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Synopsis[]

The brothers wake up on Sleeping Dragon Island. Before returning home Imrik projects self to the monks to tell them they found the glasses and to apologise for killing the priest last episode. Once back in the capital the brothers hold a New Years Day celebration, giving out gifts to their employees. Then the brothers plan their assault on Justina's Castle in Mistrya. The brothers enact the plan that involves Imrik flying around, dropping boulders on the castle then flooding it with water using his magic.

Recap[]

31st December, 1512[]

The brothers are at Sleeping Dragon Island. Tyrael suggests Imrik tells the monks at Order of the Quill what happened when they retrieved the glasses.

1st January, 1513[]

Imrik Project Self S 4  Project Self Range  Visual AoE   Casting Time  1 Duration  Concentration Save   Damage   Materials  ' With a closing of their eyes and a snap of their fingers, the caster projects an incorporeal image of themselves somewhere they can see. This projection can see, speak, and hear on behalf of the caster who must keep their eyes closed for the duration of the spell. Whatever the caster says or does, the projection says or does, the sole exception being the eyes of the projection are open despite the caster's eyes being closed. The projection has AC 10 and 0 hp; it can be dispelled by being disrupted with any physical interaction (such as waving a hand through the projection).

This spell works with any form of vision, including spells such as Clairvoyance, allowing the caster to Clairvoyance into an area, and then project themselves there.

A lining of silver or lead around a room blocks the spell from being cast into the area, and blocks sight to the area from the projection.
School  Divination Source  2.Neal Spell
and lets the monks know they've found the glasses and murder of the priest. The monks say they will meditate on it.

The brothers say their peace on the subject and ponder what their New Year resolutions are: Anton is self-assured and has none. Imrik hopes this is the year they slay Scoria and he's recognised as a powerful wizard. Tyrael worries about the family name.

Imrik Teleport V 5  Teleport Range  Touch AoE  Special Casting Time  2 Duration  Instantaneous Save  None Damage   Materials  ' When this spell is used, the wizard instantly transports himself, along with a certain amount of additional weight that is on or being touched by the spellcaster, to a wellknown destination. Distance is not a factor, but interplanar travel is not possible by means of a teleport spell. The spellcaster is able to teleport a maximum weight of 250 pounds, plus an additional 150 pounds for each level of experience above the 10th (a 13th-level wizard can teleport up to 700 pounds). If the destination area is very familiar to the wizard (he has a clear mental picture due to previous proximity to and study of the area), it is unlikely that there is any error in arriving, although the caster has no control over his facing upon arrival. Lesser known areas (those seen only magically or from a distance) increase the probability of error. Unfamiliar areas present considerable peril (see table).

Teleporting high means the wizard arrives 10 feet above the ground for every 1% he is below the lowest \"On Target\" probability; this could be as high as 320 feet if the destination area was never seen. Any low result means the instant death of the wizard if the area into which he teleports is solid. A wizard cannot teleport to an area of empty space--a substantial surface must be there, whether a wooden floor, a stone floor, natural ground, etc. Areas of strong physical or magical energies may make teleportation more hazardous or even impossible.
School  Alteration Source  Players Hand Book page 219
them back to Wikkthronrarenta.

They discuss locations for building the McGary keep. Imrik looks into potion creation. They collect the dragon armors made for them. Tyrael requested McGary crest be carved into the armor.

HoneyReachMap

Honeyreach

Anton checks on Justina, she's at the end of Heart River near Honeyreach. Imrik fails to scry on Justina.

Tyrael suggests they take the night off and check the situation in the house. Anton picks up the 3 blue dragon rings and gifts them to the brothers. McGarys throw a dinner party to celebrate their accomplishments and give bonuses to their employees. Imrik thinks about Shelly Tuulwikk. They give the blue dragon armor them to their guards, Winthrop Wendel and Bartaco. Tyrael holds a speech.

2nd January, 1513[]

Justina is still in the same place, in Castle Carpath. Anton casts Etherealness 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 finds out she's vampiric. Imrik scries on her, she's in a hallway with multiple paths, there are specters and ghosts, the floor is covered with wooden poles fastened at odd angles, creating a crisscross maze, cheap teleportation prevention. They discuss how to destroy the castle and visit Arc Sombar to discuss and decide to take a few days.

