Arcadia Wiki
Advertisement
Arcadia Wiki

Recap[]

6th April, 1512[]

Tyrael charges one of the knights, Anton casts Recitation S M V 4  Recitation Range  0 AoE  60-ft. radius Casting Time  7 Duration  1 rd./level Save  None Damage   Materials  ' By reciting a sacred passage or declaration, the priest invokes his deity’s blessing upon himself and his allies, while causing confusion and weakness among his enemies. All creatures within the area of effect at the instant of the spell’s completion are affected. Allies of the priest gain a +2 bonus to attack rolls and saving throws, or a +3 bonus if they are of the same faith (not just alignment) as the caster. Enemies suffer a –2 penalty to attack rolls and saving throws. After the recitation, the priest is free to take further actions during the spell’s duration as he sees fit—he need not concentrate to maintain the spell. As a result, it is possible for the priest to cast a prayer spell, which increases the bonuses and penalties provided to +3 and –3 respectively. If another priest is using chant at the same time, then the bonuses and penalties given by it are also allowed to add to the total.

The material spell component is the priest’s holy symbol and a copy of whatever text or scroll he holds sacred. Neither are consumed by the spell.
School  Abjuration Source  Spells and Magic page 172
and stumbles off of a cliff and takes some damage. Imrik casts mirror image and Lightning Bolt S M V 3  Lightning Bolt Range  40 yds.+ 10 yds./level AoE  Special Casting Time  3 Duration  Instantaneous Save  1/2 Damage  1d6/level Materials  a bit of fur and an amber, crystal, or glass rod Upon casting this spell, the wizard releases a powerful stroke of electrical energy that inflicts 1d6 points of damage per level of the spellcaster (maximum damage of 10d6) to each creature within its area of effect. A successful saving throw vs. spell reduces this damage to half (round fractions down).

The bolt begins at a range and height decided by the caster and streaks outward in a direct line from the casting wizard (e.g., if a 40-foot bolt was started at 180 feet from the wizard, the far end of bolt would reach 220 feet (180 + 40).

The lightning bolt may set fire to combustibles, sunder wooden doors, splinter up to 1/2 foot thickness of stone, and melt metals with a low melting point (lead, gold, copper, silver, bronze).

Saving throws must be rolled for objects that withstand the full force of a stroke (see the fireball spell). If the damage caused to an interposing barrier shatters or breaks through it (i.e., the saving throw fails), the bolt continues. A bolt can breach one inch of wood or 1/2 inch of stone per caster level up to a maximum of one foot of wood or 1/2 foot of stone.

The lightning bolt's area of effect is chosen by the spellcaster: either a forked bolt 10 feet wide and 40 feet long or a single bolt five feet wide and 80 feet long. If a bolt cannot reach its full length, because of an unyielding barrier (such as a stone wall), the lightning bolt rebounds from the barrier toward its caster, ending only when it reaches its full length.

Example: An 80-foot-long stroke is begun at a range of 40 feet, but it hits a stone wall at 50 feet. The bolt travels 10 feet, hits the wall, and rebounds for 70 feet back toward its creator (who is only 50 feet from the wall, and so is caught in his own lightning bolt!).

The DM might allow reflecting bolts. When this type of lightning bolt strikes a solid surface, the bolt reflects from the surface at an an
School  Invocation/Evocation Source  Players Hand Book page 194
on the tents, lighting them on fire. One squire tries to push Imrik off of a cliff but misses and falls down herself. Anton casts Entangle S M V 1  Entangle Range  80 yds AoE  40-ft. cube Casting Time  4 Duration  1 turn Save  1/2 Damage   Materials  Holy Symbol By means of this spell, the caster is able to cause plants in the area of effect to entangle creatures within the area. The grasses, weeds, bushes, and even trees wrap, twist, and entwine about the creatures, holding them fast for the duration of the spell. Any creature entering the area is subject to this effect. A creature that rolls a successful saving throw vs. spell can escape the area, moving at only 10 feet per round until out of the area.

