recursal/Fanatic-Fandom huggingface dataset:
Caeco Ducatum (Weakness Divining Charm)

Divination cantrip

**Incantation**: "*Caeco* *Ducatum*!" (KAY-koh doo-KAH-tum)

**Casting Time**: 1 action

**Range**: 30 feet

**Components**: S

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

You extend your wand and point it at a target in range. Your magic grants you a brief insight into the target’s defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn’t ended.

**Etymology**: The phrase means "blind guidance" in Latin.
Laqueum Revelio (Trap Detection Charm)

*2nd-level divination*

**Incantation**: "*Laqueum Revelio*!" (lack-KAY-oom re-VEL-lee-oh)

**Casting Time:** 1 action

**Range:** 120 feet

**Components:** V, S

**Duration:** Instantaneous

You sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the Intruder Charm, a Runic Trap, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole. This spell merely reveals that a trap is present. You don’t learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.
Hephaesteion Charm

*1st-level abjuaration*

**Incantation**: "Aegify!"

**Casting Time:**1 action

**Range:**Touch

**Components:**V, S, M (a piece of cured leather)

**Duration:**8 hours

You touch a willing creature who isn’t wearing armor with your wand, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.

**Etymology**: The incantation comes from the Greek *Aegis,* a mythical shield carried by Athena. The charm's name come from the *Hephaestion*, the name for the Temple of Hephaestus, the Greek god of metallurgy, craftsmen, and the forge.
Episkey

*1st-level evocation*

**Incantation**: “*Epsikey*!” (eh-PISK-kee)

**Casting Time**: 1 action

**Range**: Touch

**Components**: V, S

**Duration**: Instantaneous

A creature you touch with your wand regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

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

**Etymology:** The word comes from the Greek "*episkevi*," which means "to repair."
Ракаш

Кровожадный (The Bloodthursty)

**Ракаш** - DPS центра: Ракаш жертвует своим здоровьем, дабы сделать себя мощнее и страшнее.

## Информация

* Для призыва Ракаша требуется 80 осколков душ;
* Камни душ Ракаша доступны в 21 главе кампании.

## Способности

     **Мученичество (Навык пробуждения)** - Чем меньше здоровья у Ракаша, тем выше скорость его атаки.

## Квесты пробуждения

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

**Физическая атака** + 400
**Физическая броня** + 50

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

**Квест 3**: В локации 14 главы "С пустыми руками" Ракаш должен нанести 150 тысяч единиц урона, чтобы завершить пробуждение и получить навык "Мученичество".

## Квесты артефакта

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

**Физическая атака** + 500
**Физическая броня** + 80

**Квест 2**: Победить 2 раза в Проклятом городе на сложности Экстрим и выше, используя Ракаша.

**Квест 3**: Обеспечить Ракашу защиту в Храме элементалей, чтобы завершить квест артефакта и получить навык "Копьё гнева".

* Урон дополнительно увеличивается на 7000 (+70 за уровень);
* Продлевает эффект горения на 14 секунд (+0,14 секунды за уровень).

## Советы по использованию

Преимущества:

* Высокая физическая атака;
* Поддержка союзников.

Недостатки:

* Требуется время для подготовки к усиленным атакам;
* Для применения навыков жертвует своим здоровьем;
* Пропорционально низкая броня при малом количестве звёзд.
Grex Mimidae (Cacophony Hex)

*1st-level enchantment*

**Incantation:** "*Grex Mimidae*!" (GRECKS MIH-mih-day)

**Casting Time**: 1 action

**Range**: 60 feet

**Components**: V

**Duration**: Instantaneous

You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.