Anton Naps S M V 2  Nap Range  Touch AoE  One creature/level Casting Time  2 Duration  Special Save  None Damage   Materials  ' Creatures affected by this spell are put to sleep for one hour. Upon awakening, the creature is as refreshed as if he had slept for eight hours. The affected person recovers lost hit points as if he rested for a full night. Wizards can memorize spells as if real time had passed.

Because the rest is so complete and rejuvenating, a character does not feel fatigued after waking. Attempts to use nap more than once in an 18-hour period are ineffective (the character simply is not sleepy). Only willing subjects can be affected by nap.

The material components are a scrap of pillow ticking, a feather, and a pebble that the caster has kept in his pocket for seven nights.
School  Alteration Source  Tome of Magic page 61
Imrik and himself, before going to sleep he Plane Shifts S M V 5  Plane Shift Range  Touch AoE  1 creature Casting Time  8 Duration  Special Save  Negate Damage   Materials  ' When the plane shift spell is cast, the priest moves himself or some other creature to another plane of existence. The recipient of the spell remains in the new plane until sent forth by some like means. If several persons link hands in a circle, up to eight can be affected by the plane shift at the same time.

The material component of this spell is a small, forked metal rod. The size and metal type dictates to which plane of existence, including sub-planes and alternate dimensions, the spell sends the affected creatures. The DM will determine specifics regarding how and what planes are reached.

An unwilling victim must be touched (successful attack roll) to be sent. In addition, the creature is also allowed a saving throw. If the saving throw is successful, the effect of the spell is negated. Note that pinpoint accuracy is rarely achieved; arriving at a random distance from an intended destination is common.

The metal rod is not expended when the spell is cast. Forked rods keyed to certain planes may be difficult to come by, as decided by the DM.
School  Alteration Source  Players Hand Book page 283
a mouse which resists. Imrik casts Clairvoyance S M V 3  Clairvoyance Range  Unlimited AoE  Line of sight Casting Time  3 Duration  1 rd./level Save  None Damage   Materials  pinch of powdered pineal gland Similar to the Clairaudience spell, the Clairvoyance spell empowers the wizard to see in his mind whatever is within sight range from the spell locale chosen. Distance from the wizard is not a factor, but the locale must be known--familiar or obvious. Furthermore, light is a factor, as the spell does not enable the use of infravision or magical enhancements. If the area is magically dark, only darkness is seen; if naturally pitch dark, only a 10-foot radius from the center of the spell's area of effect can be seen. Otherwise, the seeing extends to the normal vision range according to the prevailing light. Lead sheeting or magical protection foils a clairvoyance spell, and the wizard has some indication that it is so blocked. The spell creates an invisible sensor, similar to that created by a crystal ball spell, that can be dispelled. The spell functions only on the wizard's current plane of existence.

The material component is a pinch of powdered pineal gland.
School  Divination Source  Players Hand Book page 190
on the castle. They test Enlarge S M V 1  Enlarge Range  5 yds./level AoE  1 creature or object Casting Time  1 Duration  5 rds./level Save  Negate Damage   Materials  a pinch of powdered iron This spell causes instant growth of a creature or object, increasing both size and weight. It can be cast only upon a single creature (or a symbiotic or community entity) or upon a single object that does not exceed ten cubic feet in volume per caster level. The object or creature must be seen to be affected.

It grows by up to 10% per level of experience of the wizard, increasing this amount in height, width, and weight.

Magical properties are not increased by this spell - a huge sword +1 is still only +1, a staff-sized wand is still only capable of its normal functions, a giant-sized potion merely requires a greater fluid intake to make its magical effects operate, etc.

Weight, mass and strength are affected, though. Thus, a table blocking a door would be heavier and more effective, a hurled stine would have more mass (and cause more damage), chauns would be more massive, doors thicker, a thin lin turned to a sizeable, longer rope, and so on. A creature's hit points, Armor Class, and attack rolls do not change, but damage rolls increace proportionally with size.

For example, a fighter at 160% normal size hits with his long sword and rolls a 6 for damage. The adjusted damage roll is 10 (that is 6 x 1.6 = 9.6, rounded up). Bonuses due to Strength, class, and magic are not altered.

The reverse spell, reduce, negates the enlarge spell or makes creatures or objects smaller. The creature or objectl oses 10% of its original size for every level of the caster, to a minimum of 10% of the original size. Thereafter, the size shrinks by one-foot increments to less than one foot, by one-inch increments to one inch, and by 1/10-inch increments to a minimum of 1/10 of an inch - the recipient cannot dwindle away to nothingness.

