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Recap[]

20th January, 1513[]

The brothers and Wayfarers are storming Justina's castle.

Combat continues

  • Tyrael regroups the party. Justina is in the basement.
  • Tyrael starts to climbs the castle war, all archers but 1 miss him. Jack leaves cover and gets hit with rocks. Imrik flies to the castle shoots some skeletons. Anton climbs out of the cover, fails to climb the wall.
  • Lord Konn casts Web S M V 2  Web Range  5 yds./level AoE  Special Casting Time  2 Duration  2 turns/level Save  Special Damage   Materials  a bit of spider web A web spell creates a many-layered mass of strong, sticky strands similar to spider webs but far larger and tougher. These masses must be anchored to two or more solid and diametrically opposed points - floor and ceiling, opposite walls, etc., or the web collapses upon itself and disappears.

    The web spell covers a maximum area of eight 10' x 10' x 10' cubes and the webs must be at least 10 feet thick, so a mass 40 feet high, 20 feet wide, and 10 feet deep may be cast. Creatures caught within webs, or simply touching them, become stuck among the gluey fibers.

    Anyone in the area when the spell is cast must roll a saving throw vs. spell with a -2 penalty. If the saving throw is successful, two things may have occurred. If the creature has room to escape the area, then it is assumed to have jumped free. If there is no room to escape, then the webs are only half strength. Creatures with less than 13 Strength (7 if the webs are half strength) are stuck until freed by another or until the spell wears off. Missile fire is generally ineffective against creatures trapped in webs.

    Creatures with Strengths between 13 and 17 can break through 1 foot of webs per round. Creatures with 18 or greater Strength can break through 2 feet of webs per round. If the webs are at half strength, these rates are doubled. (Great mass equates to great strength in this case, and creatures of large mass hardly notice webs.) Strong and huge creatures can break through 10 feet of webs per round.

    Furthermore, the strands of a web spell are flammable. A magical flaming sword can slash them away as easily as a hand brushes away cobwebs. Any fire - torch, flaming oil, flaming sword, etc. - can set them alight and burn them away in a single round. All creatures within flaming webs suffer 2d4 points of damage from the flames, but those free of the strands are not harmed.

    The material component of this
    School  Invocation/Evocation Source  Players Hand Book page 189
    , Imrik casts wand of Magic Missile S V 1  Magic Missile Range  60 yds.+ 10 yds./level AoE  1 or more creatures in a 10-foot cube Casting Time  1 Duration  Instantaneous Save  None Damage  1d4+1 Materials  ' Use of the magic missile spell creates up to five missiles of magical energy that dart forth from the wizards fingertip and unerringly strike their target. This includes enemy creatures in a melee. The target creature must be seen or otherwise detected to be hit, however, so near-total concealment, such as that offered by arrow slits, can render the spell ineffective. Likewise, the caster must be able to identify the target. He cannot direct a magic missile to \"Strike the commander of the legion,\" unless he can single out the commander from the rest of the soldiers. Specific parts of a creature cannot be singled out. Inanimate objects (locks, etc.) cannot be damaged by the spell, and any attempt to do so wastes the missiles to no effect. Against creatures, each missile inflicts 1d4+1 points of damage.

    For every two extra levels of experience, the wizard gains an additional missile - he has two at 3rd level, three at 5th level, fourat 7th level, etc., up to a total of five missiles at 9th level. If the wizard has multiple missile capability, he can have them strike a single target creature or several creatures, as desired.
    School  Invocation/Evocation Source  Players Hand Book page 176
    . Archers miss Anton, he casts Flame Strike S M V 5  Flame Strike Range  60 yds. AoE  5 ft. radius x 30 ft. column Casting Time  8 Duration  Instantaneous Save  1/2 Damage   Materials  ' When the priest evokes a flame strike spell, a vertical column of fire roars downward in the location called for by the caster. Any creatures within the area of effect must roll a saving throw vs. spell. Failure means the creature sustains 6d8 points of damage; otherwise, the damage is halved.