**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: "*Grex*" is Latin for "flock," while "*Mimidae*" is the genus name for most common species of mockingbird.
Kharonorous (Guidance Charm)

*Divination cantrip*

**Incantation**: "*Kharonorous*!" (kar-RON-or-us)

**Casting Time**: 1 action

**Range**: Touch

**Components**: V, S

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

You touch one willing creature with your wand, and their eyes being to glow with a soft gold light. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
Легендарный Конрад

**Легендарный Конрад**- босс Зала Легенд, специализирующийся на усилении спустя некоторое время и наносит урон с эффектами в зависимости от обстановки боя.

```

## Легендарный Конрад (Legendary Konrad)

 ### Статус

 Босс Зала Легенд

 ### Урон

 Магический

 ### Особенность

 Нанесение урона с эффектами и усиление спустя время

```

## Информация

* Легендарный Винсент, как босс Зала Легенд, не имеет расписания появления;
* В качестве босса Зала Легенд имеет невероятно огромное количество здоровья и свойство усиливать способности.

## Способности

     **Ярость** - С каждыми полученными 100 тысячами единиц урона, Конрад получает усиление своих навыков.

## Советы по сражению с боссом

* Иногда "Масляная лужа" может сильно навредить героям, но плюс в том, что её можно развернуть, чтобы не получать повышенный урон;
* После Эликсира силы Конрад может сильно навредить героям фронта. Рекомендуется брать героев, которые быстро восстанавливают здоровье, либо просто имеют отличную броню;
* Урон от ультимативного навыка "Мастер зелий" можно проигнорировать с помощью Линлин, запустив её ультимативный навык "Пир на весь мир" на второй секунде.
Legilimency

*2nd-level divination*

**Incantation**: "*Legilimens*!" (leh-JIL-lee-mens)

**Casting Time**: 1 action

**Range**: Self

**Components**: V, S, M (a copper piece)

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

For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn’t speak any language, the creature is unaffected.

You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature’s thoughts or attempt to probe deeper into the same creature’s mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature’s thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.

Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation. You can also use this spell to detect the presence of thinking creatures you can’t see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can’t detect a creature with an Intelligence of 3 or lower or one that doesn’t speak any language.

Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can’t see it, but it must still be within range.
Confundo Erraticus (Hoodwinking Confundus Charm)

*4th-level enchantment*

**Incantation**: "*Confundo Erraticus*!" (con-FUN-doh err-RAH-tee-kus)

**Casting Time**: 1 action

**Range**: 90 feet

**Components**: V, S, M (three nut shells)

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

With a dizzying purple light, this spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.

An affected target's eyes glow with a pale purple light. The affected creature can’t take reactions, and it must roll a d10 at the start of each of its turns to determine its behavior for that turn:

* 1: The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn.
* 2 - 6: The creature doesn’t move or take actions this turn.
* 7 - 8: The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
* 9 - 10: The creature can act and move normally.

At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.

**At Higher Levels**. When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th.
Curare (Minor Healing Charm)

*1st-level evocation*

**Incantation**: "*Curare*!" (kyoo-RAH-ray)

**Casting Time:** 1 Bonus Action

**Range:** 60 Feet

**Components:** Verbal

**Duration:** Instantaneous

A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

**At higher levels.** When you cast this spell using a spell slot of 2nd level or higher, the healing increased by 1d4 for each slot level above 1st.
Radium Scintillas (Sparkling Beam Hex)

*1st-level evocation*

**Incantation**: "*Radium Scintillas*!" (RAY-dee-um sin-TILL-liss)

**Casting Time:** 1 action

**Range:** 120 feet

**Components:** V, S

**Duration:** 1 round

A flash of golden light streaks toward a creature of your choice from your outstretched wand within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.

**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.
Faveo (Befriending Charm)

*1st-level enchantment*

**Incantation**: "*Faveo*!" (FAH-vay-oh)

**Casting Time:**1 action

**Range:**30ft

**Components:** V, S

**Duration:**1 hour

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails it is charmed by you until the spell ends or until you or your companions do something harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends it knows it has been charmed.

**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.They must be within 30ft of each other when you target them.

**Etymology**: "*Faveo*" means "to befriend" or "to become favored."
Protego Benedicto (Helpful Shield Charm)

*1st-level enchantment*

**Incantation**: "*Protego Benedicto*!" (pro-TAY-goh beh-neh-DICK-toh)

**Casting Time:** 1 action

**Range:** 30 feet

**Components:** V, S, M (a sprinkling of holy water)

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

You bless up to three creatures of your choice within range, and a shimmering silver mist envelops them. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.

