting Time:** 1 action

**Range:** 120 feet

**Components:** V, S

**Duration:** Instantaneous

A bolt of red, crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On hit, the target takes 1d10 force damage.

The spell creates more than one bolt when you reach higher levels; two bolts at 5th level, three bolts at 11th level, and four bolts at 17th level. You can direct the bolts at the same target or at different ones. Make a separate attack roll for each bolt.

**Etymology**: "Stupefy" comes from the English *stupefy*, which means "to stun" or "to amaze." It may also come from the Latin *stupere*, meaning "to be stunned."
Petrificus Totalus (Full Body-Bind Curse)

*2nd-level* *enchantment*

Incantation: "*Petrificus Totalus*!" (peh-TRIF-fik-kus TOH-tah-lus)

**Casting** **Time:**1 action

**Range:** 60 feet

**Components:** V, S, ~~M (a small, straight piece of iron)~~

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

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

**At Higher Levels:** When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.
Nuntius Gignentia (Animal Messenger Charm)

*2nd-level enchantment (ritual)*

**Incantation**: "*Nuntius Gignentia*!" (NUN-tee-us gig-NEN-shee-ah)

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

**Range**: 30 feet

**Components**: V, S, ~~M (a morsel of food)~~

**Duration**: 24 hours

By means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see with in range, such as a squirrel, a blue jay, or a bat. You specify a location , which you must have visited, and a recipient who matches a general description , such as “a man or woman dressed in the uniform of the town guard” or “a red-haired dwarf wearing a pointed hat.” You also speak a message of up to twenty-five words. The target beast travels for the duration of the spell toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals.

When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn’t reach its destination before the spell ends, the message is lost, and the beast makes its way back to where you cast this spell.

**At Higher Levels**: If you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases by 48 hours for each slot level above 2nd.
Silencio (Silencing Charm)

*2nd-level illusion (ritual)*

**Incantation**: "*Silencio*!" (sil-LEN-see-oh)

**Casting Time:** 1 action

**Range:** 120 feet

**Components:** V, S

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

For the duration, no sound can be created within or pass through a 20-foot-radius sphere centred on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.
Magical Association of Problem Solvers

*Sine statera, non potest esse salus.*

As the investigative branch of the International Confederation of Wizards, this team consists of witches and wizards from all over the world who work together to keep society safe from unseen dangers.

## History

The Magical Association of Problem Solvers, or "MAPS" was founded in 1945 following the defeat of the Dark Wizard Grindelwald. The purpose of this quickly growing organization is to investigate and resolve unusual magical occurrences which are too strange or too sensitive for the regular magical governments.

## Organization

### Leadership

MAPS is headed by four delegates from the ICW called the Board of Cardinal-Directors. Each Cardinal-Director has his or her own duties to perform in the hopes of helping the team to flourish. The Board is comprised of the following mysterious officials:

* Codename: *North Wing*
* Codename: *South Beak*
* Codename: *West Shell*
* Codename: *East Paw*

## Current Members

The membership of MAPS is classified although there is much speculation about who those ranks might include. When asked for his opinion of MAPS' disinclination to share its membership information, former British Minister for Magic Ignatius Tuft replied, "That was Mum's business. I haven't anything to do with it." He was of course speaking of his mother, Wilhelmina Tuft, a beloved former Minister for Magic who died of fudge poisoning in 1959.

## Trivia

* Among the other possible names for the organization were The Guild of Magical Explorers, Society for Explorers and Adventurers in Magic (SEAM), and the Committee of Magical Explorers and Wanderers.
* The Australian delegation to the ICW was particularly put out that their choice (SEAM) was not chosen. In a refusal to acquiesce to ICW's decision, they have petitioned every year since MAPS' inception to have the name changed.
* The team's motto, "*Sine statera, non potest esse salus*," was dreamed up by Helena Smythe-Widgeon, one of the organization's founders. In Latin, it means "Without balance, there can be no sactuary."
* Whenever possible, a highly specialized unit of the ICW known as O.M.I.T. (the Obliviation and Mental Illusory Team) reports to areas where M.A.P.S. assignments have occurred to reduce the amount of information leaking into both Wizarding and Non-Magical media.
Silent Image Charm

*1st-level Illusion*

**Incantation**: "*Optasia*!" (op-TAY-see-uh)

**Level:** 1

**Casting time:** 1 Action

**Range:** 60 feet

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

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

You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn’t accompanied by sound, smell, or other sensory effects.

