Wizards Unite Field Charms // SOS Training

5

In July 2020, Harry Potter: Wizards Unite introduced a new feature to the game called SOS Training. This is a set of 3 distinct skill trees featuring different nodes which help players with different aspects of the game. These skill trees are:

  • Calamity Essentials I
  • Calamity Essentials II
  • Calamity Essentials III

SOS Training also introduced an entirely new feature to Wizards Unite: Field Charms.

Advertisement

While Field Charms have not been without controversy, they add a fun new element to the game. The following is the official game description of Field Charms:

“Through SOS Training you can also unlock a set of new spells that you invoke directly on the Map called Field Charms. Cast the Trace Charm on existing Traces to reveal even more Traces nearby. Cast the Inn Charm on Inns to generate additional Spell Energy on the Map. Cast the Greenhouse Charm on, you guessed it, Greenhouses, to conjure rare Potion Ingredients. While you alone can see the extra Traces revealed by your Trace Charms, all nearby players can take advantage of the bonus Spell Energy and Potion Ingredients from anyone’s Inn and Greenhouse Charms so be sure to coordinate with fellow players for optimal benefits.”

This wiki guide breaks down everything we know about Field Charms in Wizards Unite.

An Overview of Field Charms in Wizards Unite

There are 3 different types of Field Charms:

  • Trace Charm (Pario Vestigius)
  • Inn Charm (Tribuomnus)
  • Greenhouse Charm (Celescere)

Once you reach level 5, you will see a new button on your Map, bottom-right of your screen. Clicking on it will open the Field Charms menu. This shows you the three Field Charms that you can cast. It also shows you the capacity of each Charm as well as how many charges you are holding at that time.

Field Charms are not tied to your profession, so all players can benefit from them.

Field Charm charges

How do you earn Field Charm charges?

You can earn Field Charm charges by completing some daily tasks (currently, you get one charge of each of the Field Charms by walking 0.25Km, but this might change in the future).

Certain SOS Training nodes will also give you the opportunity to earn Field Charm charges from Treasure Trunks. These are explained below.

You can also expand your capacity for holding Field Charm charges, again by unlocking specific nodes in the SOS Training skill trees.

Trace Charm

The Trace Charm can be cast on any Trace on the Map. Casting a Trace Charm causes more Traces to appear on the Map. The exact number of Traces that appear from each cast depends on which nodes are unlocked on your SOS Training skill trees. Eventually, the Traces that appear from your Trace Charm will also reward 2 fragments if you successfully return the Foundable. (Normally you receive just 1 fragment).

To cast the Trace Charm, have a look at the available Traces on the Map. Once you decide which Trace to cast the Charm upon, click on the Field Charm menu and drag the Trace Charm on the Trace. Unlike the other two Field Charms, the benefits revealed by the Trace Charm are only visible to the Wizard/Witch who casts it.

You can start storing the Trace Charm when you reach level 5. For this first slot, you do not have to spend any Resources.

The best way to utilize the Trace Charm is to save it for Severe or Emergency threat Traces.

Let’s have a look at the nodes in the SOS training tree and find out which nodes would help us get the most out of the Trace Charm.

To make it easier to find, I have color-coded the nodes. In the table, you will find:

  • the nodes that increase the capacity of your Trace Charm (colored Magenta)
  • the nodes that increase the number of Traces revealed when a Trace Charm is cast (colored Blue)
  • the nodes that increase the the amount of Wizarding XP and Family XP earned by returning a Foundable initially revealed by the Trace Charm (colored Orange)
  • the nodes that offer other benefits (colored Black)
Node Name
Description
Required Level
Resources Required
Pario Vestigius Increases the number of Traces revealed (+1) when the Trace Charm is cast.

Increases the Trace Charm capacity by 1.

5 (Calamity Essentials 1) None
Constructive Criticism Increases the Trace Charm capacity by 1. 8 (Calamity Essentials 1) Field Guides – 13

Ministry Manuals – 1

Restricted Section Books – 12

Knowledge is Power Increases the rarity of the Traces revealed by the Trace Charm. 8 (Calamity Essentials 1) Field Guides – 25

Ministry Manuals – 2

Innsight Increases the number of Traces revealed (+1) when a Trace Charm is cast. 19 (Calamity Essentials 1) Field Guides – 55

Ministry Manuals – 8

Restricted Section Books – 18

Spanglarillion Increases the Trace Charm capacity by 1.