**At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Session 24

Christine tries to help Azura, Narael teleports away;
Selivan comes in, has a necrotic ritual and resurrects Azura, Selivan lies to
Revan about Narael’s presence, Cedric has an identity crisis and tries to get
rid of his Ezra Warrior equipment, goes to an inn and recks some fools, Christine
tells Revan about his father’s lies, Cedric goes to a tower, send off to
Selivan, ends with everybody back at an inn (December 12th)
Halisurrus (Message Delivery Spell)

*Transmutation Cantrip*

**Incantation**: "*Halisurrus*!" (hal-ISS-soo-rus)

**Casting Time:** 1 Action

**Range**: 120ft

**Components**: V, S

**Duration**: 1 Round

After first whispering the incantation and tapping your wand to your throat, you point your wand towards a creature within range and whisper a message. The Target (and only the target) hears the message and can reply in a whisper that only you can hear.

You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical Silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.

**Etymology**: The spell is derived from the Latin words "*halitus*" and "*susurrus,*" meaning "vapor" and "whisper" respectively.
Bat-Bogey Hex

*2nd-level enchantment*

**Incantation**: "*Operosus Vespertilio*!" (ah-per-OH-sus ves-per-TILL-lee-oh)

**Casting Time**: 1 action

**Range**: 60 feet

**Components**: V, S

**Duration**: 1 minute

A yellow burst of energy flies from the end of your wand, causing yellow bats to emerge from the nostrils of creatures of your choice that you can see within range. Each target must make a Wisdom saving throw. Any creature that can’t be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the bats spiral around the target's head, distracting it and causing it to have disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends.

The spell ends if you are incapacitated.
Novumusai Academy for the Preternaturally Gifted

Novumusai Academy for the Preternaturally Gifted (no-VUM-myoo-sah-ee) is a prestigious Wizarding educational institution, and is one of the oldest in existence, rivaled only by Huìxīng Xuéxí of Urumqi, China. Referred to colloquially as "EnVee" or "Ol' Muse," Novumusai is located beneath the Great Library in Alexandria, Egypt.

## Education

Compared to the British system of Wizarding education, Novumusai keeps it's students far longer: students do not graduate until they have successfully accomplished ten years of study, as opposed to the British standard of seven.

## Extracurriculars

While the school encourages students to focus on study, it does offer a variety of educationally-funded activities beyond the classroom. One of note is their (rather underperforming) Quidditch team, the Novumusai Ninety-Niners.

## Trivia

"*Novum*" means "new thing" in Latin, while "*musai*" in Greek refers to the nine classical Muses who reside over various forms of art, music, and literature. Together, the words convey a meaning of "something new created by the Muses."
Apate (Disguising Charm)

*1st-level illusion*

**Incantation**: "*Apate*!" (ah-PAH-tay)

**Casting Time:** 1 action

**Range**: Self

**Components**: V, S

**Duration**: 1 hour

You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner that you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in mid air.

To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

Etymology: Apate is the Greek personification of deceit, guile, fraud, and deception.
Prestigimens (Minor Illusion Charm)

*Illusion Cantrip*

**Incantation:** "*Prestigimens*!" (pres-STI-jee-mens)

**Casting Time**: 1 Action

**Range**: 30 Feet

**Components**: S

**Duration**: 1 Minute

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast the spell again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration or you can make discrete sounds at different times before the spell ends.

If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger then a 5-foot cube. The image can't create sound, light, smell or any other sensory effect. Physical interaction with the object reveals it to be an illusion, because things can pass through it.

If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell DC. If the creature discerns the illusion for what it is, the illusion becomes faint to the creature.