You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.

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

**Etymology**: The incantation is a portmanteau of the words "optical" and "*fantasia*," Latin for "fantasy."
Commanding Voice Spells

*1st-level enchantment*

**Casting Time:** 1 action

**Range:** 60 feet

**Components:** V

**Duration:** 1 round

You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it.

Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can’t follow your command, the spell ends.

**Approach.** The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.

**Drop.** The target drops whatever it is holding and then ends its turn.

**Flee.** The target spends its turn moving away from you by the fastest available means.

**Grovel.** The target falls prone and then ends its turn.

**Halt.** The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

**At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Arx Dotariam (Spiritual Weapon Spell)

*2nd-level evocation*

**Incantation**: "*Arx Dotariam*!" (ARKS doh-TAR-ee-am)

**Casting Time:** 1 bonus action

**Range:** 60 feet

**Components:** V, S

**Duration:** 1 minute

You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier. As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. The weapon can take whatever form you choose.

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

**Miami Party** (Festa em Miami em português) é a sexta festa jogável em Party Hard. Até que desbloqueie qualquer outro personagem, nessa festa apenas Katie poderá ser usada par jogar esta.

## Aparência

A festa faz jus ao nome. Ela acontece em Miami na costa, é possível ver o barco da Boat Party ao fundo dela. A festa ocorre ao ar livre com uma tenda de churrasco,e o palco.

## Dificuldade

A dificuldade dessa festa é díficil,em relação a maioria das últimas, um dos maiores problemas dessa festa é ela ser ao ar livre,e não ter locais para onde fugir ou esconder corpos,mas há várias armadilhas nela.
Disillusionment Charm

*2nd-level illusion*

**Incantation**: "*Vitripellem*!" (vit-tree-PELL-um)

**Casting** **Time**: 1 action

**Range**: Touch

**Components**: V, S, ~~M (an eyelash encased in gum arabic)~~

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

A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.

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

**Eymology**: "*Vitri pellem*" means "glass skin."
Boreaqua (Freezing Hex)

*Evocation Cantrip*

**Incantation**: "*Boreaqua*!" (boh-ree-AH-kwah)

**Casting Time:**1 action

**Range:** 60 feet

**Components:** V, S

**Duration:** Instantaneous

A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.

The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

**Etymology**: Derived from Boreas, the Greek god of cold, winter winds, and the word "*quaeso*," meaning "to beseech" or "to conjure."
Telemens (Remote Viewing Charm)

*3rd-level divination*

**Incantation**: "*Telemens*!"

**Casting Time:** 10 minutes

**Range:** 1 mile

**Components:** V, S, ~~M (a focus worth at least 100 gp, either a jeweled horn for hearing or a glass eye for seeing)~~

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

You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can’t be attacked or otherwise interacted with.

When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing. A creature that can see the sensor (such as a creature benefiting from *see* *invisibility* or *truesight*) sees a luminous, intangible orb about the size of your fist.

**Etymology**: "*Telemens*" is derived from the prefix "*tele*-" meaning "over a distance," and "*mens*," which refers to the mind.
Bolstering Charm

*1st-level necromancy*

**Incantation**: "*Fianto Duri!*" (fee-AHN-toh DYOO-ree)

**Casting Time**: 1 action

**Range**: Self

**Components**: V, S, M (a small amount of alcohol or distilled spirits)

**Duration**: 1 hour

Bolstering your self with a necromantic facsimile of life, you gain 1d4+4 temporary hitpoints for the duration.