Note: This requires a previous node to be opened using DADA Books.

22 (Calamity Essentials 2) Field Guides – 31

Ministry Manuals – 5

Lost and Foundables Increases the number of Fragments returned to the Registry by 1 (only for Traces revealed by Trace Charm). 25 (Calamity Essentials 2) None
Piece of the Puzzle Increases the Wizarding and Family XP earned from Traces revealed by the Trace Charm.

Note: This requires a previous node to be opened using DADA Books.

25 (Calamity Essentials 2) Field Guides – 93

Ministry Manuals – 20

Restricted Section Books – 18

Art Of Happiness Increases the number of Traces revealed (+1) when the Trace Charm is cast. 28 (Calamity Essentials 2) None
Repository Knowledge Increases the Wizarding and Family XP earned from Traces revealed by the Trace Charm.

Note: This requires a previous node to be opened using DADA Books.

32 (Calamity Essentials 2) Field Guides – 310

Ministry Manuals – 123

Studious Success Provides the chance of receiving a Trace Charm Charge from Treasure Trunks. 32 (Calamity Essentials 2) Field Guides – 133

Ministry Manuals – 46

Fragmented Memory Increases the Wizarding and Family XP earned from Traces revealed by the Trace Charm.

Note: This requires a previous node to be opened using DADA Books.

36 (Calamity Essentials 3) Field Guides – 178

Ministry Manuals – 28

Restricted Section Books – 25

Ottery St. Catchpole Increases the number of Traces revealed (+1) when the Trace Charm is cast. 36 (Calamity Essentials 2) Field Guides – 607

Ministry Manuals – 287

Restricted Section Books – 18

Mind Freak Increases the number of Traces revealed (+1) when the Trace Charm is cast. 38 (Calamity Essentials 3) Field Guides – 270

Ministry Manuals – 44

Restricted Section Books – 25

Czech Mate Increases the number of Traces revealed (+1) when the Trace Charm is cast. 40 (Calamity Essentials 2) None
A Little Love Increases the number of Traces revealed (+1) when the Trace Charm is cast. 46 (Calamity Essentials 3) Field Guides – 900

Ministry Manuals – 272

Cold Case Increases the Trace Charm capacity by 1. 46 (Calamity Essentials 3) Field Guides – 278

Ministry Manuals – 74

Deep Dive Increases the Wizarding and Family XP earned from Traces revealed by the Trace Charm. 46 (Calamity Essentials 3) Field Guides – 501

Ministry Manuals – 132

Foretelling Foundables Increases the Wizarding and Family XP earned from Traces revealed by the Trace Charm. 46 (Calamity Essentials 3) Field Guides – 252

Ministry Manuals – 47

Dangerous Attraction Increases the Wizarding and Family XP earned from Traces revealed by the Trace Charm. 50 (Calamity Essentials 3) Field Guides – 1087

Ministry Manuals – 429

Gethsemane’s Pickle Increases the Wizarding and Family XP earned from Traces revealed by the Trace Charm. 50 (Calamity Essentials 3) Field Guides – 770

Ministry Manuals – 254

Restricted Section Books – 25

Serendipitous Study Increases the number of Traces revealed (+1) when the Trace Charm is cast.

Note: This requires a previous node to be opened using DADA Books.

50 (Calamity Essentials 3) Field Guides – 1510

Ministry Manuals – 596

DADA Books – 100

 

The maximum limits summarized below come directly from the HPWU team.

  • The maximum number of Traces revealed: 8
  • Total Trace Charm capacity: 5 charges
  • Total number of additional Fragments provided: 1
  • Maximum XP earned: 1.8x Family XP and 1.8x Wizarding XP
  • Total number of rare Traces revealed: 2

Inn Charm

What happens when you cast an Inn Charm? The Inn Charm, as the name suggests, can be cast on Inns. This Field Charm reveals more Spell Energy on the Map. The amount of Spell Energy received per Inn Charm cast depends on which nodes have been unlocked on your SOS Training skill tree. Your Inn Charm capacity (the number of charges stored) also depends on how you’ve progressed in your SOS Training.

To cast the Inn Charm, you must be near an Inn. Open your Field Charm menu and drag the Inn Charm on the nearby Inn. As this can only be cast on Inns, the Traces and Greenhouses will grey out. If you are playing with your friends, you can all benefit from the Inn Charm. The Spell Energy will appear on the Map for everyone, regardless of who cast the Inn Charm.