    The material component of this spell is a pinch of sulphur.
    School  Invocation/Evocation Source  Players Hand Book page 282
    on the archers on portcullis. Theresa runs to Jack to heal him.
  • Imrik casts Magic Missile S V 1  Magic Missile Range  60 yds.+ 10 yds./level AoE  1 or more creatures in a 10-foot cube Casting Time  1 Duration  Instantaneous Save  None Damage  1d4+1 Materials  ' Use of the magic missile spell creates up to five missiles of magical energy that dart forth from the wizards fingertip and unerringly strike their target. This includes enemy creatures in a melee. The target creature must be seen or otherwise detected to be hit, however, so near-total concealment, such as that offered by arrow slits, can render the spell ineffective. Likewise, the caster must be able to identify the target. He cannot direct a magic missile to \"Strike the commander of the legion,\" unless he can single out the commander from the rest of the soldiers. Specific parts of a creature cannot be singled out. Inanimate objects (locks, etc.) cannot be damaged by the spell, and any attempt to do so wastes the missiles to no effect. Against creatures, each missile inflicts 1d4+1 points of damage.

    For every two extra levels of experience, the wizard gains an additional missile - he has two at 3rd level, three at 5th level, fourat 7th level, etc., up to a total of five missiles at 9th level. If the wizard has multiple missile capability, he can have them strike a single target creature or several creatures, as desired.
    School  Invocation/Evocation Source  Players Hand Book page 176
    , Theresa heals Jack. Pola charges skeletons, slays 1. 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
    .
  • Anton attacks skeletons with Spear of Rohana, Imrik uses Magic Missile S V 1  Magic Missile Range  60 yds.+ 10 yds./level AoE  1 or more creatures in a 10-foot cube Casting Time  1 Duration  Instantaneous Save  None Damage  1d4+1 Materials  ' Use of the magic missile spell creates up to five missiles of magical energy that dart forth from the wizards fingertip and unerringly strike their target. This includes enemy creatures in a melee. The target creature must be seen or otherwise detected to be hit, however, so near-total concealment, such as that offered by arrow slits, can render the spell ineffective. Likewise, the caster must be able to identify the target. He cannot direct a magic missile to \"Strike the commander of the legion,\" unless he can single out the commander from the rest of the soldiers. Specific parts of a creature cannot be singled out. Inanimate objects (locks, etc.) cannot be damaged by the spell, and any attempt to do so wastes the missiles to no effect. Against creatures, each missile inflicts 1d4+1 points of damage.

    For every two extra levels of experience, the wizard gains an additional missile - he has two at 3rd level, three at 5th level, fourat 7th level, etc., up to a total of five missiles at 9th level. If the wizard has multiple missile capability, he can have them strike a single target creature or several creatures, as desired.
    School  Invocation/Evocation Source  Players Hand Book page 176
    . Pola is hit, loses a point of strength. Lorn Konn casts Fire Burst S V 1  Fire Burst Range  5 yards/level AoE  One IO Casting Time  1 Duration  Instantaneous Save  Negate Damage  1/level Materials  ' When this spell is cast upon a nonmagical fire such as a campfire, lantern, or candle), it causes the fire to flash and shoot arrows of flame. All creatures within 10 feet of the fire source suffer 1 point of damage per level of the caster (maximum of 10 points). Victims who roll a saving throw successfully suffer no damage. School  Alteration Source  Tome of Magic page 17 . Pola hits 1. Theresa heals Jack again. Anton kills a skeleton. Tyrael climbs the wall.
  • Imrik casts Magic Missile S V 1  Magic Missile Range  60 yds.+ 10 yds./level AoE  1 or more creatures in a 10-foot cube Casting Time  1 Duration  Instantaneous Save  None Damage  1d4+1 Materials  ' Use of the magic missile spell creates up to five missiles of magical energy that dart forth from the wizards fingertip and unerringly strike their target. This includes enemy creatures in a melee. The target creature must be seen or otherwise detected to be hit, however, so near-total concealment, such as that offered by arrow slits, can render the spell ineffective. Likewise, the caster must be able to identify the target. He cannot direct a magic missile to \"Strike the commander of the legion,\" unless he can single out the commander from the rest of the soldiers. Specific parts of a creature cannot be singled out. Inanimate objects (locks, etc.) cannot be damaged by the spell, and any attempt to do so wastes the missiles to no effect. Against creatures, each missile inflicts 1d4+1 points of damage.

    For every two extra levels of experience, the wizard gains an additional missile - he has two at 3rd level, three at 5th level, fourat 7th level, etc., up to a total of five missiles at 9th level. If the wizard has multiple missile capability, he can have them strike a single target creature or several creatures, as desired.
    School  Invocation/Evocation Source  Players Hand Book page 176
    , the wand crumbles to dust. Jack cannot lift the portcullis. Anton kills few more skeletons.
  • Tyrael kills 2 zombies. Skeletal mage casts Shocking Grasp S V 1  Shocking Grasp Range  Touch AoE  Creature touched Casting Time  1 Duration  Special Save  None Damage  1d8 +1/level Materials  ' When the wizard casts this spell, he develops a powerful electrical charge that gives a jolt to the creature touched.