For example, a 16-foot-tall giant reduced by a 15th-level wizard (15 steps) would be reduced to 1.6 feet (in nine steps), then to 6/10 of a foot or
School  Alteration Source  Players Hand Book page 173
.

Anton Time Pools S M V 5  Time Pool Range  Touch AoE  Special Casting Time  1 round Duration  1 round/level Save  None Damage   Materials  ' This spell allows the caster to cause a mirror, a pool of water, or any other reflective surface to reveal a specific event from the past. The image provides a perfectly clear picture with normal sounds, as if the caster were present at the scene. The image continues for the duration of the spell.

Time pool will not reveal images from other planes of existence.

The spell's success is not automatic. The caster must know the general nature of the event he wishes to view (i.e., "Show me the murder of King Thamak"). The caster's base chance of viewing the desired scene is 50%, modified as follows, to a maximum of 90%:
School  Divination Source  Tome of Magic page 96
: Show me the last meeting between Justina and Scoria

  • It's in a stone room with a lava pool, Justina kneeling before Scoria who berates the necromancer for failing her. Scoria orders Justina to turn her attention to Eridon, and raise an army of the undead. Justina wants to use specters and ghosts against the McGary brothers, Scoria agrees to that if Justina finds a suitable plan.

They have a private conversation with The Queen in the evening, and let her know what they found out, then present a plan to destroy the bridge to Highcastle and block of the castle. The Queen suggests letting the undead roam, brothers persuade her otherwise. The Queen agrees for Arc Sombar to make the scrolls needed for the siege.

3rd January, 1513[]

HighcastleMap

Highcastle

They test Fly S M V 3  Fly Range  Touch AoE  Creature touched Casting Time  3 Duration  1 turn/level+ 1d6 turns Save  None Damage   Materials  a wing feather of any bird This spell enables the wizard to bestow the power of magical flight. The creature affected is able to move vertically and horizontally at a rate of 18 (half that if ascending, twice that if descending in a dive). The maneuverability class of the creature is B.

Using the fly spell requires as much concentration as walking, so most spells can be cast while hovering or moving slowly (movement of 3). Possible combat penalties while flying are known to the DM (in the \"Aerial Combat\" section of the DMG).

The exact duration of the spell is always unknown to the spellcaster, as the variable addition is determined secretly by the DM.

The material component of the fly spell is a wing feather of any bird.
School  Alteration Source  Players Hand Book page 192
/Enlarge S M V 1  Enlarge Range  5 yds./level AoE  1 creature or object Casting Time  1 Duration  5 rds./level Save  Negate Damage   Materials  a pinch of powdered iron This spell causes instant growth of a creature or object, increasing both size and weight. It can be cast only upon a single creature (or a symbiotic or community entity) or upon a single object that does not exceed ten cubic feet in volume per caster level. The object or creature must be seen to be affected.

It grows by up to 10% per level of experience of the wizard, increasing this amount in height, width, and weight.

Magical properties are not increased by this spell - a huge sword +1 is still only +1, a staff-sized wand is still only capable of its normal functions, a giant-sized potion merely requires a greater fluid intake to make its magical effects operate, etc.

Weight, mass and strength are affected, though. Thus, a table blocking a door would be heavier and more effective, a hurled stine would have more mass (and cause more damage), chauns would be more massive, doors thicker, a thin lin turned to a sizeable, longer rope, and so on. A creature's hit points, Armor Class, and attack rolls do not change, but damage rolls increace proportionally with size.

For example, a fighter at 160% normal size hits with his long sword and rolls a 6 for damage. The adjusted damage roll is 10 (that is 6 x 1.6 = 9.6, rounded up). Bonuses due to Strength, class, and magic are not altered.

The reverse spell, reduce, negates the enlarge spell or makes creatures or objects smaller. The creature or objectl oses 10% of its original size for every level of the caster, to a minimum of 10% of the original size. Thereafter, the size shrinks by one-foot increments to less than one foot, by one-inch increments to one inch, and by 1/10-inch increments to a minimum of 1/10 of an inch - the recipient cannot dwindle away to nothingness.