**Etymology**: Derived from the word "prestidigitation" and the Latin "*mens*" meaning "mind."
Intelligize (Language Comprehension Charm)

*3rd-level divination*

**Incantation**: "*Intelligize*!" (in-TELL-lih-jize)

**Casting Time:** 1 action

**Range:** Touch

**Components:** V, M (a small clay model of a ziggurat)

**Duration:** 1 hour

Tap your wand to a creature's forehead, and this spell grants that creature the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.
Джаспер

Фантастический кот (Fantastic feline)

**Джаспер** - DPS центра: благодаря навыкам побега, большому шансу уклонения и дополнительным эффектам от атак, Джаспер является превосходным магом, который может дезориентировать толпу врагов.

## Информация

* Джаспер может быть призван за 30 осколков душ;
* Осколки Джаспера можно получить в магазине Арены и в Кампании.

## Способности

     **Девять жизней (Навык пробуждения)** - Когда Джаспер получает фатальный урон, превышающий 190% от его текущего здоровья, Джаспер возвращается в бой, восстанавливая здоровье. Этот эффект может повториться 9 раз за бой.

## Квесты пробуждения

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

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

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

**Квест 3**: В локации 14 главы "Восход на Ратскар" Джаспер и его союзники должны выжить, чтобы завершить пробуждение и получить навык "Девять жизней".

## Советы по использованию

Преимущества:

* Первый персонаж с элементом контроля "Изгнание";
* Многофункциональный DPS-маг;
* Самый высокий шанс на уклонение среди всех доступных магов;
* Обычные навыки Джаспера дают ему неуязвимость.

Недостатки:

* Низкий показатель физической брони и здоровье, хоть они и компенсируются высоким шансом на уклонение;
* Постоянное перемещение в толпу врагов.
Impediment Jinx

*3rd-Ievel transmutation*

**Incantation**: "*Impedimenta*!" (im-PED-ee-men-tah)

**Casting Time:** 1 action

**Range:** 120 feet

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

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

You alter time around up to six creatures of your choice in a 40-foot cube within range, Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration. An affected target's speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn. If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted. A creature affected by this spell makes another Wisdom saving throw at the end of its turn. On a successful save, the effect ends for it.
Близняшки Ли

**Близняшки Ли** - DPS и поддержка тыла: сёстры Ли - уникальные героини, сочетающие в себе навыки дамагера и целителя.

## Информация

* Для призыва потребуется 80 осколков душ;

* Близнецы доступны в Зале Легенд.

## Способности

    **Свет и тьма** - Тёмный близнец поражает врага мощными оглушающими ударами, наносящими магический урон, а светлый близнец восстанавливает здоровье слабейшего союзника в течении определённого времени.
* Тёмный близнец наносит 400 базового урона за удар (+4 за уровень).
* Вероятность оглушения увеличивается с уровнем навыка.
    **Двойная магия** - Ли с одной стороны атакуют врага, снижая скорость атаки и нанося урон со временем, с другой - исцеляют самого слабого союзника и ускоряют.
* Тёмный близнец наносит 500 базового урона в секунду (+5 за уровень).
* Тёмный близнец наносит 312 урона в секунду в течении 6 секунд (72 базового +3 за уровень).
     **Испытание на чистоту** - Насылает мощный дебафф на самого сильного врага, снижая его физическую и магическую атаку, в то время, как даёт бафф самому сильному союзнику в виде прибавки к физической и магической атаке.
* Тёмный близнец наносит 300 базового урона (+3 за уровень).
* Тёмный близнец снижает физическую и магическую атаку на 361.5 в течении 6 секунд (+3.5 за уровень).
     **Божественный талант (Навык пробуждения)** - Усиливает способности близняшек, одновременно даруя им эффект к каждой четвёртой атаке способностью по дополнительному врагу.
* Эффективность способностей увеличивается на 10.9% (+0.1% за уровень).

## Квесты пробуждения

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

**Магическая атака** + 160
**Физическая броня** + 50
**Магическая броня** + 50

**Квест 2**: Победить 5 раз в Долине сломанных мечей на сложности Экстрим и выше, используя Ли.

**Квест 3**: В локации 14 главы "Знание - сила" близняшки Ли должны убить Мариану, чтобы завершить пробуждение и получить навык "Божественный талант".