    The spell remains in effect for one round per level of the caster or until it is discharged by the caster touching another creature.

    The shocking grasp delivers 1d8 points of damaage, plus 1 point per level of the wizard (e.g., a 2nd-level wizard would discharge a shock causing 1d8+2 points of damage).

    While the wizard must come close enough to his opponent to lay a hand on the opponent's body or upon an electrical conductor that touches the opponent's body, a like touch from the opponent does not discharge the spell.
    School  Alteration Source  Players Hand Book page 178
    on Pola, she escapes the grasp. Anton kills more skeletons.
  • Skeletal mage casts Web S M V 2  Web Range  5 yds./level AoE  Special Casting Time  2 Duration  2 turns/level Save  Special Damage   Materials  a bit of spider web A web spell creates a many-layered mass of strong, sticky strands similar to spider webs but far larger and tougher. These masses must be anchored to two or more solid and diametrically opposed points - floor and ceiling, opposite walls, etc., or the web collapses upon itself and disappears.

    The web spell covers a maximum area of eight 10' x 10' x 10' cubes and the webs must be at least 10 feet thick, so a mass 40 feet high, 20 feet wide, and 10 feet deep may be cast. Creatures caught within webs, or simply touching them, become stuck among the gluey fibers.

    Anyone in the area when the spell is cast must roll a saving throw vs. spell with a -2 penalty. If the saving throw is successful, two things may have occurred. If the creature has room to escape the area, then it is assumed to have jumped free. If there is no room to escape, then the webs are only half strength. Creatures with less than 13 Strength (7 if the webs are half strength) are stuck until freed by another or until the spell wears off. Missile fire is generally ineffective against creatures trapped in webs.

    Creatures with Strengths between 13 and 17 can break through 1 foot of webs per round. Creatures with 18 or greater Strength can break through 2 feet of webs per round. If the webs are at half strength, these rates are doubled. (Great mass equates to great strength in this case, and creatures of large mass hardly notice webs.) Strong and huge creatures can break through 10 feet of webs per round.

    Furthermore, the strands of a web spell are flammable. A magical flaming sword can slash them away as easily as a hand brushes away cobwebs. Any fire - torch, flaming oil, flaming sword, etc. - can set them alight and burn them away in a single round. All creatures within flaming webs suffer 2d4 points of damage from the flames, but those free of the strands are not harmed.

    The material component of this
    School  Invocation/Evocation Source  Players Hand Book page 189
    . Imrik hits a skeleton. Pola help Jack lift the gate. Anton attacks the mage. Tyrael drops the rope. Lord Konn lights a thorch.
  • The mage casts Stinking Cloud S M V 2  Stinking Cloud Range  30 yds. AoE  20-ft. cube Casting Time  2 Duration  1 rd./level Save  Special Damage   Materials  a rotten egg or several skunk cabbage leaves When a stinking cloud is cast, the wizard creates a billowing mass of nauseous vapors up to 30 yards away from his position.

    Any creature caught within the cloud must roll a successful saving throw vs. poison or be reeling and unable to attack because of nausea for 1d4+1 rounds after leaving the cloud.

    Those who make successful saving throws can leave the cloud without suffering any ill effects, although those remaining in the cloud must continue to save each round.

    These poisonous effects can be slowed or neutralized by appropriate magic. The cloud duration is halved in a moderate breeze (8-18 m.p.h.) and is dispersed in one round by a stronger breeze.

    The material component of the spell is a rotten egg or several skunk cabbage leaves.
    School  Invocation/Evocation Source  Players Hand Book page 188
    , Anton reels and runs out of the cloud. Jack is hit again. Tyrael kills more skeletons. Imrik shoots the skeleton in front of him. Pola kills a skeletal mage. Anton uses to rope to get up. Lord Konn burns the web.
  • Imrik drops a lightstone down the nearest tower. Tyrael slays a skeleton. Jack is hit again. Lord Konn distracts the skeletons, taking 4 hits.

Combat Pause.

They climb the tower, heal and recuperate. Wayfarers stay on the roof, while the brothers lower into the ruined tower, Imrik sees skeletons.

Combat continues.