For example, a 16-foot-tall giant reduced by a 15th-level wizard (15 steps) would be reduced to 1.6 feet (in nine steps), then to 6/10 of a foot or
School  Alteration Source  Players Hand Book page 173
plan in Blackroot Marsh. Imrik takes time to learn Lance of Disruption S V 3  Lance of Disruption Range  0 AoE  5 ft. x 60 ft. Casting Time  3 Duration  Instantaneous Save  1/2 Damage  5d4+2/level Materials  ' This spell creates a beam of concussive, disrupting force that lashes out from the wizard's hand in a path 5 feet wide and 60 feet long. Any creatures caught in the beam's path suffer 5d4 points of damage, plus 2 points of damage per caster level (maximum damage is 5d4+30); for example, a 6th-level wizard would inflict 5d4+12 damage with the lance of disruption. Victims are allowed a saving throw vs. spell for half damage. The lance's energy delivers powerful blow against inanimate objects and can easily blast light furniture thin wooden walls, or fragile stonework to flinders. Barred wooden doors can be blasted of their hinges and even sturdy iron-bound doors or heavy stonework can be seriously damaged by the lance of disruption.

Creatures with amorphous or non solid bodies, such as fire or air elementals and some oozes and slimes, are resistant to the lance's effects and only sustain half damage, or one-quarter damage with a successful save.
School  Invocation/Evocation Source  Spells and Magic page 143
. It will take 4 days.

Anton casts Time Pool S M V 5  Time Pool Range  Touch AoE  Special Casting Time  1 round Duration  1 round/level Save  None Damage   Materials  ' This spell allows the caster to cause a mirror, a pool of water, or any other reflective surface to reveal a specific event from the past. The image provides a perfectly clear picture with normal sounds, as if the caster were present at the scene. The image continues for the duration of the spell.

Time pool will not reveal images from other planes of existence.

The spell's success is not automatic. The caster must know the general nature of the event he wishes to view (i.e., "Show me the murder of King Thamak"). The caster's base chance of viewing the desired scene is 50%, modified as follows, to a maximum of 90%:
School  Divination Source  Tome of Magic page 96
: Show me the coronation of the new king of Highcastle

  • A young man is standing on the balcony, Anton notices this scene is days old.

Anton Naps S M V 2  Nap Range  Touch AoE  One creature/level Casting Time  2 Duration  Special Save  None Damage   Materials  ' Creatures affected by this spell are put to sleep for one hour. Upon awakening, the creature is as refreshed as if he had slept for eight hours. The affected person recovers lost hit points as if he rested for a full night. Wizards can memorize spells as if real time had passed.

Because the rest is so complete and rejuvenating, a character does not feel fatigued after waking. Attempts to use nap more than once in an 18-hour period are ineffective (the character simply is not sleepy). Only willing subjects can be affected by nap.

The material components are a scrap of pillow ticking, a feather, and a pebble that the caster has kept in his pocket for seven nights.
School  Alteration Source  Tome of Magic page 61
and casts Time Pool S M V 5  Time Pool Range  Touch AoE  Special Casting Time  1 round Duration  1 round/level Save  None Damage   Materials  ' This spell allows the caster to cause a mirror, a pool of water, or any other reflective surface to reveal a specific event from the past. The image provides a perfectly clear picture with normal sounds, as if the caster were present at the scene. The image continues for the duration of the spell.

Time pool will not reveal images from other planes of existence.

The spell's success is not automatic. The caster must know the general nature of the event he wishes to view (i.e., "Show me the murder of King Thamak"). The caster's base chance of viewing the desired scene is 50%, modified as follows, to a maximum of 90%:
School  Divination Source  Tome of Magic page 96
: Show me the coronation of the newest Queen of Highcastle

  • The scene is ancient

4th January, 1513[]

Anton casts Time Pool S M V 5  Time Pool Range  Touch AoE  Special Casting Time  1 round Duration  1 round/level Save  None Damage   Materials  ' This spell allows the caster to cause a mirror, a pool of water, or any other reflective surface to reveal a specific event from the past. The image provides a perfectly clear picture with normal sounds, as if the caster were present at the scene. The image continues for the duration of the spell.

Time pool will not reveal images from other planes of existence.

