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Recap[]

2nd September, 1512[]

Anton casts Call Upon Faith S M V 1  Call Upon Faith Range  0 AoE  The caster Casting Time  1 Duration  1 round Save  None Damage   Materials  ' Before attempting a difficult task, the priest may cast call upon faith to aid his performance. If the priest has been true to his faith (as determined by the DM), the priest gains a +3 (or +15%) bonus to one die roll (his choice) needed to complete the task. The bonus may be used to affect a saving throw, attack roll, ability check, etc. For example, if a priest were about to cross a narrow log high above a chasm, he could cast this spell and gain a +3 bonus to his Dexterity ability check.

The material component is the priest's holy symbol.
School  Invocation/Evocation Source  Tome of Magic page 51
and 2 Divinations S M V 4  Divination Range  0 AoE  Special Casting Time  1 turn Duration  Special Save  None Damage   Materials  ' A divination spell is used to garner a useful piece of advice concerning a specific goal, event, or activity that will occur within a one-week period. This can be as simple as a short phrase, or it might take the form of a cryptic rhyme or omen. Unlike the augury spell, this gives a specific piece of advice.

For example, if the question is "Will we do well if we venture to the third level?" and a terrible troll guarding 10,000 gp and a shield +1 lurks near the entrance to the level (the DM estimates the party could beat the troll after a hard fight), the divination response might be: "Ready oil and open flame light your way to wealth." In all cases, the DM controls what information is received and whether additional divinations will supply additional information. Note that if the information is not acted upon, the conditions probably change so that the information is no longer useful (in the example, the troll might move away and take the treasure with it).

The base chance for a correct divination is 60%, plus 1% for each experience level of the priest casting the spell. The DM makes adjustments to this base chance considering the actions being divined (if, for example, unusual precautions against the spell have been taken). If the dice roll is failed, the caster knows the spell failed, unless specific magic yielding false information is at work.

The material components of the divination spell are a sacrificial offering, incense, and the holy symbol of the priest. If an unusually important divination is attempted, sacrifice of particularly valuable gems, jewelry, or magical items may be required.
School  Divination Source  Players Hand Book page 275
:

Will we do well if we take the shortcut through the swamp?

  • Woe, not viel awaits you on the way to the swamp.

Will we do better if we venture through the slower path

  • Eyes will pry, the danger will lessen, the path is longer.

They decide to travel the safer route to the Devouring Marsh, Imrik casts Invisibility S M V 2  Invisibility Range  Touch AoE  Creature touched Casting Time  2 Duration  Special Save  None Damage   Materials  an eyelash and a bit of gum arabic This spell causes the creature touched to vanish from sight and be undetectable by normal vision or even infravision. Of course, the invisible creature is not magically silenced, and certain other conditions can render the creature detectable.

Even allies cannot see the invisible creature or his gear, unless these allies can normally see invisible things or employ magic to do so.

Items dropped or put down by the invisible creature become visible, items picked up disappear if tucked into the clothing or pouches worn by the creature. Note, however, that light never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source).

The spell remains in effect until it is magically broken or dispelled, until the wizard or recipient cancels it, until the recipient attacks any creature, or until 24 hours have passed. Thus, the invisible being can open doors, talk, eat, climb stairs,etc., but if he attacks, he immediately becomes visible, although the invisibility enables him to attack first. Note that the priest spells bless, chant, and prayer are not attacks for this purpose.

All highly Intelligent (Intelligence 13 or more) creatures with 10 or more Hit Dice or levels of experience have a chance to detect invisible objects (they roll saving throws vs. spell; success means they noticed the invisible object).

The material components of the invisibility spell are an eyelash and a bit of gum arabic, the former encased in the latter.
School  Illusion/Phantasm Source  Players Hand Book page 184
and Tyrael goes into the Bag of Holding. Imrik Polymorphs V 4  Polymorph Self Range  0 AoE  The caster Casting Time  4 Duration  2 turns/level Save  None Damage   Materials  ' When this spell is cast, the wizard is able to assume the form of any creature, save those that are noncorporeal, from as small as a wren to as large as a hippopotamus. Furthermore, the wizard gains its physical mode of locomotion and breathing as well. No system shock roll is required. The spell does not give the new form's other abilities (attack, magic, special movement, etc.), nor does it run the risk of changing personality and mentality.