The Inn Charm can also increase the amount of Spell Energy players earn by visiting an Inn for Food, as long as the Inn Charm is still active.

You can start storing your Inn Charm charges when you reach level 7. For this first node in the SOS Training skill tree, you do not need to spend any Field Guides/Ministry Manuals/Restricted Section Books/DADA Books.

Let’s have a look at the nodes in the SOS Training skill tree that would help us get the most out of this.

To make it easier to find, I have color-coded the nodes. In the table you will find:

  • the nodes that increase the capacity of your Inn Charm (colored Magenta)
  • the nodes that give you additional Spell Energy on the Map when an Inn Charm is cast (colored Blue)
  • the nodes that increase the duration of the Inn Charm after it’s cast (colored Orange)
  • the nodes that provide other benefits (colored Black)
Name
Description
Required Level
Resources required
Tribuomnus Additional (+1) Spell Energy is revealed on Map when an Inn Charm is cast. 7 (Calamity Essentials 1) None
Flitwickery Increases the Inn Charm capacity by 1. 12 (Calamity Essentials 1) Field Guides – 30

Ministry Manuals – 2

Restricted Section Books – 12

Rules of (Green Thumb) Increases the Inn Charm capacity by 1. 14 (Calamity Essentials 1) Field Guides – 49

Ministry Manuals – 4

Restricted Section Books – 12

A Feast For All Increases the Spell Energy obtained (+1) by visiting an Inn where an Inn Charm is still active. 15 (Calamity Essentials 2) None
Innexplicable Results Additional (+1) Spell Energy is revealed on Map when an Inn Charm is cast. 22 (Calamity Essentials 2) None
Spell Jam Increases the duration of the Inn Charm. 28 (Calamity Essentials 2) Field Guides – 202

Ministry Manuals – 64

Restricted Section Books – 18

I Think I Know This One Increases the Inn Charm capacity by 1.

Note: This requires a previous node to be opened using DADA Books.

32 (Calamity Essentials 2) Field Guides – 93

Ministry Manuals – 20

Restricted Section Books – 18

Ad Infinitum Increases the duration of the Inn Charm. 35 (Calamity Essentials 3) Field Guides – 164

Ministry Manuals – 25

Kitchen Aids Additional (+1) Spell Energy is revealed on Map when an Inn Charm is cast. 35 (Calamity Essentials 3) Field Guides – 126

Ministry Manuals – 17

Restricted Section Books – 25

Trials Of Love Increases the duration of the Inn Charm. Field Guides – 126

Ministry Manuals – 17

Restricted Section Books – 25

Energy Efficient Charms Additional (+1) Spell Energy is revealed on Map when an Inn Charm is cast. 36 (Calamity Essentials 2) Field Guides – 401

Ministry Manuals – 182

Knowledge Transfer Increases the chance of receiving Inn Charm Charge from Treasure Trunks. 36 (Calamity Essentials Field Guides – 243

Ministry Manuals – 115

So Wrong It’s Right Additional (+1) Spell Energy is revealed on Map when an Inn Charm is cast. 38 (Calamity Essentials 3) Field Guides – 243

Ministry Manuals – 115

Rhyme and Reason Increases the duration of the Inn Charm. 40 (Calamity Essentials 2) Field Guides – 476

Ministry Manuals – 236

Appetizing Acclaim Increases the duration of the Inn Charm. 42 (Calamity Essentials 3) Field Guides – 165

Ministry Manuals – 32

Restricted Section Books – 25

Clearing The Mind Additional (+1) Spell Energy is revealed on Map when an Inn Charm is cast.

Note: This requires a previous node to be opened using DADA Books.

42 (Calamity Essentials 3) Field Guides – 422

Ministry Manuals – 102

Inn This Together Additional (+1) Spell Energy is revealed on Map when an Inn Charm is cast.

Note: This requires a previous node to be opened using DADA Books.