The spell's success is not automatic. The caster must know the general nature of the event he wishes to view (i.e., "Show me the murder of King Thamak"). The caster's base chance of viewing the desired scene is 50%, modified as follows, to a maximum of 90%:
School  Divination Source  Tome of Magic page 96
: Show me Desmond the Dashing slaying the dragon in the Black Swamp

  • Desmond is passed out in the rubble, while 4 other people are fighting the dragon. Archer kills the dragon, and as Desmond arises and runs to the dragon, it falls and impales on Desmond's sword.

Anton Naps S M V 2  Nap Range  Touch AoE  One creature/level Casting Time  2 Duration  Special Save  None Damage   Materials  ' Creatures affected by this spell are put to sleep for one hour. Upon awakening, the creature is as refreshed as if he had slept for eight hours. The affected person recovers lost hit points as if he rested for a full night. Wizards can memorize spells as if real time had passed.

Because the rest is so complete and rejuvenating, a character does not feel fatigued after waking. Attempts to use nap more than once in an 18-hour period are ineffective (the character simply is not sleepy). Only willing subjects can be affected by nap.

The material components are a scrap of pillow ticking, a feather, and a pebble that the caster has kept in his pocket for seven nights.
School  Alteration Source  Tome of Magic page 61
and casts Time Pool S M V 5  Time Pool Range  Touch AoE  Special Casting Time  1 round Duration  1 round/level Save  None Damage   Materials  ' This spell allows the caster to cause a mirror, a pool of water, or any other reflective surface to reveal a specific event from the past. The image provides a perfectly clear picture with normal sounds, as if the caster were present at the scene. The image continues for the duration of the spell.

Time pool will not reveal images from other planes of existence.

The spell's success is not automatic. The caster must know the general nature of the event he wishes to view (i.e., "Show me the murder of King Thamak"). The caster's base chance of viewing the desired scene is 50%, modified as follows, to a maximum of 90%:
School  Divination Source  Tome of Magic page 96
: Creation of Dragonbane Weapons

  • In an open clearing, there is a pool of water, on the edge of it are 15 elves, and from the water, coming to the surface are severed heads of 10 different dragons. 1 elf walks across the water with 4 weapons and dip them in. Elves turn to the sky and conflicting elemental effects happen. Lighting hits one of the elves, and they flee as dragon heads spring to life and hunt the elves. The elf walking on the water continues incantation, dragon heads lover and elf leaves the pool carrying 4 weapons.

5th January, 1513[]

Anton casts Time Pool S M V 5  Time Pool Range  Touch AoE  Special Casting Time  1 round Duration  1 round/level Save  None Damage   Materials  ' This spell allows the caster to cause a mirror, a pool of water, or any other reflective surface to reveal a specific event from the past. The image provides a perfectly clear picture with normal sounds, as if the caster were present at the scene. The image continues for the duration of the spell.

Time pool will not reveal images from other planes of existence.

The spell's success is not automatic. The caster must know the general nature of the event he wishes to view (i.e., "Show me the murder of King Thamak"). The caster's base chance of viewing the desired scene is 50%, modified as follows, to a maximum of 90%:
School  Divination Source  Tome of Magic page 96
: Show me the moment Georg was turned to stone

  • Fails

Anton Naps S M V 2  Nap Range  Touch AoE  One creature/level Casting Time  2 Duration  Special Save  None Damage   Materials  ' Creatures affected by this spell are put to sleep for one hour. Upon awakening, the creature is as refreshed as if he had slept for eight hours. The affected person recovers lost hit points as if he rested for a full night. Wizards can memorize spells as if real time had passed.

Because the rest is so complete and rejuvenating, a character does not feel fatigued after waking. Attempts to use nap more than once in an 18-hour period are ineffective (the character simply is not sleepy). Only willing subjects can be affected by nap.

The material components are a scrap of pillow ticking, a feather, and a pebble that the caster has kept in his pocket for seven nights.
School  Alteration Source  Tome of Magic page 61
and casts Time Pool S M V 5  Time Pool Range  Touch AoE  Special Casting Time  1 round Duration  1 round/level Save  None Damage   Materials  ' This spell allows the caster to cause a mirror, a pool of water, or any other reflective surface to reveal a specific event from the past. The image provides a perfectly clear picture with normal sounds, as if the caster were present at the scene. The image continues for the duration of the spell.

Time pool will not reveal images from other planes of existence.