When the polymorph occurs, the caster's equipment, if any, melds into the new form (in particularly challenging campaigns, the DM may allow protective devices, such as a ring of protection, to continue operating effectively). The caster retains all mental abilities, including spell use, assuming the new form allows completion of the proper verbal and somatic components and the material components are available. A caster not used to a new form might be penalized at the DMs option (e.g., -2 penaltyto attack rolls) until he practices sufficiently to master it.

Thus a wizard changed into an owl could fly, but his vision would be human; a change to a black pudding would enable movement under doors or along halls and ceilings, but not the pudding's offensive (acid) or defensive capabilities. Naturally, the strength of the new form is sufficient to enable normal movement.

The spellcaster can change his form as often as desired for the duration of the spell, each change requiring a round. The wizard retains his own hit points, attack rolls, and saving throws. The wizard can end the spell at any time; when voluntarily returning to his own form and ending the spell, he regains 1d12 hit points. The wizard also will return to his own form when slain or when the effect is dispelled, but no hit points are restored in these cases.
School  Alteration Source  Players Hand Book page 206
himself into a pegasus.

Not even 10 minutes later, spectres come upon them despite invisibility. Imrik descends, the specters don't follow. Imrik flies low down to land, specters find them again. Anton casts Turn Undead, they continue, the ghost riders appear again. They trot along the ground.

The forest around them seems to be devastated by some unnatural force. A few hours later, the wind begins to pick up, they see a strange twister filled with serpents. They avoid it.

At the end of the day, they come across the mentioned path. They rest for the night. During Tyrael's watch, he hears something small. He takes out his spyglass and sees a kobold. He tries to sneak after him, kobold spots him. Tyrael wakes the brothers and they leave the area.

3rd September, 1512[]

Koibold

Kobold

They travel on foot because of interrupted sleep. As they walk down, Kobolts jump out of invisibility and ambush them, 100 or so of them. Kobolds swarm the brothers and drag Tyrael and Anton to the ground. Imrik manages to get out of the pile and casts 2 Lightning Bolts 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
, killing every single kobold in the way. They look for the caster but don't find anything.

Voraci

Sigil of Voraci

With the ring of true seeing, they see the burrow, decide to go their way. Along the way, they hear singing, cover their ears and continue. In the distance, they see a swinging lantern. It's a pair of horses with a rider, raising a flag with a sigil of Voraci. 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
. Anton casts Tongues S V 4  Tongues Range  0 AoE  The caster Casting Time  7 Duration  1 turn Save  None Damage   Materials  ' This spell enables the caster to speak and understand additional languages, whether they are racial tongues or regional dialects, but not communications of animals or mindless creatures. When the spell is cast, the spellcaster selects the language or languages to be understood. The spell then empowers the caster with the ability to speak and understand the language desired with perfect fluency and accent. The spell enables the priest to be understood by all speakers of that language within hearing distance, usually 60 feet. This spell does not predispose the subject toward the caster in any way.

The priest can speak one additional tongue for every three levels of experience.

The reverse of the spell cancels the effect of the tongues spell or confuses verbal communication of any sort within the area of effect.
School  Alteration Source  Players Hand Book page 280
and talks to passerby, he hails Voraci and says he's transporing weapons. Anton doesn't hail Voraci back and casts Hold Person 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
. They rummage trough the drivers cart, it's full of arrows, on the bottom, there is a hidden trapped department, gold and gems inside. Anton wants to kill the raider. Imrik argues against it. Anton slits the man's throat anyway. They take the horses and set the cart on fire.

4th-5th September, 1512[]

The next 2 days pass by without a problem.

They leave the forest and see a settlement. They rest and avoid the village.

6th September, 1512[]

They come across a hunting party in the forest. Anton casts Tongues S V 4  Tongues Range  0 AoE  The caster Casting Time  7 Duration  1 turn Save  None Damage   Materials  ' This spell enables the caster to speak and understand additional languages, whether they are racial tongues or regional dialects, but not communications of animals or mindless creatures. When the spell is cast, the spellcaster selects the language or languages to be understood. The spell then empowers the caster with the ability to speak and understand the language desired with perfect fluency and accent. The spell enables the priest to be understood by all speakers of that language within hearing distance, usually 60 feet. This spell does not predispose the subject toward the caster in any way.

