Recap[]
June 24th, Year 1[]
Malkis is gone from the world. In Acropolis, the party meets at The Fallen Star, a tavern with owner Magda. Magda has a disfigured leg by the creation and is very bitter about it. A bard, Rae Kwon takes interest in the party and sits at their table. He serves them drinks according to their personality.
The bar seems to be out of booze. Magda asks Rae Kwon to resupply the tavern with booze. He complains it just boring. Kael casts Metamorphose Liquids
S V
1
Metamorphose Liquids
Range
Touch
AoE
1'-cube/level
Casting Time
1 round
Duration
Permanent
Save
Special
Damage
Materials
'
This spell transmutes one type of liquid into an equal amount of a different, nonmagical fluid (water, wine, blood, oil, apple cider, etc.). The caster must touch the fluid itself (not simply its container) for the spell to take effect.
Magical liquids (such as potions) receive a saving throw vs. disintegration with a +3 bonus to avoid the spell's effect. Fluids can be transmuted only into nonmagical liquids; it is not possible to change a magical liquid into another type of magical liquid. Poisons may be rendered harmless through use of this spell, but the spell has no effect on poisons already consumed.
Living creatures are unaffected by the spell, excluding those from the elemental plane of water. Such creatures are allowed a saving throw vs. spell. Failure results in 1d4 points of damage per level of the caster, while success indicates half damage. Only one creature can be affected by a single casting of this spell, regardless ofthe creature's size.
The material component is a drop of the liquid that the caster intends to create, which must be placed on the wizard's tongue and consumed. Creating poisons through use of this spell is especially dangerous.
School
Alteration
Source
Tome of Magic page 19
and turns water into drinks needed. Magda hands Kael 100 gold and thanks him.
Nyx has a bad feeling about Rae. Abaddon is glad that the bard is here, tells what happened to him on the road, and suggests an adventure. The tale he tells isn't exactly true, and suggest the party deals with 'the bandits' on the road. He goes outside and checks when the next full moon is. Abaddon sees Clara's shop of wonders and it's open door. He heads on over, the shop completely ransacked and abandoned. Clara doesn't answer his calls.
The whole party heads to the shop. Nyx calls for a cat, and a small cat pokes his head out of the back door. She feeds and pets the cat, Pan. There is squawking in the back room. It's a crow in a cage, Abaddon releases it. Izual wonders if the crow is a bad omen. They ask the neighbors what happened but gains no significant information.
Kael summons Manfred and orders him to gather stuff from the shop. The party discusses, and the crow digs into Nyx's skull and takes off. Kael Color Sprays
S M V
1
Color Spray
Range
0
AoE
5 x 20 x 20 ft. wedge
Casting Time
1
Duration
Instantaneous
Save
Special
Damage
Materials
a pinch each of powder or sand that is colored red, yellow, and blue
Upon casting this spell, the wizard causes a vivid, fan-shaped spray of clashing colors to spring forth from his hand. From one to six creatures (1d6) within the area are affected in order of increasing distance from the wizard. All creatures above the level of the spellcaster and all those of 6th level or 6 Hit Dice or more are entitled to a saving throw vs. spell. Blind or unseeing creatures are not affected by the spell.
Creatures not allowed or failing saving throws, and whose Hit Dice or levels are less than or equal to the spellcaster's level, are struck unconscious for 2d4 rounds; those with Hit Dice or levels 1 or 2 greater than be wizard's level are blinded for 1d4 rounds; those with Hit Dice or levels 3 or more greater than that of the spellcaster are stunned (reeling and unable to think or act coherently) for one round.
The material components of this spell are a pinch each of powder or sand that is colored red, yellow, andblue.
School
Alteration
Source
Players Hand Book page 172
both of them. Izual picks the crow by the feet. It has a tiny little silver chain with a heart on it. On the heart, there is a letter "K" on it. Izual wonders if it's Clara's bird, Rae Kwon suggests the bird is Clara. Kael notices someone must have been feeding the bird. Nyx wakes up and is very angry at Kael.