Exceptionally large (gargantuan) or strong creatures may suffer little or no distress from this spell, at the DM's option, based on the strength of the entangling plants.

The material component is the caster's holy symbol.
School  Alteration Source  Players Hand Book page 254
, and uses his Spear of Rohana to cast all charges of lightning. Imrik casts Slow S M V 3  Slow Range  90 yds.+ 10 yds./level AoE  40-ft. cube, 1 creature/level Casting Time  3 Duration  3 rds.+ 1 rd./level Save  Negate Damage   Materials  a drop of molasses A slow spell causes affected creatures to move and attack at half their normal rates. It negates a haste spell or equivalent, but does not otherwise affect magically speeded or slowed creatures.

Slowed creatures have an Armor Class penalty of +4 AC, an attack penalty of -4, and all Dexterity combat bonuses are negated.

The magic affects a number of creatures equal to the spellcaster's level, if they are within the area of effect chosen by the wizard (i.e., a 40-foot cubic volume centered as called for by the caster). The creatures are affected from the center of the spell outward.

The material component of this spell is a drop of molasses.
School  Alteration Source  Players Hand Book page 196
, one knight climbs up to him, misses, and Imrik knocks her out her with Color Spray 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
. Meanwhile, Tyrael kills 5 people that surrounded him. Anton casts Hold Person (Priest) S M V 2  Hold Person Range  120 yds. AoE  1d4 persons in 20-ft. cube Casting Time  5 Duration  2 rds./level Save  Negate Damage   Materials  ' This spell holds 1d4 humans, demihumans, or humanoid creatures rigidly immobile and in place for a minimum of six rounds (the spell lasts 2 rounds per caster level, and the priest must be of at least 3rd level to cast the spell).

The hold person spell affects any bipedal human, demihuman, or humanoid of man size or smaller, including brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, halfelves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be held, while an ogre could not.

The effect is centered on a point selected by the caster, and it affects persons selected by the caster within the area of effect. If the spell is cast at three persons, each gets a normal saving throw; if only two persons are being enspelled, each rolls his saving throw with a -1 penalty; if the spell is cast at only one person, the saving throw die roll suffers a -2 penalty. Saving throws are adjusted for Wisdom. Those who succeed on their saving throws are totally unaffected by the spell. Undead creatures cannot be held.

Held creatures cannot move or speak, but they remain aware of events around them and can use abilities not requiring motion or speech. Being held does not prevent the worsening of the subjects' condition due to wounds, disease, or poison. The priest casting the hold person spell can end the spell with a single utterance at any time; otherwise, the duration is six rounds at 3rd level, eight rounds at 4th level, etc.

The spellcaster needs a small, straight piece of iron as the material component of this spell.
School  Enchantment/Charm Source  Players Hand Book page 261
.

The horse groom surrenders, the combat is over, they tie the unconscious knights. Imrik checks the casters tent. The knight that Imrik color sprayed is conscious and tries to sneak away, but Anton notices her. One knight has a +2 Mythral Rose Blade. Tyrael is adamant about stealing everything that isn't nailed down, including all copper coins on servants. Among the loot they find :

  • A ruby with a gold dragon, attached to rings. - Non-magical
  • Casters spellbook
  • +2 Mythral Rose Blade
  • Bronze staff with a brass spear
  • Wand of unicorn horn adorned with human teeth - Wand of Fear
  • +2 Cloak of protection
  • 330 gold
  • 216 silver
  • 19 copper

Imrik tries to find Dave, but he is nowhere to be found. He scries on Dave and sees he is in a newly built barn in a civilized city with many other horses. Imrik promises Dave he will save him one day.

GoldhillMap

Vodan Plains

They follow the tracks to the bridge on the Silver river. Tyrael sneaks up to the tent and sees it has been left abandoned. They cross the bridge and wreck it. They head to Kurshwikk. Tyrael rides in front of them and signals for the party to hide if he sees someone approaching. Anton sends a hawk to The Queen, letting her know that they have Mistryan prisoners and need to discreetly move them through Kurshwikk.