## Квесты артефакта

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

**Магическая атака** + 350
**Шанс на маг.крит.атаку** + 250
**Шанс на уклонение** + 20

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

**Квест 3**: Обеспечить Ли защиту в Храме элементалей, чтобы завершить квест артефакта и получить навык "Двойственность".

* Восстанавливает 800 (+8 за уровень) здоровья в секунду;
* Получает 50 (+0,5 за уровень) энергии в секунду;
* В состоянии Единства снижает получаемый урон на 35% (+0,35% за уровень);
* В состоянии Обособленности отражает 33% урона (+0,33% за уровень);
* В состоянии Ярости увеличивает силу способностей на 120% (+1,2% за уровень).

## Советы по использованию

Преимущества:

* Трудно убить из-за сепарации;

* Редкое сочетание атакующих и лечащих способностей;

* Эффективно работают с магическими DPS и героями поддержки;
* Стоит считать, что во время Разделения Ли считаются неуязвимыми, а разделённые части служат щитом их временному иммунитету.

Недостатки:

* Подвержены ударам персонажей, наносящих урон в тыл.
Juvo Gignentia (Animal Friendship Charm)

*1st-level enchantment*

**Incantation**: "*Juvo Gignentia*!" (JOO-voh gig-NEN-tee-ah)

**Casting Time**: 1 action

**Range**: 30 feet

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

**Duration**: 24 hours

This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast’s Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell’s duration. If you or one of your companions harms the target, the spells ends.

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

**Etymology**: In Latin, "*juvo*" means "to befriend," while "*gignentia*" means "wildlife."
Mirror Image Charm

*2nd-level illusion*

**Incantation**: "*Poloidos*!" (pol-LOY-dohs)

**Casting Time**: 1 action

**Range**: Self

**Components**: V, S

**Duration**: 1 minute

In a flash of multi-colored light, three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real. You can use your action to dismiss the illusory duplicates.

Each time a creature targets you with an attack during the spell’s duration, roll a d20 to determine whether the attack instead targets one of your duplicates. If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher. A duplicate’s AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects.

The spell ends when all three duplicates are destroyed. A creature is unaffected by this spell if it can’t see, if it relies on senses other than sight, such as *blindsight*, or if it can perceive illusions as false, as with *truesight*.

**Etymology**: From the Greek "*poloi*" meaning "many," and "*eidos*," meaning "appearance."
Vocivius Parto (Poltergeist Charm)

*1st-level conjuration (ritual*)

**Incantation**: "*Vocivius Parto*!" (vah-SEE-vee-us PAR-toh)

**Casting Time:** 1 action

**Range**: 60 feet

**Components:** V, S, ~~M (a piece of string and a bit of wood)~~

**Duration:** 1 hour

This spell creates an invisible, mindless, shapeless force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can’t attack. If it drops to 0 hit points, the spell ends. Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command. If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.

**Etymology**: "*Vocivius parto*" means "void birth" or "creation of nothing."
Nummifortis (Bravery-Imbuing Charm)

*1st-level evocation*

**Incantation**: "*Nummifortis*!" (num-mee-FORT-iss)

**Casting Time:** 1 action

**Range:** Touch

**Components:** V, S

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

A willing creature you touch with the glowing red tip of your wand is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.

***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.
Lumos (Wand-Lighting Charm)

*Evocation cantrip*

**Incantation:** "*Lumos*!" (LOO-mos)

**Casting Time**: 1 action

**Range**: Touch

**Components**: V

**Duration**: 1 hour, or until dismissed.

The tip of your wand illuminates and sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

Or alternately, you tap one object that is no larger than 10 feet in any dimension with the tip of your wand. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

**Etymology**: *Lumos* is derived from the "*lumen*," meaning "light."
Magical Association of Problem Solvers Wikia

*"Sine statera, non potest esse salus."*

## Welcome to M.A.P.S.!

A Compendium for the homebrew Dungeons and Dragons 5e build based in the 1960's Wizarding World of J.K. Rowling's Harry Potter book series.
## What We Do

The Magical Association of Problem Solvers (M.A.P.S.) is a globe-trotting division of the International Confederation of Wizards staffed with a diverse group of expertly qualified magical beings. The main goal of M.A.P.S. is to intercept and calm any and all magic-related disturbances wherever they may occur.