  • 2 ghosts attack Imrik, no avail, so he casts Ice Storm S M V 4  Ice Storm Range  10 yds./level AoE  Special Casting Time  4 Duration  Special Save  None Damage   Materials  a pinch of dust and a few drops of water This spell can have one of two effects, at the caster's option: Either great hail stones pound down for one round in a 40-foot- diameter area and inflict 3d10 points of damage to any creatures within the area of effect, or driving sleet falls in an 80-foot-diameter area for one round per caster level.

    The sleet blinds creatures within its area for the duration of the spell and causes the ground in the area to be icy, thus slowing movement by 50% and making it 50% probable that a creature trying to move in the area slip and falls. The sleet also extinguishes torches and small fires.

    Note that this spell will negate a heat metal spell.

    The material components for this spell are a pinch of dust and a few drops of water.
    School  Invocation/Evocation Source  Players Hand Book page 202
    , killing the skeletons and damaging the ghosts. Tyrael finishes them off. Anton casts Protection From Evil S M V 1  Protection From Evil Range  Touch AoE  1 creature Casting Time  4 Duration  3 rds./level Save  None Damage   Materials  Holy Water or Burning Incense When this spell is cast, it creates a magical barrier around the recipient at a distance of 1 foot. The barrier moves with the recipient and has three major effects: First, all attacks made by evil or evilly enchanted creatures against the protected creature receive a penalty of -2 to each attack roll, and any saving throws caused by such attacks are made by the protected creature with a +2 bonus.

    Second, any attempt to exercise mental control over the protected creature (if, for example, it has been charmed by a vampire) or to invade and take over its mind (as by a ghost's magic jar attack) is blocked by this spell. Note that the protection does not prevent a vampire's charm itself, nor end it, but it does prevent the vampire from exercising mental control through the barrier. Likewise, an outside life force is merely kept out, and would not be expelled if in place before the protection was cast.

    Third, the spell prevents bodily contact by creatures of an extraplanar or conjured nature (such as aerial servants, elementals, imps, invisible stalkers, salamanders, water weirds, xorn, and others). This causes the natural (body) weapon attacks of such creatures to fail and the creature to recoil if such attacks require touching the protected creature.

    Animals or monsters summoned or conjured by spells or similar magic are likewise hedged from the character. This protection ends if the protected character makes a melee attack against or tries to force the barrier against the blocked creature.

    To complete this spell, the priest uses holy water or burning incense.

    This spell can be reversed to become protection from good, with the second and third benefits remaining unchanged.

    The material components for the reverse are a circle of unholy water or smoldering dung.
    School  Abjuration Source  Players Hand Book page 256
    .

Combat Pause.

Brothers go through the castle, find no traps, looking for a way down. Zombies and skeletons intersect them, brothers deal with them in 3 rounds and go into the courtyard, finding nothing there. Anton recasts Protection From Evil S M V 1  Protection From Evil Range  Touch AoE  1 creature Casting Time  4 Duration  3 rds./level Save  None Damage   Materials  Holy Water or Burning Incense When this spell is cast, it creates a magical barrier around the recipient at a distance of 1 foot. The barrier moves with the recipient and has three major effects: First, all attacks made by evil or evilly enchanted creatures against the protected creature receive a penalty of -2 to each attack roll, and any saving throws caused by such attacks are made by the protected creature with a +2 bonus.

Second, any attempt to exercise mental control over the protected creature (if, for example, it has been charmed by a vampire) or to invade and take over its mind (as by a ghost's magic jar attack) is blocked by this spell. Note that the protection does not prevent a vampire's charm itself, nor end it, but it does prevent the vampire from exercising mental control through the barrier. Likewise, an outside life force is merely kept out, and would not be expelled if in place before the protection was cast.

Third, the spell prevents bodily contact by creatures of an extraplanar or conjured nature (such as aerial servants, elementals, imps, invisible stalkers, salamanders, water weirds, xorn, and others). This causes the natural (body) weapon attacks of such creatures to fail and the creature to recoil if such attacks require touching the protected creature.

Animals or monsters summoned or conjured by spells or similar magic are likewise hedged from the character. This protection ends if the protected character makes a melee attack against or tries to force the barrier against the blocked creature.

To complete this spell, the priest uses holy water or burning incense.

This spell can be reversed to become protection from good, with the second and third benefits remaining unchanged.

The material components for the reverse are a circle of unholy water or smoldering dung.
School  Abjuration Source  Players Hand Book page 256
.

They spot Zombie Ogre at the end of a hallway, kill it immediately and deal with the zombies accompanying it.

In a room full of zombies, they see a staircase down and deal with the zombies. On the lower flow, they feel unnatural cold, surrounded by mummies and specters.