Rae Kwon realises this is Clara's familiar, Korn. He wonders why Clara's familiar attacked Nyx. Izual tires to get the crow to lead the way. They get to the temple. There is a young boy, a priest apprentice, with a symbol of Martha. The boy recognizes the crow and says he has been feeding it. Apprentice informs the party Martha told him Clara is dead.
Izual walks into the shrine and sees Mother Martha, Cleric of Martha. She knows about them. They acquire about Clara, but gets no new information on her, only confirmes she is dead. Martha tells them Astair will bring the new populus. Izual checks the records of the living and the dead. They notice Jun is crossed over, Clara's too, their and Nyx's name is not in the book.
Kael discusses his stay with ogres with Abaddon. Meanwhile, Nyx went back to the shop. She speaks to the cat as if it was Clara, the cat only meows. She takes out a card and casts Find Familiar
S M V
1
Find Familiar
Range
1 mile/level
AoE
1 familiar
Casting Time
2d12 hours
Duration
Special
Save
Special
Damage
Materials
a brass brazier with charcoal and 1.000 gp worth of incense and herbs
This spell enables the caster to attempt to summon a familiar to act as his aide and companion. Familiars are typically small creatures, such as cats, frogs, ferrets, crows, hawks, snakes, owls, ravens, toads, weasels, or even mice. A creature acting as a familiar can benefit a wizard, conveying its sensory powers to its master, conversing with him, and serving as a guard/scout/spy aswell. A wizard can have only one familiarat a time, however he has no control over what sort of creature answers the summoning, if any at all come.
The creature is always more intelligent than others of its type (typically 2 or 3 Int points), and its bond with the wizard confers upon it an exceptionally long life. The wizard receives the heightened senses of his familiar, which grants the wizard a +1 bonus to all surprise die rolls. Normal famiiars have 2-4 hit points plus 1 hit point per caster level, and an Armor Class of 7 (due to size, speed, etc.).The wizard has an empathic link with the familiar and can issue it mental commands at a distance of up to one mile. Note that empathic responses from the familiar are generally fairly basic - while able to communicate simple thoughts, these are often overwhelmed by instinctual responses. Thus a ferret familiar spying on a band of orcs in the woods might lose its train of thought upon sighting a mouse. Certainly its communications to its master would be tinged with fear of the \"big ones\" it was spying on! The caster cannot see through the familiar's eyes.
If separated from the caster, the familiar loses 1 hit point each day, and dies if reduced to 0 hit points. When the familiar is in physical contact with its wizard, it gains the wizards saving throws against special atbacks. If a special attack would normally cause damage, the familiar suffers no damage if the saving throw is successful and half damage if the saving throw is failed.
School
Conjuration/Summoning
Source
Players Hand Book page 174
version Secure Familiar
3
Secure Familiar
Range
1 mile/level
AoE
1 familiar
Casting Time
1 round
Duration
Special
Save
Special
Damage
Materials
'
The witch acquires the ability to Secure Familiar. This is identical to the 1st level Wizard spell Find Familiar, expect that Witch doesn't need to burn 1000 gp worth of incense and herbs in a brass brazier. Instead, the witch must merely concentrate for 1 turn. If suitable familiar is whitin 1 round per level of the Witch, it will arrive within 1d10 hours. A Witch can only have one familiar at a time.
School
Conjuration/Summoning
Source
Witch Handbook
.
As the party discusses where to go, a group of men show up, one wearing an Ammulet of Velthara, and proclaims they are there to claim Abaddons soul in Kael's name. Keal is confused. The cleric explained they are there on behalf on murdered halfling Kael. Rae tries to diffuse the situation, but Abaddon threatens them. Kael casts Ride the Wind
S M V
2
Ride the Wind
Range
5 yards/level
AoE
One creature/level
Casting Time
2
Duration
1 turn/level
Save
Negate
Damage
Materials
a small handful of straw and a dry leaf
This spell allows creatures targeted by the caster to become virtually weightless and be lifted upon the wind. Affected creatures can control their altitude by rising or descending at a movement rate of 12, but are at the mercy of the wind for speed and direction. Recipients can stop forward movement only by grasping something to anchor them in place. If no wind is present, this spell has no effect.