KurshwikkMap

Kurshwikk

9th of April[]

Tyrael arrives and gets a carriage while the brothers rest in the plains. Anton recasts Iron Vigil S V 2  Iron Vigil Range  0 AoE  The caster Casting Time  1 turn Duration  1 week + 1 day/level Save  None Damage   Materials  ' This spell allows the priest to ignore hunger, thirst, and extremes of climate for an extended period of time. While the spell is in effect, the priest requires no food or drink. He is effectively immune to exposure, dehydration, and heat or cold injury, since no naturally occurring climatic condition will cause him harm. (Lightning, floods, tornadoes, earthquakes, and other such hazardous phenomena can still cause physical injury, of course.)

During the iron vigil, the priest is able to ignore the need to sleep by choosing to meditate instead. While meditating, the priest can keep watch on his surroundings, but he suffers a +1 penalty to any surprise checks. If the character wishes to memorize spells, he must sleep normally.

At the vigil’s end, the priest must eat and drink; if no food or water is available, the character must make a Constitution check once every four hours at a cumulative –1 penalty or fall into a coma and perish within 1d3 days if he receives no aid. He also requires at least four hours of rest for each day that he did not eat, drink, or sleep during his vigil.
School  Alteration Source  Spells and Magic page 165
. Tyrael is greeted by a woman that hands him the letter from the Queen.

During travel, Imrik casts Charm Person S V 1  Charm Person Range  120 yds. AoE  1 person Casting Time  1 Duration  Special Save  Negate Damage   Materials  ' This spell affects any single person it is cast upon. The term person includes any bipedal human, demihuman, or humanoid of man-size or smaller, such as brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be charmed, but an ogre could not.

The person receives a saving throw vs. spell to avoid the effect, with any adjustment due to Wisdom (see Table 5). If the person receives damage from the caster group in the same round the charm is cast an additional bonus of +1 per hit point of damage received is added to the victim's saving throw.

If the spell recipient fails his saving throw, he regards the caster as a trusted friend and ally to be heeded and protected. The spell does not enable the caster to control the charmed creature as if it were a automaton, but any word or action of the caster is viewed in the most favorable way.

Thus, a charmed person would not obey suicide command, but he might believe the caster if assured that the only chance to save the caster's life is for the person to hold back an on rushing red dragon for \"just a round or two.\" Note also that the spell does no endow the caster with linguistic capabilities beyond those he normally possesses (i.e., he must speak the victim's language to communicate his commands).

The duration of the spell is a function of the charmed person's Intelligence and is tied to the saving throw. The spell may be broken if a successful saving throw is rolled, and this saving throw is checked on a periodic basis, according to the creature's Intelligence (see the following table). If the caster harms, or attempts to harm, the charmed person by some overt action, or if a dispel magic spell is successfully cast upon the charmed person, the charm spell is
School  Enchantment/Charm Source  Players Hand Book page 171
on the prisoners.

14th April, 1512[]

They arrive to The Capital, bring the prisoners to Clertis, and they lock them in Wikkthronrarenta dungeon.

WikkthronrarentaMap

Wikkthronrarenta

Information gathered:

  • The flag is the banner of Scoria’s personal guard.
  • The knights are of noble families
  • Scoria's forces are split into 4 categories: Servants, Lair guard, Enforcers and Vanguard.
  • The knights are members of the strike group of the Vanguard, run by Shivan The Half Elf, Fighter/Mage
  • The Vanguard has a group of Infiltrators and a group of 100 people called the Crushers, lead by a half-orc Skriza. The crushers are currently in Eridon. There is also a group of scouts: 3 mages and 3 clerics. 2 assassins, one is a necromancer called Justina, the other is unknown.
  • The vanguard is based in Thief forest.
  • Shivan is last seen in Goldhill

Wizard information:

  • She is the leader of this group
  • They have no idea who McGary's are
  • The ruby necklace's purpose - resisted
  • Scoria has a bunch of spellcasters
  • The head of Scoria's Servants is a dwarven Cleric of Voraci named Zhartan.
  • Giant, monsters, trolls, and orcs guard Scoria's lair

Tyrael visits The Family. They have Bracers of Archery ready for him. Tyrael asks for access to high-level magical items The Family possesses, in return, he offers them the Queens right of passage the brothers have gotten earlier. The Family isn't certain they can trust the brothers. They ask for the brothers' plans, Tyrael reveals nothing of importance. Tyrael offers to free one of their cousins from the jail. They say that Grindle was arrested as a Mistyan spy, they need her dead. Tyrael promises she will be dead and he will bring proof, they shake on it.

They get their things identified but are unable to identify the staff. They tell Clertis about killing the prisoner and talk to the Queen about it. The Queen is very mad that they attacked Mystrians. They argue. Queen is worried that Scoria's clerics will use Speak With Dead S M V 3  Speak With Dead Range  1 AoE  1 creature Casting Time  1 turn Duration  Special Save  Special Damage   Materials  ' Upon casting a speak with dead spell, the priest is able to ask several questions of a dead creature in a set period of time and receive answers according to the knowledge of that creature. Of course, the priest must be able to converse in the language that the dead creature once used. The length of time the creature has been dead is a factor, since only higher level priests can converse with a long-dead creature. The number of questions that can be answered and the length of time in which the questions can be asked depend on the level of experience of the priest. Even if the casting is successful, such creatures are as evasive as possible when questioned. The dead tend to give extremely brief and limited answers, often cryptic, and to take questions literally. Furthermore, their knowledge is often limited to what they knew in life.

A dead creature of different alignment or of higher level or Hit Dice than the caster's level receives asaving throw vs. spell. A dead creature that successfully saves can refuse to answer questions, ending the spell. At the DM's option, the casting of this spell on a given creature might be restricted to once per week.

The priest needs a holy symbol and burning incense in order to cast this spell upon the body, remains, or a portion thereof. The remains are not expended. This spell does not function under water.

Caster's Level Max. Length Time No. of of Experience of Time Dead Questioned Questions 1-7 1 week 1 round 2 7-8 1 month 3 rounds 3 9-12 1 year 1 turn 4 13-15 10 years 2 turns 5 16-20 100 years 3 turns 6 21+ 1,000 years 1 hour 7
School  Necromancy Source  Players Hand Book page 271
. Tyrael tells the Queen about Grindle, she agrees with killing the prisoner. Imrik scries on the camp, the bodies, and the equipment are gone.

Imrik goes to talk to the wizard prisoner, to ask her a few questions in a civilized way. After giving her wine and some food, he casts Charm Person S V 1  Charm Person Range  120 yds. AoE  1 person Casting Time  1 Duration  Special Save  Negate Damage   Materials  ' This spell affects any single person it is cast upon. The term person includes any bipedal human, demihuman, or humanoid of man-size or smaller, such as brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be charmed, but an ogre could not.

The person receives a saving throw vs. spell to avoid the effect, with any adjustment due to Wisdom (see Table 5). If the person receives damage from the caster group in the same round the charm is cast an additional bonus of +1 per hit point of damage received is added to the victim's saving throw.

If the spell recipient fails his saving throw, he regards the caster as a trusted friend and ally to be heeded and protected. The spell does not enable the caster to control the charmed creature as if it were a automaton, but any word or action of the caster is viewed in the most favorable way.

Thus, a charmed person would not obey suicide command, but he might believe the caster if assured that the only chance to save the caster's life is for the person to hold back an on rushing red dragon for \"just a round or two.\" Note also that the spell does no endow the caster with linguistic capabilities beyond those he normally possesses (i.e., he must speak the victim's language to communicate his commands).