The priest can speak one additional tongue for every three levels of experience.

The reverse of the spell cancels the effect of the tongues spell or confuses verbal communication of any sort within the area of effect.
School  Alteration Source  Players Hand Book page 280
and asks how to get to Devouring Marsh. He gets directions and gives the hunters 10 gold.

Rest of the day, they pass a few villages and spend the night. Before sleep, Imrik scouts the surrounding.

7th September, 1512[]

ToS37a

There is come across the Sundoren lake and a small town, Brygga, next to it. They pass through town, nobody stops them. Anton stares one of the villagers down, he kneels and says ‘Lord Gilroy’.

In the next town, Terina, there is the checkpoint of Army of Voraci. They turn back and travel off the road. Riders are sent out. In the evening, they hear bells in the town they went around. In the sky, there is a singular human with a spyglass that spots them. They go Ethereal S V 3  Etherealness Range  0 AoE  The caster Casting Time  1 Duration  1 turn + 1 rd./level Save  None Damage   Materials  ' This spell resembles the 5th-level wizard spell etherealness in many respects, but there are a few important differences. First, the priest may not leave the Border Ethereal and venture into the Deep Ethereal; therefore, at the end of the spell's duration, he must return to the Prime Material Plane whether he wants to or not. Secondly, the priest may not use this spell on an unwilling target and can only make another creature ethereal if the subject is willing and in physical contact with the priest when the spell is cast. Besides himself, the caster can bring one creature per two experience levels (three at 5th, four at 7th, five at 9th, and so on) to the Ethereal Plane. Even if the priest abandons his charges in the Border Ethereal, the stranded characters will automatically materialize when the spell ends.

While ethereal, the priest cannot be detected by any means short of a true seeing or detect phase spell. He perceives his surroundings as misty, gray, and otherworldly. No action he takes can affect the physical world, but he can pass through walls, doors, and other solid objects without hindrance. The priest can choose to end the spell voluntarily at any time, materializing in the physical world in one round. If the caster occupies a solid object when the spell ends, he is hurled into the Deep Ethereal and stranded in a catatonic stupor until he can be rescued.
School  Alteration Source  Spells and Magic page 167
and Imrik turns into a pegasus. They reappear in the foothills. Imrik turns into a robin and scouts. They go around the towns and head into the forest.

They head towards the river and exit the forest 3 days later.

10th September, 1512[]

The brothers follow the road south. They come across a group of brigands. Anton casts Tongues S V 4  Tongues Range  0 AoE  The caster Casting Time  7 Duration  1 turn Save  None Damage   Materials  ' This spell enables the caster to speak and understand additional languages, whether they are racial tongues or regional dialects, but not communications of animals or mindless creatures. When the spell is cast, the spellcaster selects the language or languages to be understood. The spell then empowers the caster with the ability to speak and understand the language desired with perfect fluency and accent. The spell enables the priest to be understood by all speakers of that language within hearing distance, usually 60 feet. This spell does not predispose the subject toward the caster in any way.

The priest can speak one additional tongue for every three levels of experience.

The reverse of the spell cancels the effect of the tongues spell or confuses verbal communication of any sort within the area of effect.
School  Alteration Source  Players Hand Book page 280
again and they negotiate. He offers the brigands 100 gold for some information. Brigand leader, Kael, is glad they are not a part of the army and asks if they are looking for Orb of Winter. Anton replies they are looking for Devouring Marsh. Kael tells them to follow the river until they hit Falaror, then head south past Stonkarr. Anton asks about the name Gilroy, Kael says Lord Darren Gilroy is one of the dragon slayers. Kael offers to escort them, Anton pays them 100 gold to bring them to the swamp.

17th September, 1512[]

FenricDwDMap - Frozen

They get to Devouring Marsh about a week later. Anton asks them to get the brothers to Keygate or if they want to work with them to take down Lord Gilroy. Brigands are glad to help them travel around, but they are not up for a suicide mission.