42 (Calamity Essentials 3) Field Guides – 387

Ministry Manuals – 89

DADA Books – 90

Tribuomnus Maxima Increases the Inn Charm capacity by 1. 42 (Calamity Essentials 3) Field Guides – 100

Ministry Manuals – 21

One Minute Feasts Increases the duration of the Inn Charm. 46 (Calamity Essentials 3) Field Guides – 915

Ministry Manuals – 330

Restricted Section Books – 25

Tribuomnus Mastery Increases the duration of the Inn Charm. 46 (Calamity Essentials 3) Field Guides – 595

Ministry Manuals – 172

Restricted Section Books – 25

A Brief History of Magic Additional (+1) Spell Energy is revealed on Map when an Inn Charm is cast. 50 (Calamity Essentials 3) None

 

The maximum limits summarized below come directly from the HPWU team.

  • Total Inn Charm capacity: 5 charges
  • Maximum extra Spell Energy revealed on the Map when an Inn Charm is cast: 8
  • The maximum increase in Spell Energy obtained from an Inn (where Inn Charm is cast): 300%
  • Maximum duration of the Inn Charm: 7 minutes

Greenhouse Charm

The Greenhouse Charm can be cast on a Greenhouse. This Field Charm will reveal Ingredients on the Map. The number of Ingredients that appear depends on which nodes have been unlocked on your SOS Training skill tree. In addition, the number of Greenhouse Charm charges that can be stored also depends on your progress in your SOS Training.

To cast the Greenhouse Charm, you must be near a Greenhouse. Open your Field Charm menu and drag the Greenhouse Charm on the nearby Greenhouse. As this can only be cast on Greenhouses, the Traces and Inns will grey out. If you are playing with your friends, you can all benefit from the Greenhouse Charm. The Ingredients will appear on the Map for everyone, regardless of who cast the Greenhouse Charm.

The Greenhouse Charm can also increase the amount of Ingredients AND Spell Energy players earn by visiting a Greenhouse, as long as the Greenhouse Charm is still active.

When you cast the Greenhouse Charm during the harvesting period, you will receive extra Ingredients of the Ingredient growing in the Greenhouse. For example, if you planted Leaping Toadstools, and you return at the correct time to collect the Leaping Toadstools on the Map, you can cast the Greenhouse Charm and more Leaping Toadstools will appear.

You can start storing your Greenhouse Charm when you reach level 11. For this first slot, you do not have to spend any Field Guides/Ministry Manuals/Restricted Section Books/DADA Books.

Let’s have a look at the nodes in the SOS Training skill tree that would help us get the most out of this.

To make it easier to find, I have colored the nodes. In the table you will find:

  • the nodes that increase the capacity of your Greenhouse Charm (colored Magenta)
  • the nodes that give you additional Ingredients on the Map when a Greenhouse Charm is cast (colored Blue)
  • the nodes that increase increase the duration of the Greenhouse Charm after it’s cast (colored Orange)
  • the nodes that provide other benefits (colored Black)
Name
Description
Required Level
Resources Required
Celescere Additional (+1) Ingredients are revealed on Map when a Greenhouse Charm is cast. 11 (Calamity Essentials 1) None
Perfectly Planted Increases the Ingredients obtained (+1) by visiting a Greenhouse where a Greenhouse Charm is still active. 17 (Calamity Essentials 2) None
A Greener Thumb Additional (+1) Ingredients are revealed on Map when a Greenhouse Charm is cast. 19 (Calamity Essentials 2) Ministry Manuals – 47

Field Guides – 7

Good Foundations Increases duration of the Greenhouse Charm.

Note: This requires a previous node to be opened using DADA Books.

25 (Calamity Essentials 2) Ministry Manuals – 110

Field Guides – 26

De-Vine Intervention Increases duration of the Greenhouse Charm. 35 (Calamity Essentials 3) Ministry Manuals – 90

Field Guides – 13

Rainy Day Plans Increases duration of the Greenhouse Charm. 36 (Calamity Essentials 2) Field Guides – 338

Ministry Manuals – 140

Restricted Section Books – 18

Essential Reading Additional (+1) Ingredients are revealed on Map when a Greenhouse Charm is cast. 38 (Calamity Essentials 3) None
The Salem Witches Institute Increases duration of the Greenhouse Charm. 38 (Calamity Essentials 3) Field Guides – 212

Ministry Manuals – 36

Restricted Section Books – 25

Exceeding Expectations Additional (+1) Ingredients are revealed on Map when a Greenhouse Charm is cast. 40 (Calamity Essentials 2) Field Guides – 779

Ministry Manuals – 517

Greenthumb Increases the chance of receiving Greenhouse Charm Charge from Treasure Trunks. 40 (Calamity Essentials 2) Field Guides – 407

Ministry Manuals – 252

Stool Pigeons Increases the Greenhouse Charm capacity by 1. 40 (Calamity Essentials 2) Field Guides – 289

Ministry Manuals – 150

Wendy Wunderwind Increases duration of the Greenhouse Charm. 40 (Calamity Essentials 2) Field Guides – 672

Ministry Manuals – 398

Non- Verbal Barbs Increases duration of the Greenhouse Charm.