The duration of the spell is a function of the charmed person's Intelligence and is tied to the saving throw. The spell may be broken if a successful saving throw is rolled, and this saving throw is checked on a periodic basis, according to the creature's Intelligence (see the following table). If the caster harms, or attempts to harm, the charmed person by some overt action, or if a dispel magic spell is successfully cast upon the charmed person, the charm spell is
School  Enchantment/Charm Source  Players Hand Book page 171
. The spell works, he asks about the ruby. She cannot betray Mistrya. Imrik asks about the staff, she offers to show him how it works, but he doesn't want to give her the staff.

Imrik spends days trying to open the staff. Anton manages to do it. There are 12 gemstones in it. Imrik casts Detect Magic S V 1  Detect Magic Range  0 AoE  10 ft. path, x 60 ft. long Casting Time  1 Duration  2 rds./level Save  None Damage   Materials  ' When the detect magic spell is cast, the wizard detects magical radiations in a path 10 feet wide and up to 60 feet long, in the direction he is facing. The intensity of the magic can be determined (dim, faint, moderate, strong, overwhelming), and the wizard has a 10% chance per level to recognize if a certain type of magic (alteration, conjuration, etc.) is present. The caster can turn, scanning a 60-degree arc per round.

A stone wall of one foot or more thickness, solid metal of one inch thickness, or a yard or more of solid wood blocks the spell. Magical areas, multiple types of magic, or strong local magical emanations may confuse or conceal weaker radiations.

Note that this spell does not reveal the presence of good or evil, or reveal alignment. Other-planar creatures are not necessarily magical.
School  Divination Source  Players Hand Book page 172
on the staff, magic on the staff is faint Alteration, the gems are Moderate Abjuration. He gives them to Clertis to identify. These are 8 Luckstones that prevent something bad from happening to the wearer. There is a secret compartment in the staff that needs a codeword to open. They try to find the codeword, Imrik casts Knock V 2  Knock Range  60 yds. AoE  10 sq. ft./level Casting Time  1 Duration  Special Save  None Damage   Materials  ' The knock spell opens stuck, barred, locked, held, or wizard-locked doors. It opens secret doors, as well as locked or trick-opening boxes or chests. It also loosens welds, shackles, or chains.

If used to open a wizard-locked door, the spell does not remove the former spell, but simply suspends its functioning for one turn. In all other cases, it permanently opens locks or welds - although the former could be closed and locked again later. It does not raise barred gates or similar impediments (such as a portcullis), nor does it affect ropes, vines, and the like.

Note that the effect is limited by the area; a 3rd-level wizard can cast a knock spell on a door of 30 square feet or less (for example, a standard 4-ft. x 7-ft. door).

Each spell can undo up to two means of preventing egress through a portal. Thus if a door is locked, barred, and held, or triple locked, opening it requires two knock spells. In all cases, the location of the door or item must be known - the spell cannot be used against a wall in hopes of discovering a secret door.

The reverse spell, lock, closes and locks a door or similar closure, provided there is a physical mechanism. It does not create a weld, but it locks physically operated locking mechanisms, set bars, and so on, up to two functions. It cannot affect a portcullis.
School  Alteration Source  Players Hand Book page 184
on it, it fails. Anton casts Recitation S M V 4  Recitation Range  0 AoE  60-ft. radius Casting Time  7 Duration  1 rd./level Save  None Damage   Materials  ' By reciting a sacred passage or declaration, the priest invokes his deity’s blessing upon himself and his allies, while causing confusion and weakness among his enemies. All creatures within the area of effect at the instant of the spell’s completion are affected. Allies of the priest gain a +2 bonus to attack rolls and saving throws, or a +3 bonus if they are of the same faith (not just alignment) as the caster. Enemies suffer a –2 penalty to attack rolls and saving throws. After the recitation, the priest is free to take further actions during the spell’s duration as he sees fit—he need not concentrate to maintain the spell. As a result, it is possible for the priest to cast a prayer spell, which increases the bonuses and penalties provided to +3 and –3 respectively. If another priest is using chant at the same time, then the bonuses and penalties given by it are also allowed to add to the total.