**At Higher Levels**: When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for *each* slot level above 1st.
Exedo (Flame-Spewing Charm)

*1st-level evocation*

**Incantation**: "*Exedo*!" (ECKS-eh-doh)

**Casting Time**: 1 action

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

**Components**: V, S

**Duration**: Instantaneous

A thin sheet of flames shoots forth from your outstretched wand. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried.

At higher levels, when you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

**Etymology**: "*Exedo*" is Latin for "I devour" or "I destroy."
Eudaimonia (Cheering Charm)

*Enchantment cantrip*

**Incantation**: "*Eudaimonia*!" (yoo-day-MOAN-ee-uh)

**Casting Time**: 1 action

**Range**: Self

**Components**: S

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

For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM's discretion), depending on the nature of your interaction with it.

**Etymology**: Comes from the Greek concept of "eudaimonia," meaning "good spirit" or "human flourishing."
Finite Incantatum

*3rd-level abjuration*

**Incantation**: "*Finite Incantatum*!" (fin-EE-tay in-can-TAH-tum)

**Casting Time**: 1 action

**Range**: 120 feet

**Components**: V, S

**Duration**: Instantaneous

Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your Spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends.

**At Higher Levels**. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell’s level is equal to or less than the level of the spell slot you used.
Illegibilus (Indecipherable Charm)

*1st-level illusion (ritual)*

Incantation: "*Illegibilus*!" (ill-LEDGE-jee-bill-us)

**Casting Time:** 1 minute

**Range:** Touch

**Components:** S, M (a lead-based ink worth at least 10gp, which this spell consumes)

**Duration:** 10 days

You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration.

To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know.

Should the spell be dispelled, the original script and the illusion both disappear.

A creature with **truesight** can read the hidden message.

**Etymology**: "*Illegibilus*" is a psuedo-Latin sounding play on the word "illegible."
Proserpinafuge (Banishment Charm)

*4th-level abjuration*

**Incantation**: "*Proserpinafuge*!" (proh-ser-PEEN-na-FYOOJ)

**Casting Time:** 1 action

**Range:** 60 feet

**Components:** V, S, ~~M (an item distasteful to the target)~~

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

With a swipe of your wand and a bright blue light, 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 sloth of 5th level or higher, you can target one additional creature for each slot above 4th.

**Etymology**: The incantation comes from the Latin "Proserpina fugam," meaning "Persephone's flight." This phrase is a reference to the Greek goddess Persephone's abduction by Hades and her subsequent forced reign over the underworld.
Patronus Charm

*1st-level conjuration (ritual)*

Incantation: "*Expecto Patronum!*"

**Casting Time:** 1 hour

**Range:** 10 feet

**Components:** V, S

**Duration:** Instantaneous

You conjure your *patronus*, which takes the shape of an animal related to your soul. Appearing in an unoccupied space within range, the patronus has the following statistics:

\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_

*Armor Class*: 13

*Hit Points*: 30

*Speed*: 0 ft., fly 40 ft. (hover)

*Damage Resistances:* piercing

*Damage Immunities:* necrotic, poison

*Condition Immunities:* charmed, frightened, paralyzed, poisoned, prone

*Senses:* darkvision 60 ft., passive Perception 12

***Illumination.*** The patronus sheds either dim light in a 15-foot radius, or bright light in a 15-foot radius and dim light for an additional 15 feet. It can switch between the options as an action.

***Magic Resistance.*** The patronus has advantage on saving throws against spells and other magical effects.

\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_

Your patronus acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A patronus can’t attack, but it can take other actions as normal.

When your patronus drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.

While your patronus is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your patronus' eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the patronus has. During this time, you are deaf and blind with regard to your own senses.

As an action, you can temporarily dismiss your patronus. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.