The spell's success is not automatic. The caster must know the general nature of the event he wishes to view (i.e., "Show me the murder of King Thamak"). The caster's base chance of viewing the desired scene is 50%, modified as follows, to a maximum of 90%:
School  Divination Source  Tome of Magic page 96
: Show me the destruction of Rwalwikk by Scoria

  • Wizards attempt to stop Scoria, doing nothing to her, the soldiers effected by Dragon Fear, and soldiers run away. She hurls rocks at the buildings, flying around and terrorizing the people before landing on the buildings and scorching the town.

6th January, 1513[]

Imrik finishes learning Lance of Disruption S V 3  Lance of Disruption Range  0 AoE  5 ft. x 60 ft. Casting Time  3 Duration  Instantaneous Save  1/2 Damage  5d4+2/level Materials  ' This spell creates a beam of concussive, disrupting force that lashes out from the wizard's hand in a path 5 feet wide and 60 feet long. Any creatures caught in the beam's path suffer 5d4 points of damage, plus 2 points of damage per caster level (maximum damage is 5d4+30); for example, a 6th-level wizard would inflict 5d4+12 damage with the lance of disruption. Victims are allowed a saving throw vs. spell for half damage. The lance's energy delivers powerful blow against inanimate objects and can easily blast light furniture thin wooden walls, or fragile stonework to flinders. Barred wooden doors can be blasted of their hinges and even sturdy iron-bound doors or heavy stonework can be seriously damaged by the lance of disruption.

Creatures with amorphous or non solid bodies, such as fire or air elementals and some oozes and slimes, are resistant to the lance's effects and only sustain half damage, or one-quarter damage with a successful save.
School  Invocation/Evocation Source  Spells and Magic page 143
.

7th January, 1513[]

They get scrolls of Enlarge and teleport to Azoron's lair in Draken Ridge. Anton leaves giants some ribs. Imrik Polymorph Self 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
and flies the brothers to Castle Carpath. Imrik lands, find a rock and casts Fly S M V 3  Fly Range  Touch AoE  Creature touched Casting Time  3 Duration  1 turn/level+ 1d6 turns Save  None Damage   Materials  a wing feather of any bird This spell enables the wizard to bestow the power of magical flight. The creature affected is able to move vertically and horizontally at a rate of 18 (half that if ascending, twice that if descending in a dive). The maneuverability class of the creature is B.

Using the fly spell requires as much concentration as walking, so most spells can be cast while hovering or moving slowly (movement of 3). Possible combat penalties while flying are known to the DM (in the \"Aerial Combat\" section of the DMG).

The exact duration of the spell is always unknown to the spellcaster, as the variable addition is determined secretly by the DM.

The material component of the fly spell is a wing feather of any bird.
School  Alteration Source  Players Hand Book page 192
and 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
on himself. Anton casts Negative Plane Protection S V 3  Negative Plane Protection Range  Touch AoE  1 creature Casting Time  1 rd. Duration  Special Save  None Damage   Materials  ' This spell affords the caster or touched creature partial protection from undead monsters with Negative Energy plane connections (such as shadows, wights, wraiths, spectres, or vampires) and certain weapons and spells that drain energy levels. The negative plane protection spell opens a channel to the Positive Energy plane, possibly offsetting the effect of the negative energy attack. A protected creature struck by a negative energy attack is allowed a saving throw vs. death magic. If successful, the energies cancel with a bright flash of light and a thunderclap. The protected creature suffers only normal hit point damage from the attack and does not suffer any drain of experience or Strength, regardless of the number of levels the attack would have drained.

An attacking undead creature suffers 2d6 points of damage from the positive energy; a draining wizard or weapon receives no damage.

This protection is proof against only one suchattack, dissipating immediately whether or not the saving throw was successful. If the saving throw is failed, the spell recipient suffers double the usual physical damage, in addition to the loss of experience or Strength that normally occurs. The protection lasts for one turn per level of the priest casting the spell, or until the protected creature is struck by a negative energy attack. This spell cannot be cast on the Negative Energy plane.
School  Abjuration Source  Players Hand Book page 269
. Imrik flies over the brigde and drops a rock on it when Reduce S M V 1  Enlarge Range  5 yds./level AoE  1 creature or object Casting Time  1 Duration  5 rds./level Save  Negate Damage   Materials  a pinch of powdered iron This spell causes instant growth of a creature or object, increasing both size and weight. It can be cast only upon a single creature (or a symbiotic or community entity) or upon a single object that does not exceed ten cubic feet in volume per caster level. The object or creature must be seen to be affected.