Kael tells them the whole area south of the Marsh is covered in snow, nobody knows what causes it. It is rumoured to have an Orb of Winter that is causing the snow.

18th September, 1512[]

They head through the Marsh. Anton casts Endure Cold/Endure Heat S V 1  Endure Cold/Endure Heat Range  Touch AoE  Creature touched Casting Time  1 rd. Duration  1 _ hrs./level Save  None Damage   Materials  ' The creature receiving this spell is protected from normal extremes of cold or heat (depending on which application the priest selects at the time of casting). The creature can stand unprotected in temperatures as low as -30 F. or as high as 130 F. (depending on application) with no ill effect. Temperatures beyond these limits inflict 1 point of damage per hour of exposure for every degree beyond the limit. The spell is immediately cancelled if the recipient is affected by any non-normal heat or cold, such as magic, breath weapons, and so on. The cancellation occurs regardless of the application and regardless of whether a heat or cold effect hits the character (for example, an endure cold spell is cancelled by magical heat or fire as well as by magical cold). The recipient of the spell does not suffer the first 10 points of damage (after any applicable saving throws) from the heat or cold during the round in which the spell is broken.The spell ends instantly if either resist fire or resist cold is cast upon the recipient. School  Alteration Source  Players Hand Book page 254 . Imrik casts Stoneskin S M V 4  Stoneskin Range  Touch AoE  1 creature Casting Time  1 Duration  Special Save  None Damage   Materials  granite and diamond dust When this spell is cast, the affected creature gains a virtual immunity to any attack by cut, blow, projectile, or the like. Even a sword of sharpness cannot affect a creature protected by stoneskin, nor can a rock hurled by a giant, a snake's strike, etc.

However, magical attacks from such spells as fireball, magic missile, lightning bolt, and so forth have their normal effects.

The spell blocks 1d4 attacks, plus one attack per two levels of experience the caster has achieved. This limit applies regardless of attack rolls and regardless of whether the attack was physical or magical.

For example, a stoneskin spell cast by a 9th-level wizard would protect against from five to eight attacks. An attacking griffon would reduce the protection by three each round; four magic missiles would count as four attacks in addition to inflicting their normal damage.

The material components of the spell are granite and diamond dust sprinkled on the recipient's skin.
School  Alteration Source  Players Hand Book page 208
.

One of the brigands signals a warning. Anton talks to him, it is the Hydra of the swamp. A few hours later, they hear signs of a wagon. Wagon and Kael talk, Tyrael sees an invisible wizard on the cart. The talks go smoothly, the block in the path is cleared and they spend the night with the people on the wagon.

During Anton's watch, Imrik wakes up to something rustling him. His bag is open and his spellbook halfway out. Imrik 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
the wizard, grabs him and covers him in snow. They wake the rest of the camp, signal to the invisible wizard.

Anton Holds 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
one of the travellers. The brigands descend upon them and beat them. Anton talks to the brigands and they agree to ransack the traveler's cart. Imrik looks for the wizard's spellbook. Anton takes his spell components and lets the wizard go.

19th September, 1512[]

They make their way through the swamp and get to Keygate. Brigands get a room for them and ask around for Lord Gilroy.

After the brothers go to sleep, Imrik comes down to the tavern. He hears a couple of people talking in Eridonian. The woman introduces herself as Ariel, her sister Rosa and their friend Helen. Imrik introduces as Jonas. They make some small talk. They are from Redport, Imrik tells them about the Demon Invasion of Eridon. After some talk, they go their separate ways.

20th-26th September, 1512[]

The brigands found out that Lord Darren Gilroy passed through a few days ago and is currently in the Swampside, about a week's travel away.

They get to Swampside and sleep.

27th September, 1512[]

Lord Darren Gilroy has 3 associates, they are known as Dragon Knights - 2 warriors, a cleric, and a wizard. The warrior was wounded in the previous excursion to the swamp to kill the black dragon.

The brothers discuss how to kill them. They wait for nightfall, Tyrael tries to find and spy on Dragon Knights. He spots a magical building in town.

After notifying the brothers, they decide to attack them the very night.

Experience[]

No exp this session

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