The material spell component is the priest’s holy symbol and a copy of whatever text or scroll he holds sacred. Neither are consumed by the spell.
School  Abjuration Source  Spells and Magic page 172
, Memory Read S M V 3  Memory Read Range  5 yards AoE  One creature Casting Time  1 round Duration  1 round/level Save  Negate Damage   Materials  ' This spell allows the priest to read the memory of a single subject. The priest experiences the memory with the same intensity as the subject. The time required to view a memory is one-fiftieth of the time that the actual event lasted. Thus, a priest can view the memory of an event that lasted for one hour in a little more than one round. The subject experiences the memory at the same time the caster reads it.

The subject must have an Intelligence score of 5 or more and must remain within range of the priest throughout the time it takes to read the desired memory. Priests can cast this spell on unconscious, sleeping, held, or paralyzed creatures.

The subject receives a saving throw when the priest casts the spell (this saving throw is allowed even if the subject is asleep or otherwise unaware of the attempt). In addition, if the memory that the priest wants to view concerns something the subject wants to keep secret, or is something that the subject is trying to suppress, the subject receives a +5 bonus to the saving throw. If the memory the priest wishes to view is more than six months old, the subject receives a second saving throw, with bonuses depending on the age of the memory as follows: Age of Memory Bonus 6-12 months 0 1 to 4 years +1 5 years or more +3 If the subject succeeds either of these saving throws, the spell fails.

This spell creates a mental drain on the priest, causing him to temporarily lose 1-3 points of Constitution. These can be regained only after eight hours of rest. The spell cannot be cast again until the priest's constitution is restored.

The material component is a small piece of linen cloth with threads of gold interspersed throughout its weave. This is consumed during the casting.
School  Divination Source  Tome of Magic page 68
, but cannot. He casts Dictate V 3  Dictate Range  30 yds. AoE  Up to 6 creatures in a 20-ft. cube Casting Time  6 Duration  1 rd./level Save  Negate Damage   Materials  ' Originally developed by the Harmonium faction of the Outer Planes, this useful spell has come into more widespread use in recent years. While the spell is available as a 2nd-level enchantment for members of the Harmonium, the general version is not quite as efficient and is considered a 3rd-level spell.

The dictate spell is an improved version of command, affecting up to 6 creatures in a 20-foot cube. The caster is not limited to a single word and can issue an order of no more than a dozen words in length. All the specified targets who fail their saving throws must attempt to obey the caster's instructions. For example, a priest could issue a dictate such as "Stay here until I return," "Throw down your weapons," or "Seize that elf!" The subjects will continue to obey non-immediate orders for up to one round per experience level of the caster.

Subjects who cannot understand the caster are not affected, so characters who donot understand the caster's language are immune to this spell. In addition, the order must Detect Spirits Dictate create an immediate and obvious course of action for the subject; a dictate to "Die!" or "Feel sorry for him!" would simply cause the subject to stand still in confusion for one round. Poorly worded or confusing commands grant the subjects a +1 to +4 bonus on their saving throws at the DM's discretion. Similarly, if after the subject fails his saving throw he is given an obviously self-destructive dictate, the subject simply loses his next round as he fights off the compulsion.
School  Enchantment/Charm Source  Spells and Magic page 167
. After 5 tries, he finds the word - ‘God save the Queen’. The staff is empty.

The brothers prepare for travel to Heatstroke

Experience[]

1200 exp each

  • 2520 exp in fighter
  • Anton gets 1200 exp in cleric
  • Imrik gains 2550 exp in Wizard
  • Tyrael gains 4900 exp in Thief
  • Imrik gets 100exp for clever idea
  • Tyrael gets 200exp for clever idea
  • Anton gets 100exp for clever idea
  • All level up in Fighter
    • Anton gains max 3.5 HP
    • Imrik gains max 0.5 HP
    • Tyrael gains max 2HP
  • Tyrael levels up in Thief
    • Gains 0.5 more HP
Advertisement