## ​Navigation

* Magical Association of Problem Solvers
* The Team
* Adventure Summary
* External Links
* Spellcasting

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Find videos about your topic by exploring Wikia's Video Library.

File:Placeholder
Bilious Hex

*1st-level necromancy*

**Incantation**: "*Enferbilius*!" (in-fer-BILL-lee-us)

**Casting Time**: 1 action

**Range**: 60 feet

**Components**: V, S

**Duration**: Instantaneous

A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.

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

**Etymology**: The first part of the incantation comes from the word "infirm," meaning "weak," and the second is "bilious," meaning "queasy" or "bad-tempered."
Characters

## Current MAPS Team Members

This page contains a list of characters alongside their creators. The members of the MAPS team are listed below, in no particular order.

* Tethys Munroe (Anthony Smith)
* Joanne Mullen (Cortney Stewart)
* Tallulah Youngblood (Teresa Witcher)
* Thisbe of the Plains (Sarah Slatton)
* Auguste Tawney (Taylor Ross)
* Pickle (Teresa Witcher)

## Non-Player Characters

### The Board of Cardinal-Directors

* Helena Smythe-Widgeon
* Phyllis Driscoll
* Mackleroy Schroob
* Octavia Ensoleil

### Barovians

* Vladya Yaroslava
* Thornbaldt, Rosavalda, & Walter
* Count Strahd von Zarovich
Gale-Force Charm

*2nd-level evocation*

**Incantation**: "*Spatzleid*!" (SPATZ-leed)

**Casting Time**: 1 action

**Range**: Self (60-foot line)

**Components**: V, S, ~~M (a legume seed)~~

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

A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell’s duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.

Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.

The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.

As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.

**Etymology**: "*Spatz Leid*" is German for "sparrow's song."
Immotify (False-Death Charm)

*3rd-level necromancy (ritual)*

**Incantation**: "*Immotify*!" (imm-MOH-teh-fy)

**Casting Time:** 1 action

**Range**: Touch

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

**Duration**: 1 hour

 You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.

 For the spell’s duration, or until you use an action to touch the target and dismiss the spell, the target appears dead to all outward inspection and to spells used to determine the target’s status. The target is blinded and incapacitated, and its speed drops to 0. The target has resistance to all damage except psychic damage. If the target is diseased or poisoned when you cast the spell, or becomes diseased or poisoned while under the spell’s effect, the disease and poison have no effect until the spell ends.

**Etymology**: The incantation comes from "*immotus*," Latin for "unmoving."
Binding Fairy Ring Charm

*3rd-level abjuration*

**Incantation**: "*Fàinne-Solus Sidhe Tàth*!" (fawn-YUH SAH-lus SHEE TAH)

**Casting Time:** 1 minute

**Range:** 10 feet

**Components:** V, S, ~~M (holy water or powdered silver and iron worth at least 100 gp, which the spell
consumes)~~

**Duration:** 1 hour

With a circular flick of your wand, you create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. The base of this cylinder is ringed with a ghostly, softly glowing powder-blue mist. Choose one or more of the following types of creatures: humans, celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways:

* The creature can’t willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw.
* The creature has disadvantage on attack rolls against targets within the cylinder.
* Targets within the cylinder can’t be charmed, frightened, or possessed by the creature.

When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it.