Unwilling targets are allowed a saving throw to resist the effect.
Each subject and his equipment must weigh less than 100 pounds per level of the caster. Thus,a 6th-level wizard could affect six creatures each weighing 600 lbs. or less. This spell may be cast only on living creatures.
The material components are a small handful of straw and a dry leaf.
School
Alteration
Source
Tome of Magic page 23
on the cleric and he gets blown away, literally. The cleric's minions scatter away. Abaddon hides the halfling feet around his neck.
The party decides their new course of action and head out east, out of the city. Abaddon growls at Pan.
25th June[]
The approaching comet of Astair is in the sky, traveling to the world. The area they are heading towards is full of lycanthropes. Abaddon stumbles through his lies. Izual is suspicious of him. Nyx casually walks up to Abaddon and presses a silver dagger against him. It has no effect. Rae has a better way of figuring out if he's a lycanthrope. Abaddon confesses. Rae is exhilarated and suggests going after the bandits with wolf Abaddon, but Nyx is worried. Abaddon says he needs a heart of a werewolf to control his power.
They go back to town and buy silver weapons and Nyx buys some alcohol. They want to try Rae Kwons ritual and turn Abaddon into a werewolf early. They meet a group of armed travelers, Abaddon tells the party it is them. They talk to the travelers and in their attempts to conclude if they are werewolves, they weird them out. Abaddon suggests they kill them, just in case. Party disagrees.
They come across a couple of builders on a bridge. Builders ask for 5 silver per head to cross the bridge. They argue with them. Kael isn't sure they build the bridge. The builders decline. Kael casts Insatiable Thirst
S V
2
Insatiable Thirst
Range
5 yards/level
AoE
One creature
Casting Time
2
Duration
1 round/level
Save
Negate
Damage
Materials
'
This spell instills in the victim an uncontrollable desire to drink. The victim is allowed a saving throw to avoid the effect. If the roll is failed, the creature must consume any potable liquids it can find (including magical potions, which might result in strange effects if potions are mixed). Although poisons are not considered potable, a victim may not realize that a liquid is poisonous.The victim will not consume a liquid he knows to be poisonous.
No matter how much the creature drinks, its magical thirst is not quenched until the spell ends.During this time, the creature can do nothing but drink or look for liquids to drink. Victims of this spell believe they are dying of thirst and (depending upon their nature) may be willing to kill fordrinkable fluids.
School
Enchantment/Charm
Source
Tome of Magic page 21
, and the spell fails, a fight almost breaks out. Rae diffuses the situation and they let the party across.
June[]
They get to Hearthome without encountering any werewolves. They ask around surrounding villages about werewolves and learn that they are a big problem for the villagers. Terrin created holy warriors to deal with them, but it didn't work.
At the entrance to Hearthome, they ask for their weapons and armor. After much discussion, they agree and pass through the city successfully.
They discuss the strategy. Kael buys 10 sheep and hires a shepard, John, to lure the werewolves. They patrol the woods, but no attacks happen.
A few days of patrolling the woods, the shepard finds out they are looking for werewolves. The shepard runs away, Kael and Izual try to comfort him. Abaddon casts Remove Fear
S V
1
Remove Fear
Range
10 yds.
AoE
1 creature/4 levels
Casting Time
1
Duration
Special
Save
Special
Damage
Materials
'
The priest casting this spell instills courage in the spell recipient, raising the creature's saving throw rolls against magical fear attacks by +4 for one turn. If the recipient has recently (that day) failed a saving throw against such an attack, the spell immediately grants another saving throw, with a +4 bonus to the die roll. For every four levels of the caster, one creature can be affected by the spell (one creature at levels 1 through 4, two creatures at levels 5 through 8, etc.).
The reverse of the spell, cause fear, causes one creature to flee in panic at maximum movement speed away from the caster for 1d4 rounds. A successful saving throw against the reversed effect negates it, and any Wisdom adjustment also applies. Of course, cause fear can be automatically countered by remove fear and vice versa.