Combat continues.

Specter

Specter

  • Anton kills 2 zombies. Mummy attacks him, no effect. None of the brothers are feared. Imrik casts 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
    , which hits 2 mummies and damages the brothers. Tyrael attacks the specter. Brothers don't get aged.
  • Tyrael and Anton kill the specter. Tryael and Imrik kill skeletons down the hall.
  • Anton drinks a potion. Tyrael and Imrik kills a few skeletons.
  • They kill all enemies in the vicinity. Imrik finds a dead end and they continue the other way, finding a very large room filled with skeletons and 1 Skeletal commander.
  • Skeletons swarm him, he kills 4. Anton kills a few and stands near Tyrael, Skeletons swarm him instead. Imrik shoots a few skeletons.
  • Anton is swarmed, Tyrael kills a few. Imrik kills one skeleton and positions for a spell. Anton tries to get up, fails. Commander skeleton misses Imrik.
  • Skeleton commander gives up on attacking Imrik, given his multiple illusions, so misses Tyrael instead. Tyrael kills the zombies around Anton. Imrik casts Ice Storm S M V 4  Ice Storm Range  10 yds./level AoE  Special Casting Time  4 Duration  Special Save  None Damage   Materials  a pinch of dust and a few drops of water This spell can have one of two effects, at the caster's option: Either great hail stones pound down for one round in a 40-foot- diameter area and inflict 3d10 points of damage to any creatures within the area of effect, or driving sleet falls in an 80-foot-diameter area for one round per caster level.

    The sleet blinds creatures within its area for the duration of the spell and causes the ground in the area to be icy, thus slowing movement by 50% and making it 50% probable that a creature trying to move in the area slip and falls. The sleet also extinguishes torches and small fires.

    Note that this spell will negate a heat metal spell.

    The material components for this spell are a pinch of dust and a few drops of water.
    School  Invocation/Evocation Source  Players Hand Book page 202
    , killing the skeletons and 2 of his Mirror Images S V 2  Mirror Image Range  0 AoE  6-ft. radius Casting Time  2 Duration  3 rds./level Save  None Damage   Materials  ' When a mirror image spell is invoked, the spellcaster causes from two to eight exact duplicates of himself to come into being around him.

    These images do exactly what the wizard does. Since the spell causes a blurring and slight distortion when it is cast, it is impossible for opponents to be certain which are the illusions and which is the actual wizard.

    When an image is struck by a melee or missile attack, magical or otherwise, it disappears, but any other existing images remain intact until struck.

    The images seem to shift from round to round, so that if the actual wizard is struck during one round, he cannot be picked out from among his images the next.

    To determine the number of images that appear, roll 1d4 and add 1 for every three levels of experience the wizard has achieved, to a maximum of eight images. At the end of the spell duration, all surviving images wink out.
    School  Illusion/Phantasm Source  Players Hand Book page 186
    . Skeleton commander misses Anton. Anton blocks the doorway where zombies are. Tyrael kills the commander, and brothers deal with zombies.

Combat end.

Anton leads the brothers towards Justina. She's on the same plane as them, changing floors quickly. Brothers run outside, Imrik casts 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 in chase of Justina. Anton casts Silence S V 2  Silence, 15' Radius Range  120 yds. AoE  15-ft.-radius Casting Time  5 Duration  2 rds./level Save  None Damage   Materials  ' Upon casting this spell, complete silence prevails in the affected area. All sound is stopped: Conversation is impossible, spells cannot be cast (or at least not those with verbal components, if the optional component rule is used), and no noise whatsoever issues from or enters the area. The spell can be cast into the air or upon an object, but the effect is stationary unless cast on a mobile object or creature. The spell lasts two rounds for each level of experience of the priest. The spell can be centered upon a creature, and the effect then radiates from the creature and moves as it moves. An unwilling creature receives a saving throw against the spell. If the saving throw is successful, the spell effect is centered about 1 foot behind the position of the subject creature at the instant of casting. This spell provides a defense against sound-based attacks, such as harpy singing, horn of blasting, etc. School  Alteration Source  Players Hand Book page 263 on her.

Combat start: The brothers & Wayfarers vs. Justina

  • Lord Konn casts Fireball S M V 3  Fireball Range  10 yds.+ 10 yds./level AoE  20-ft. radius Casting Time  3 Duration  Instantaneous Save  1/2 Damage  1d6/level Materials  a tiny ball of bat guano and sulphur A fireball is an explosive burst of flame, which detonates with a low roar and delivers damage proportional to the level of the wizard who cast it - ld6 points of damage for each level of experience of the spellcaster (up to a maximum of 10d6).