Finally, when you cast a spell with a range of touch, your patronus can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your action modifier for the roll.
Salvio Hexia (Protective Enchantment)

*1st-level abjuration*

**Incantation**: "*Salvio Hexia*!" (SAL-vee-oh HEX-ee-ah)

**Casting Time:** 1 action

**Range:** Touch

**Components:** V, S, M (holy water or powdered silver and iron, which the spell consumes)

**Duration:**Concentration up to 10 minutes

Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can’t be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
Reparo (Mending Charm)

Transmutation cantrip

**Incantation**: "*Reparo*!" (reh-PAH-roh)

**Casting TIme**: 1 minute

**Range**: Touch

**Components**: V, S

**Duration**: Instantaneous

This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, a leaking wineskin, etc. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.

**Etymology**: The Latin "*reparo*" means "to renew" or "to repair."
Flosroreheim (Frost Armor Charm)

*1st-level abjuration*

**Incantation**: "*Flosroreheim*!" (floss-ROAR-reh-hime)

**Casting Time:** 1 action

**Range:** Self

**Components:** V, S, ~~M (a cup of water)~~

**Duration:** 1 hour

A protective magical force surrounds you, manifesting as a spectral frost that blooms over you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.

**At Higher Levels:** When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot level above 1st.

**Etymology**: The incantation is a combination of the Latin words "*heim*," "*rore*," and "*flos*," meaning "winter," "dew," and "flower" respectively.
Detrixify (Hex Remover Charm)

*3rd-level abjuration*

**Incantation**: "*Detrixify*!" (dee-TRICKS-ih-fy)

**Casting Time:** 1 action

**Range**: Touch

**Components**: V, S

**Duration**: Instantaneous

At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner’s attunement to the object so it can be removed or discarded.
Genemicus (Orb-Conjuring Charm)

*Evocation cantrip*

Incantation: "Genemicus!" (Jeh-NEH-mih-cus)

**Casting Time:** I action

**Range:** 120 feet

**Components:** V, S, M ~~(a bit of phosphorus or wychwood, or a glowworm)~~

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

You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four Iights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius. As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.

**Etymology*:*** From the Latin words "*genero*" meaning "to create," and "*mico*" meaning "to sparkle" or "to flash."
Exaugurio (Nondetection Charm)

*3rd-level abjuration*

**Incantation**: "*Exaugurio*!" (ecks-ah-GYOO-ree-oh)

**Casting Time:** 1 action

**Range:** Touch

**Components:** V, S, ~~M (a pinch of diamond dust worth 25 gp sprinkled over the target, which the spell consumes)~~

**Duration:** 8 hours

For the duration, you hide a target that you touch from divination magic. The target can be a willing creature or a place or an object no larger than 10 feet in any dimension. The target can’t be targeted by any divination magic or perceived through magical scrying sensors.

**Etymology**: The incantation comes from the prefix "ex-" meaning "outside of (something)" and "augury," a word for a kind of omen or portent.
Remoracle (Intruder Charm)

*1st-level abjuration (ritual)*

Incantation: "Remoracle!" (reh-MOR-uh-kull)

**Casting Time**: 1 minute

**Range**: 30 feet

**Components**: V, S, M (a tiny bell and a piece of fine silver wire)

**Duration**: 8 hours

You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you when ever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won’t set off the alarm. You also choose whether the alarm is mental or audible. A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping. An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.

**Etymology**: Comes from the Latin "*remora*" meaning "setback" or "delay" and "*clepta*" meaning "thief." It also contains the word "oracle," in reference to this spell's forewarning nature.
Liceor (Suggestion Charm)

*2nd-level enchantment*

**Incantation**: "*Liceor*!" (lih-SAY-or)

**Casting Time**: 1 action

**Range**: 30 feet

**Components**: V, ~~M (a snake’s tongue and either a bit of honeycomb or a drop of sweet oil)~~

**Duration**: Concentration, up to 8 hours

After casting the spell, you suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.

The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a Witch give her wand to the first Muggle she meets.