Neither spell has any effect on undead of any sort.
School
Abjuration
Source
Players Hand Book page 256
on him. During Nyx's watch, shepard tries to run away again. She calls him for a talk and he pretends to be stretching. Nyx talks him into staying.
11th July[]
In the night, during Abaddon's watch, he hears a scream of a lamb. He wakes the party and casts Aid
S M V
2
Aid
Range
Touch
AoE
1 creature
Casting Time
5
Duration
1 rd. + 1 rd./level
Save
None
Damage
Materials
'
The recipient of this spell gains the benefit of a bless spell (+1 to attack rolls and saving throws) and a special bonus of 1d8 additional hit points for the duration of the spell. The aid spell enables the recipient to actually have more hit points than his full normal total. The bonus hit points are lost first when the recipient takes damage; they cannot be regained by curative magic.
For example, a 1st-level fighter has 8 hit points, suffers 2 points of damage (8-2 = 6), and then receives an aid spell that gives 5 additional hit points. The fighter now has 11 hit points, 5 of which are temporary. If he is then hit for 7 points of damage, 2 normal hit points and all 5 temporary hit points are lost. He then receives a cure light wounds spell that heals 4 points of damage, restoring him to his original 8 hit points.
Note that the operation of the spell is unaffected by permanent hit point losses due to energy drain, Hit Die losses, the loss of a familiar, or the operation of certain artifacts; the temporary hit point gain is figured from the new, lower total.
The material components of this spell are a tiny strip of white cloth with a sticky substance (such as tree sap) on the ends, plus the priest's holy symbol.
School
Necromancy
Source
Players Hand Book page 257
, Battlefate
S M V
1
Battlefate
Range
20 yds.
AoE
1 creature
Casting Time
4
Duration
2 rds./level
Save
None
Damage
Materials
electrum coin
This spell alters probability to favor one character or creature locked in battle. His opponent may stumble at an awkward time, a clumsy parry might catch the enemys weapon at just the right angle, or he happens to notice the foe moving in for a flank attack. The more powerful the priest, the more potent the aid; combat modifiers provided by battlefate equal +1 per three levels, so a 1st-level caster provides a +1 bonus, a 4th-level caster a +2 bonus, a 7th-level caster a +3, and so on to a maximum of +5 for a 13th-level priest. The exact form of the aid or assistance varies from round to round
# No Effect
# Bonus to AC
# Bonus to Saves
# Bonus to Attack rolls
# Bonus to Damage rolls
# Extra attack with a bonus to attack or damage (subject's choice)
The material component for this spell is an electrum coin tossed by the priest as he casts the spell.
School
Alteration
Source
Spells and Magic page 160
, and Strength of Stone
S M V
1
Strength of Stone
Range
Touch
AoE
1 creature
Casting Time
4
Duration
3 rds.+ 1 rd./level
Save
None
Damage
Materials
'
This spell grants supernatural strength to the recipient by raising his Strength score by 1d4 points or to a minimum of 16, whichever is higher. Each 10% of exceptional Strength counts as 1 point, so a character with a Strength of 17 could be raised as high as an 18/30, but no higher. Both the priest and the recipient must be in contact with solid stone or earth when the spell is cast-standing on the ground will do nicely, but flying or swimming will not. The spell lasts for 3 rounds plus 1 round per caster level or until the subject loses contact with the earth. Obviously, this can happen in a number of ways, including being picked up or grappled by a larger creature, being knocked through the air by an impact or explosion, or even being magically moved in some fashion.
The material components are a chip of granite and a hair from a giant.
School
Invocation/Evocation
Source
Spells and Magic page 162
. Nyx covers the shepard and casts Improved Phantasmal Force
S M V
2
Improved Phantasmal Force
Range
60 yds.+ 10 yds./level
AoE
200 sq. ft.+ 50 sq. ft./level
Casting Time
2
Duration
Special
Save
Special
Damage
Materials
a bit of fleece
Like the 1st-level phantasmal force spell, this spell creates the illusion of any object, creature, or force, as long as it is within the spell's area of effect. The spellcaster can maintain the illusion with minimal concentration, thus he can move at half normal speed (but not cast other spells).