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

**Etymology**: Translated from Scots-Gaelic, the incantation means, "fairy halo, bind!"
Specialis Revelio

*1st-level divination (ritual)*

**Incantation**: "*Specialis Revelio*!"

**Casting Time**: 1 action

**Range**: Self

**Components**: V, S

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

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

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

*Evocation cantrip*

**Incantation**: "Excaelimber!" (ecks-KAY-lim-bur)

**Casting Time:** 1 action

**Range:** 60 feet

**Components:** V, S

**Duration:** Instantaneous

After raising your wand skyward, a searing beam of silvery radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

**Etymology**: "*Ex caelum*" is Latin for "from heaven," while "*imber*" is Latin for "rainshower." The incantation also resembles Excalibur, the mystical sword of Arthurian legend.
Plumasus Mercuria (Flying Charm)

*3rd-level transmutation*

**Incantation**: "*Plumasus Mercuria*!" (ploo-MASS-us mer-KYOO-ree-uh)

**Cast**: 1 action

**Range**; Touch

**Components**: V, S, ~~M (A wing feather from any bird)~~

**Duration**: 10 minutes concentration

You touch a willing creature with your wand. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.

**At higher levels**. When you cast this spell using a slot of the 4th level or higher, you can target one additional creature for each slot above 3rd.

**Etymology**: The incantation comes from "*pluma de Pegasus*" or "feather of Pegasus," the legendary winged horse, and "*Mercurius*," the Latin name for Mercury, the speedy messenger god of Greek antiquity.
Parebit Etadiuva Videqus (Phantom Thestral Summoning Spell)

*3rd-level illusion (ritual)*

**Incantation**: "*Parebit Etadiuva Videqus*!" (PARE-reh-bit et-AH-dee-OO-vah VID-eck-oos)

**Casting Time**: 1 minute

**Range**: 30 feet

**Components**: V, S

**Duration**: 1 hour

A Large quasi-real, winged horse-like creature appears on the ground in an unoccupied space of your choice within range. It is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the phantom thestral. For the duration, you or a creature you choose can ride the thestral. The creature uses the statistics for a riding horse, except it has a speed of 100 feet and can travel 10 miles in an hour, or 13 miles at a fast pace. When the spell ends, the thestral gradually fades, giving the rider 1 minute to dismount. The spell ends if you use an action to dismiss it or if the thestral takes any damage.

**Etymology**: The first two parts of the incantation come from the Latin phrase "*parebit et ad iuva*," which roughly translates to "Appear, and aid me!" Furthermore, "*videqus*" comes from "*vide*," meaning "to see," and "*equus*," meaning "horse."
Lubrify (Slicking Charm)

**1st-level conjuration**

**Casting Time:** 1 action

**Range:** 60 feet

**Components:** V, S

**Duration:** 1 minute

Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration. When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.
Свинка

**Поркчоп**- легендарный питомец роли поддержки. Свинка не позволяет самому опасному противнику вовремя применить навык, выкачивая всю энергию.

Данный питомец может помочь хозяину исцелиться от всех наложенных эффектов и восстановить здоровье.

## Информация

* Поркчоп может быть получен только с легендарного яйца за донат или в ограниченных событиях.
* Данный питомец имеет возможность дать шестой слот экипировки при наличии всех семи уровней лояльности.

## Способности

    **Лакомый кусочек (Ультимативный навык)** - Когда хозяин использует ультимативный навык, Поркчоп убирает у хозяина большинство дебаффов, увеличивает восстановление здоровья, скорость атаки и скорость передвижения.
* Восстановление здоровья увеличивается на 40000;

## Советы по использованию

* Данный питомец полезен для героев поддержки и бойцов;
* Избавляет хозяина от усугубляющих эффектов и защищает от опаснейших противников, способных быстро зарядить ультимативный навыков.
Гипнозия

Дремлящее божество (God of Slumber)

**Гипнозия** - поддержка тыла: навыки Гипнозии заставляют противников постоянно засыпать, а также получать увеличенный урон и терять атакующий потенциал из-за гипнотических навыков.

## Информация

* Для призыва Гипнозии необходимо добыть 80 осколков;
* На данный момент Гипнозия не является героем в свободном доступе.