It grows by up to 10% per level of experience of the wizard, increasing this amount in height, width, and weight.

Magical properties are not increased by this spell - a huge sword +1 is still only +1, a staff-sized wand is still only capable of its normal functions, a giant-sized potion merely requires a greater fluid intake to make its magical effects operate, etc.

Weight, mass and strength are affected, though. Thus, a table blocking a door would be heavier and more effective, a hurled stine would have more mass (and cause more damage), chauns would be more massive, doors thicker, a thin lin turned to a sizeable, longer rope, and so on. A creature's hit points, Armor Class, and attack rolls do not change, but damage rolls increace proportionally with size.

For example, a fighter at 160% normal size hits with his long sword and rolls a 6 for damage. The adjusted damage roll is 10 (that is 6 x 1.6 = 9.6, rounded up). Bonuses due to Strength, class, and magic are not altered.

The reverse spell, reduce, negates the enlarge spell or makes creatures or objects smaller. The creature or objectl oses 10% of its original size for every level of the caster, to a minimum of 10% of the original size. Thereafter, the size shrinks by one-foot increments to less than one foot, by one-inch increments to one inch, and by 1/10-inch increments to a minimum of 1/10 of an inch - the recipient cannot dwindle away to nothingness.

For example, a 16-foot-tall giant reduced by a 15th-level wizard (15 steps) would be reduced to 1.6 feet (in nine steps), then to 6/10 of a foot or
School  Alteration Source  Players Hand Book page 173
drops, hitting zombies and crashing the center of the bridge, and it crumbles. Imrik flies back.

Imrik finds more rocks, Reduces S M V 1  Enlarge Range  5 yds./level AoE  1 creature or object Casting Time  1 Duration  5 rds./level Save  Negate Damage   Materials  a pinch of powdered iron This spell causes instant growth of a creature or object, increasing both size and weight. It can be cast only upon a single creature (or a symbiotic or community entity) or upon a single object that does not exceed ten cubic feet in volume per caster level. The object or creature must be seen to be affected.

It grows by up to 10% per level of experience of the wizard, increasing this amount in height, width, and weight.

Magical properties are not increased by this spell - a huge sword +1 is still only +1, a staff-sized wand is still only capable of its normal functions, a giant-sized potion merely requires a greater fluid intake to make its magical effects operate, etc.

Weight, mass and strength are affected, though. Thus, a table blocking a door would be heavier and more effective, a hurled stine would have more mass (and cause more damage), chauns would be more massive, doors thicker, a thin lin turned to a sizeable, longer rope, and so on. A creature's hit points, Armor Class, and attack rolls do not change, but damage rolls increace proportionally with size.

For example, a fighter at 160% normal size hits with his long sword and rolls a 6 for damage. The adjusted damage roll is 10 (that is 6 x 1.6 = 9.6, rounded up). Bonuses due to Strength, class, and magic are not altered.

The reverse spell, reduce, negates the enlarge spell or makes creatures or objects smaller. The creature or objectl oses 10% of its original size for every level of the caster, to a minimum of 10% of the original size. Thereafter, the size shrinks by one-foot increments to less than one foot, by one-inch increments to one inch, and by 1/10-inch increments to a minimum of 1/10 of an inch - the recipient cannot dwindle away to nothingness.

For example, a 16-foot-tall giant reduced by a 15th-level wizard (15 steps) would be reduced to 1.6 feet (in nine steps), then to 6/10 of a foot or
School  Alteration Source  Players Hand Book page 173
them and drops them on the castle, caving in parts of the castle. Imrik returns to the brothers, they fly to Maiden's River, Anton Naps S M V 2  Nap Range  Touch AoE  One creature/level Casting Time  2 Duration  Special Save  None Damage   Materials  ' Creatures affected by this spell are put to sleep for one hour. Upon awakening, the creature is as refreshed as if he had slept for eight hours. The affected person recovers lost hit points as if he rested for a full night. Wizards can memorize spells as if real time had passed.

Because the rest is so complete and rejuvenating, a character does not feel fatigued after waking. Attempts to use nap more than once in an 18-hour period are ineffective (the character simply is not sleepy). Only willing subjects can be affected by nap.

The material components are a scrap of pillow ticking, a feather, and a pebble that the caster has kept in his pocket for seven nights.
School  Alteration Source  Tome of Magic page 61
Imrik and himself, then fly back to the castle.