Some minor sounds are included in the effects of the spell, but not understandable speech. Also, the improved phantasm continues for two rounds after the wizard ceases to concentrate upon it.
The material component is a bit of fleece.
School
Illusion/Phantasm
Source
Players Hand Book page 184
, and hides him in the illusionary grass. Izual draws his Flaming Blade
S M V
2
Flaming Blade
Range
melee
AoE
3-ft. long blade
Casting Time
Duration
4 rds. + 1rd./2 levels
Save
None
Damage
Materials
'
With this spell, the caster causes a blazing ray of red-hot fire to spring fourth from his hand. This bladelike ray is wielded as if it were a scimitar. If the caster successfully hits with the flame blade in melee combat, the creature struck suffers 1d4+4 points of damage, with a damage bonus of +2 (i. e., 7-10 points) if the creature is undead or is especially vulnerable to fire. If the creature is protected from fire, the damage inflicted is reduced by 2 (i.e., 1d4+2 points). Fire dwellers and those using fire as an innate attack for suffer no damage from the spell. The flame blade can ignite combustible materials such as parchment ...
School
Invocation/Evocation
Source
2.Neal & Ryan
. Kael sees 3 warewoles ripping a sheep apart, and he casts Stinking Cloud
S M V
2
Stinking Cloud
Range
30 yds.
AoE
20-ft. cube
Casting Time
2
Duration
1 rd./level
Save
Special
Damage
Materials
a rotten egg or several skunk cabbage leaves
When a stinking cloud is cast, the wizard creates a billowing mass of nauseous vapors up to 30 yards away from his position.
Any creature caught within the cloud must roll a successful saving throw vs. poison or be reeling and unable to attack because of nausea for 1d4+1 rounds after leaving the cloud.
Those who make successful saving throws can leave the cloud without suffering any ill effects, although those remaining in the cloud must continue to save each round.
These poisonous effects can be slowed or neutralized by appropriate magic. The cloud duration is halved in a moderate breeze (8-18 m.p.h.) and is dispersed in one round by a stronger breeze.
The material component of the spell is a rotten egg or several skunk cabbage leaves.
School
Invocation/Evocation
Source
Players Hand Book page 188
on them while Rae Kwon inspires the party. Warewolf attacks Kael. but trips on the rope and faceplants in front of Kael. He hits the werewolf and Color Sprays
S M V
1
Color Spray
Range
0
AoE
5 x 20 x 20 ft. wedge
Casting Time
1
Duration
Instantaneous
Save
Special
Damage
Materials
a pinch each of powder or sand that is colored red, yellow, and blue
Upon casting this spell, the wizard causes a vivid, fan-shaped spray of clashing colors to spring forth from his hand. From one to six creatures (1d6) within the area are affected in order of increasing distance from the wizard. All creatures above the level of the spellcaster and all those of 6th level or 6 Hit Dice or more are entitled to a saving throw vs. spell. Blind or unseeing creatures are not affected by the spell.
Creatures not allowed or failing saving throws, and whose Hit Dice or levels are less than or equal to the spellcaster's level, are struck unconscious for 2d4 rounds; those with Hit Dice or levels 1 or 2 greater than be wizard's level are blinded for 1d4 rounds; those with Hit Dice or levels 3 or more greater than that of the spellcaster are stunned (reeling and unable to think or act coherently) for one round.
The material components of this spell are a pinch each of powder or sand that is colored red, yellow, andblue.
School
Alteration
Source
Players Hand Book page 172
on them, but then his stinking cloud gags him.
One werewolf runs away, Izual chases him down. Abaddon kills one werewolf. Warewolf turns into a human and begs Izual for mercy, but Izual kills him. They kill all the werewolves.
Experience[]
1007 exp each + individual
- Kael gets 200exp for heroics
- Nyx gets a 100 for finding a familiar
- Nyx gets another 100 for talking John into staying
- Rae Kwon levels up to LVL 2
- Max HP from 4 to 10 (6 on 1d6)
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