If the condition isn’t met before the spell expires, the activity isn’t performed. If you or any of your companions damage the target, the spell ends.
Leg-Lengthening Charm

*1st-level transmutation*

**Incantation**: "*Pattergimli*!" (pat-ter-GIM-lee)

**Casting Time**: 1 action

**Range**: Touch

**Components**: V, S, ~~M (a pinch of dirt)~~

**Duration**: 1 hour

You touch a creature with your wand. Each time the target takes a step, its legs cartoonishly stretch, allowing it to take cover much more ground before snapping back into place. The target’s speed increases by 10 feet until the spell ends.

**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.

**Etymology**: The incantation is a play on the Patterson-Gimlin film, the infamous Bigfoot footage.
Torpescilisky (Basilisk Eye Hex)

*3rd-level illusion*

**Incantation**: "*Torpescilisky*!" (tor-PESS-sil-LISK-ee)

**Casting Time**: 1 action

**Range**: 120 feet

**Components**: V, S, ~~M (a glowing stick of incense or a crystal vial filled with phosphorescent material)~~

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

With a wave of your wand, you create a gigantic, reptilian eye that glows with an eerie green light inside a 30-foot cube within range. The eye appears for a moment and then vanishes. Each creature in the area who sees the eye must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0.

The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.

**Etymology**: The incantation comes from the Latin verb "*torpesco*," meaning "to petrify," combined with "basilisk," a snake-like creature whose gaze can kill.
Psychometry Charm

*1st-level divination* (ritual)

**Incantation**: "Antemetrum!" (an-teh-MEH-trum)

**Casting Time:**1 minute

**Range:** Touch

**Components:** V, S, M (a pearl worth at least 100gp and an owl feather)

**Duration**: Instantaneous

You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.

If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.

**Etymology**: The prefix "ante-" means "before," and "*metrum*" means "a measure."
Tempestas Nix (Snowstorm Charm)

*3rd-level evocation*

**Incantation**: "*Tempestas Nix*!" (tem-PEST-tas NICKS)

**Casting Time**: 1 action

**Range**: 150 feet

**Components**: V, S, ~~M (a pinch o f dust and a few drops o f water)~~

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

Upon waving your wand skyward, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused. The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone. If a creature is concentrating in the spell’s area, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration.

**Etymology**: "*Tempestas nix*" literally means "snowstorm."
Anathemo (Debilitation Curse)

*3rd-level necromancy*

**Incantation**: "*Anathemo*!" (an-NATH-em-oh)

**Casting Time:** 1 action

**Range:** Touch

**Components:** V, S

**Duration:** Concentration

You touch a creature with your wand, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options:

• Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.

• While cursed, the target has disadvantage on attack rolls against you.

• While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.

• While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target. A Hex Remover Charm ends this effect.

• At the DM’s discretion, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse’s effect.

**At Higher Levels**. If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn’t require concentration.

**Etymology**: "*Anathemo*" literally means "curse" in Latin.
Отряд гоблинов

Эксперты По Взрывам (Explosive Experts)

**Отряд гоблинов** - DPS центра: будучи специализированными на нанесении урона по площади, гоблины не только сталкивают врагов на смерть, но ещё и используют навыки контроля.

## Информация

* Отряд гоблинов можно призвать за 30 осколков;
* Осколки Отряда гоблинов можно приобрести в магазине Арены.

## Способности

    **Хорошая мина** - Гоблин-минёр бежит по полю боя, устанавливая мины, которые наносят огромный магический урон за счёт приближения к ним противника или истечения времени. Гоблин-минёр не сможет устанавливать мины, если тот был убит с помощью атак по площади.
    **Подарок** - Гоблины скидывают к фронту врага ящик со случайным содержимым: миной или шокером. Мина наносит урон площади, а шокер оглушает врагов. В отличии от мины, шокер действует на более дальней дистанции.
* Наносит 1800 базового урона (+18 за уровень)
     **Жертва** - Как только Отряд получает фатальный урон, они совершают суицидальный налёт на врагов, нанося огромный урон по площади.
     **Устрашающие мины (Навык пробуждения) -** Когда Отряд гоблинов вступает в бой, на поле появляются три мины. При контакте с минами враг получает один из трёх эффектов контроля: замедление, ошеломление или страх.