    The burst of the fireball creates little pressure and generally conforms to the shape of the area in which it occurs. The fireball fills an area equal to its normal spherical volume (roughly 33,000 cubic feet - thirty-three 10' x 10' x 10' cubes).

    Besides causing damage to creatures, the fireball ignites all combustible materials within its burst radius, and the

    heat of the fireball melts soft metals such as gold, copper, silver, etc. Exposed items require saving throws vs. magical fire to determine if they are affected, but items in the possession of a creature that rolls a successful saving throw are unaffected by the fireball.

    The wizard points his finger and speaks the range (distanceandheight) at which the fireball is to burst. A streak flashes from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball (an early impact results in an early detonation). Creatures failing their saving throws each suffer full damage from the blast.

    Those who roll successful saving throws manage to dodge, fall flat, or roll aside, each receiving half damage (the DM rolls the damage and each affected creature suffers either full damage or half damage [round fractions down], depending on whether the creature saved or not).

    The material component of this spell is a tiny ball of bat guano and sulphur.
    School  Invocation/Evocation Source  Players Hand Book page 191
    on Necromancer and blood knights surrounding her. Pola shoots one Knight. Justina walks out of the silence and offers the brothers a deal, saying the Wikk family is corrupt and they could have any treasure and land they desire if they switch sides. Tyrael tells her to drop the weapons if she wants to parley.
  • Imrik flies around the tower Justina is on, drops the form, Anton falls. Tyrael doesn't attack.
  • Justina climbs towards Tyrael, Imrik fires Magic Missile S V 1  Magic Missile Range  60 yds.+ 10 yds./level AoE  1 or more creatures in a 10-foot cube Casting Time  1 Duration  Instantaneous Save  None Damage  1d4+1 Materials  ' Use of the magic missile spell creates up to five missiles of magical energy that dart forth from the wizards fingertip and unerringly strike their target. This includes enemy creatures in a melee. The target creature must be seen or otherwise detected to be hit, however, so near-total concealment, such as that offered by arrow slits, can render the spell ineffective. Likewise, the caster must be able to identify the target. He cannot direct a magic missile to \"Strike the commander of the legion,\" unless he can single out the commander from the rest of the soldiers. Specific parts of a creature cannot be singled out. Inanimate objects (locks, etc.) cannot be damaged by the spell, and any attempt to do so wastes the missiles to no effect. Against creatures, each missile inflicts 1d4+1 points of damage.

    For every two extra levels of experience, the wizard gains an additional missile - he has two at 3rd level, three at 5th level, fourat 7th level, etc., up to a total of five missiles at 9th level. If the wizard has multiple missile capability, he can have them strike a single target creature or several creatures, as desired.
    School  Invocation/Evocation Source  Players Hand Book page 176
    into her back. Justina asks Tyrael what lands he wants. He wishes she throws her minions of, and bows to them. She rejects but throws one skeleton of the roof.
  • Tyrael attacks her. She tries to run away. Pola shoots Justina. Lord Konn blows fireball into the air. Tyrael jumps after her, killing her. Imrik clears the skeletons.

Combat end. Justina is dead.

Imrik asks Tyrael if that was some ploy or if he was seriously considering the offers. Tyrael searches the body and tells Imrik they should talk to all Scoria's general they can. The brothers rest with Wayfarers and trade items back.

Anton casts 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
on Justina: What does Scoria value the most?

  • Herself.

Has Scorie ever seriously considered making the McGarys an ally?

  • Yes.

Is Scoria planning any attacks on any cities in the future?

  • I don't know.

What spells can Scoria cast?

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

YetelMap

Yetel

Do you know of any secret ways into Scoria's lair?

  • No.

Where is Shivan currently?

What magical protection does Scoria have?

  • I don't know.

What is Scoria's biggest fear?

  • I don't know.

How defended are Scoria's children?

  • Heavily.

When was the last time you and the other generals met?

  • In summer?

When was the last time Scoria talking with you about getting the McGary's to join the fold?

  • Never.

What was your most important meeting with Scoria?

  • My last.

Where does Scoria's most powerful wizard live?

  • In her lair.

Brother plan to contact the elves and Balurion about the location Shivan. Anton tries to 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
the last meeting with generals, the spell fizzles.

21st January, 1513[]

The Wayfarers seem to be impressed by the brothers. Imrik ferries the whole party to Wikkthronrarenta.

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