Note: This requires a previous node to be opened using DADA Books.

42 (Calamity Essentials 3) Field Guides – 459

Ministry Manuals – 116

Restricted Section Books – 25

Shimmering Scales Increases duration of the Greenhouse Charm.

Note: This requires a previous node to be opened using DADA Books.

42 (Calamity Essentials 3) Field Guides – 459

Ministry Manuals – 116

The (Redacted) Method Increases the Greenhouse Charm capacity by 1. 46 (Calamity Essentials 3) Field Guides – 393

Ministry Manuals – 124

The Light In Her Eyes Increases duration of the Greenhouse Charm. 46 (Calamity Essentials 3) Field Guides – 546

Ministry Manuals – 151

Gemino Duo Additional (+1) Ingredients are revealed on Map when a Greenhouse Charm is cast. 50 (Calamity Essentials 3) Field Guides – 915

Ministry Manuals – 330

Quibbles Increases duration of the Greenhouse Charm. 50 (Calamity Essentials 3) Field Guides – 1087

Ministry Manuals – 429

 

Looking at the table above, let’s summarize the maximum limits:

  • Total Greenhouse Charm capacity: 5 charges
  • Maximum extra Ingredients revealed on the Map when a Greenhouse Charm is cast: 5
  • The maximum increase in Ingredients obtained from a Greenhouse (where Greenhouse Charm is cast): 1
  • Maximum duration of the Greenhouse Charm: TBD

Note: We have asked the HPWU team about the maximum duration of the Greenhouse Charm, and we will update once we know more.

Find other wiki articles on SOS Training.

If you would like to help Wizards Unite Hub create more wiki articles, you can apply to join the WizHub writing team! We do pay our writers a nominal fee, and you also have the opportunity to promote your own website and/or social media pages.

4 4 votes
Article Rating
Subscribe
Notify of
5 Comments
Oldest
Newest Most Voted
Inline Feedbacks
View all comments
Alexander Nickolov
Alexander Nickolov
8 days ago

My personal experience shows that the greenhouse charm provides both extra ingredients and extra spell energy on use while the charm is active. Also, my increase is +2 on both, so the maximum shown above is wrong. And I don’t even have it maxed out, I need quite a few more RSBs for that. Finally, my duration is 6 minutes at the moment. That’s sufficient time to use the greenhouse two times after the charm is cast.

Brita
Admin
7 days ago

Thank you for your comment. The HPWU team is fact-checking this wiki guide, and I’m waiting to hear back from them before I make any updates.

In regards to the maximum Ingredients from the Greenhouse Charm, that refers to the Ingredients that appear on the Map when you cast the Charm. The total quantity might be greater depending on the Ingredients that appear. For example, when you pick up 1 Newt Spleen, you actually get 5 Newt Spleens added to your Vault.

Alexander Nickolov
Alexander Nickolov
7 days ago
Reply to  Brita

I wasn’t referring to the ingredients that drop on the map, I was talking about what you get from the greenhouse itself while the charm is active – +2 each for the ingredient and the energy. For example – 5 snowdrops and 6 energy.

Gryffinprof
Gryffinprof
6 days ago

A very nice overview! I wish this had been available when SOS training first started. One minor thing to point out is that the “Required Level” is not always correct in the tables. Sometimes there is a path from a lower level to those nodes. For example, when I achieved Level 46, I was able to get to “Dangerous Attraction” and “Quibbles” via all the nodes below “Deep Dive”. Technically, there is a path even from Level 38, but it would require a lot of DADA books. It is probably too much work to update this, but I think some… Read more »

Alexander Nickolov
Alexander Nickolov
5 days ago

Something else to note is that the nodes in Calamity Essentials III that increase the respective charms’ capacity do it by two, not one like their conterparts in the earlier books. Thus the maximum capacity of each charm is 5 – 1 from the opening node and 1+1+2 from the 3 books. I already have the capacity for all of them maxed out.