After rest, Imrik Fly S M V 3  Fly Range  Touch AoE  Creature touched Casting Time  3 Duration  1 turn/level+ 1d6 turns Save  None Damage   Materials  a wing feather of any bird This spell enables the wizard to bestow the power of magical flight. The creature affected is able to move vertically and horizontally at a rate of 18 (half that if ascending, twice that if descending in a dive). The maneuverability class of the creature is B.

Using the fly spell requires as much concentration as walking, so most spells can be cast while hovering or moving slowly (movement of 3). Possible combat penalties while flying are known to the DM (in the \"Aerial Combat\" section of the DMG).

The exact duration of the spell is always unknown to the spellcaster, as the variable addition is determined secretly by the DM.

The material component of the fly spell is a wing feather of any bird.
School  Alteration Source  Players Hand Book page 192
/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
himself, and takes the Ring of True Seeing. Over the caved in roof, Imrik casts Minor Gateway S M 3  Minor Gateway Range  Touch AoE  20' radius Casting Time  4 Duration  Instant Save   Damage   Materials  Stick of chalk or paint brush The caster draws in the air a portal or doorway which then briefly opens to one of the four elemental planes, letting the raw energy and material of the plane flow into the world. The portal opens for only a second or two, but in this time it is bi-directional.

Plane of Fire: When the portal opens, a half sphere of heat and energy bursts forth, enveloping everything within 20' in flames and dealing 8d6 points of fire damage. Creatures in the area of effect can save for half damage.

Plane of Air: A strong gust of fresh air rushes out, blowing over anything not firmly attached to the ground. Creatures within 20' must make a strength check to stay on their feet. If there is nowhere for the air to go, for example if the portal is opened in a sealed room, the pressure in the room raises, but there is no wind. If opened in a hallway or other restricted space the effects are intensified, possibly knocking creatures back.

Plane of Water: 3000' cubic feet (30 x 10 x 10) of fresh water burst forth from the portal. Like a portal to the plane of air, the effects are largely determined by the terrain the portal is opened into.

Plane of Earth: Considering that the plane of earth is solid material, this spell effectively creates a very short lived solid wall.

There is a very small, but non-zero, chance that the portal opens near a denizen of the plane, which may accidentally or intentionally be swept through the portal and into existence. This creature is not bound in any way. DMs should be careful in deciding if and what ever comes through the portal.
School  Conjuration/Summoning Source  2.Neal Spell
to the water plane.

They amulet to the Azoron's lair. Imrik and Tyrael handle the rat infestation and they spend the night hanging around with the giants.

Before going to sleep, Imrik scries on the keep. The undead don't seem to mind the events that occurred. Anton casts Consequence S M V 5  Consequence Range  0 AoE  Special Casting Time  1 round Duration  Instantaneous Save  None Damage   Materials  ' This spell allows the priest to determine how one recent event fits into the "grand scheme." By casting this spell, the priest can determine whether the sequence or situation that gave rise to the specific event is complete or whether it is ongoing; whether it was a significant or insignificant event in the larger picture; or whether it will continue to have repercussions for the participants.

Using his knowledge of circumstances, the DM communicates these facts to the caster's player. This "arcane message" is normally straightforward and easy to understand, but in the case of highly complex circumstances, the message might be cryptic. In any case, the message will always be truthful.

As an example, consider a priest and his party who are on a holy quest to retrieve an item of power. On the way to the location of this item, the party is ambushed by evil creatures from the Inner Planes but manages to defeat them. Concerned thatthese creatures might be outlying guards protecting the item of interest, the priest casts consequence, hoping for guidance. The DM knows that these creatures have nothing to do with the quest; the encounter was coincidental. However, the surviving monsters will soon be returning with reinforcements to avenge their dead. Therefore, the DM tells the priest's player, "To your goals these have no place, but still they can cause more woe." Casting this spell "taints" subsequent castings of the same spell within a 24-hour span. A second attempt within this period always results in the same message as the first, regardless of the true situation. If a second priest casts the spell within 24 hours of another casting, he receives an accurate reading.

The material component is three special coins or dice made of platinum (total value of at least 1,000 gp), which the priest tosses in his hand while concentrating on the spell.

The coins
School  Divination Source  Tome of Magic page 89
, Justina's plans have been delayed by a month.

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