## Способности

     **Дрёма (Навык пробуждения)** - Пассивно регенерирует здоровье во время боя.

## Квесты пробуждения

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

**Магическая атака** + 200
**Физическая броня** + 100
**Магическая броня** + 100

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

**Квест 3**: В локации 14 главы "Восхождение на Раскар" Гипнозия должна победить, не потеряв ни одного из союзников, чтобы завершить пробуждение и получить навык "Дрёма".

## Костюм

Костюм Гипнозии ещё не был добавлен в глобальную версию Soul hunters. Тем не менее, внешний вид и навык костюма уже известны.

Навык костюма:
Усыплённые союзники получит 250 энергии после окончания сна.

Сеты карт Таро
 22/44/82/137

## Советы по использованию

Преимущества:

* Постоянное накладывание гипноза;
* Кража атаки;
* Защита ослабленных союзников.

Недостатки:

* Ориентация на атаку ближайших противников;
* Для частого гипноза надо увеличить бонус и эффективность энергии;
* Гипнозия не может наложить на себя "Сплетение снов".
Temero (Acid Splash Curse)

*Conjuration cantrip*

Incantation: "Temero!" (TEH-meh-roh)

**Casting Time**: 1 action

**Range**: 60 feet

**Components**: V, S

**Duration**: Instantaneous

A bubble of acid shoots from the end of your wand. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage. This spell's damage increases by 1d6 when you reach 5th leveI (2d6), 11th leveI (3d6), and 17th level (4d6).

**Etymology**: "*Temero*" in Latin means "I defile," or "I poison."
Impairment Spells

*2nd-level necromancy*

**Casting Time**: 1 action

**Range**: 30 feet

**Components**: V

**Duration**: 1 minute

You can blind (“*Obscaeno*!”) or deafen (“*Muffliato*!”) a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.

**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.
Imperius Curse (Humanoid Creatures)

*5th-level enchantment*

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

**Casting Time:** 1 action

**Range:** 60 feet

**Components:** V, S

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

A puff of greenish dust appears as you attempt to beguile a humanoid 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 target 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 using a 6th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 7th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 8th level or higher, the duration is concentration, up to 8 hours.
Propulsant (Deflection Charm)

*1st-level abjuration*

**Incantation**: "*Propulsant*!" (pro-pull-SANT)

**Casting Time:** 1 bonus action

**Range:** 30 feet

**Components:** V, S, ~~M (a small silver mirror)~~

**Duration:** 1 minute

You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn’t protect the warded creature from area effects, such as the explosion of a fireball.

If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends.
Transfodio (Dagger Swarm Spell)

*2nd-level conjuration*

**Incantation**: “Transfodio!” (trans-FOH-dee-oh)

**Casting Time**: 1 action

**Range**: 60 feet

**Components**: V, S, ~~M (a sliver of glass)~~

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

You fill the air with spinning daggers in a cube 5 feet on each side, centered on a point you choose within range. A creature takes 4d4 slashing damage when it enters the spell’s area for the first time on a turn or starts its turn there.

**At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot level above 2nd.

**Etymology**: "*Transfodio*" means "I stab." Minerva McGonagall used this spell in a duel with Severus Snape shortly before the Battle of Hogwarts.
Pestinimbus (Poison-Spraying Curse)

Conjuration cantrip

**Incantation**: "*Pestinimbus*!" (pes-tih-NIM-bus)

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

**Range**: 10 feet

**Components**: V, S

**Duration**: Instantaneous

You extend your wand toward a creature you can see within range and project a puff of noxious gas from the end. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.

This spell’s damage increases by 1d12 when you reach, 5th level (2d12), 11th level (3d12), and 17th level (4d12).

**Etymology**: A combination of the Latin words "*pestis*" meaning "plague" and "*nimbus*" meaning "cloud."
Truculenter Revelio (Animal and Plantlife Detection Charm)

*2nd-level divination (ritual)*

**Incantation**: "*Truculenter Revelio*!" (truk-YOO-len-ter reh-VEL-lee-oh)

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

**Range**: Self

**Components**: V, S, ~~M (a bit of fur from a bloodhound)~~

**Duration**: Instantaneous

Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.