## Квесты пробуждения

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

**Магическая атака** + 180
**Шанс на маг.крит.атаку** + 50
**Магическое пробивание** + 60

**Квест 2**: Победить 5 раз в Кровавой арене на сложности Экстрим и выше, используя Отряд гоблинов.

**Квест 3**: В локации 13 главы "Борьба за выживание" Отряд гоблинов должен пройти этап в одиночку, чтобы завершить пробуждение и получить навык "Устрашающие мины".

## Квесты артефакта

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

**Магическая атака** + 300
**Шанс на уклонение** + 80

**Квест 2**: Победить 2 раза в Кровавой арене на сложности Экстрим и выше, используя Отряд гоблинов.

**Квест 3**: Обеспечить Отряду гоблинов защиту в Храме элементалей, чтобы завершить квест артефакта и получить навык "Токсическая дисперсия".

* Наносит 2900 (+29 за уровень) урона в секунду;
* Увеличивает максимальное здоровье гоблина-минёра на 15000 (+150 за уровень).

## Советы по использованию

Преимущества:

* Все атаки - АОЕ;
* Очень полезны против постоянно передвигающихся противников.

Недостатки:

* Навык самоуничтожения очень портит героя;
* Способность "Хорошая мина" прерываемая;
* Мало защиты.
Immunis (Poison Immunity Charm)

*2nd-level abjuration*

**Incantation**: "*Immunis*!" (im-MYOO-nis)

**Casting Time:** 1 action

**Range:** Touch

**Components:** V, S

**Duration:** 1 hour

You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random. For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.
Auxilium Salutis (Health-Bolstering Charm)

*2nd-level abjuration*

**Incantation**: "*Auxilium Salutis*!" (ahcks-ZIL-lee-um sah-LOO-tis)

**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.
Averto (Quick Counter-Spell)

*3rd-level abjuration*

**Incantation**: "*Averto*!"

**Casting Time:** 1 reaction, which you take when you see a creature within 60 feet of you casting a spell

**Range:** 60 feet

**Components:** S

**Duration:** Instantaneous

You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd
level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect.

**At Higher Levels.** When you cast this spell using a spell slot of 4th 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.

**Etymology**: In Latin, "*averto*" means "to parry."
Velox Latro (Stealth Charm)

*2nd-level abjuration*

**Incantation**: "*Velox Latro*!" (vel-OCKS LAH-tro)

**Casting Time**: 1 action

**Range**: Self

**Components**: V, S, ~~M (ashes from a burned leaf of mistletoe and a sprig of spruce)~~

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

A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can’t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.
Imperius Curse (Non-Human Creatures)

*8th-level enchantment*

**Incantation**: "*Imperio*!" (im-PEER-ee-oh)

**Casting Time:** 1 action

**Range:** 60 feet

**Components:** V, S

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

With a puff of greenish dust emitting from the end of your wand, you attempt to beguile a creature that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

While the creature is charmed, you have a telepathic link with it
 as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are\ conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that
creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.

You can use your action to take total and precise control of the
target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do.

During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.

**At Higher Levels.** When you cast this spell with a 9th-level spell slot, the duration is concentration, up to 8 hours.
Adcalore (Metal-Heating Jinx)

*2nd-level transmutation*

**Incantation**: "*Adcalore*!" (ad-kah-LOR-ray)

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

**Range**: 60 feet

**Components**: V, S, ~~M (a piece of iron and a flame)~~

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

Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. With a swish of your wand, you cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.

If a creature is holding or wearing the object and takes damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls or ability checks until the start of your next turn.

***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.