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Recap[]

The brothers decide to go to Solum once again, and slay the black dragon in Devouring Marsh and fetch giants' friends to help build the keep. Imrik scries on the room of the inn in Solum.

26th January, 1513[]

FenricDwDMap - Frozen

Room seems to be empty, Imrik Teleports 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 to the inn. Anton finds himself in a black void and a woman made of stardust of constellation of Velthara walks towards him.

I have given you divine powers beyond mortal comprehension and asked for little in return. Soon, the time will come when I will require your services. Serve your people until the matter is settled, and then, you are mine.

Velthara to Anton

They are in Swampside, which is covered in snow. Anton casts Etherealness (Priest) 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 they go towards the swamp. Tyrael finds dragon is 8 miles away. 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. A woman on a boat passes by, she waves to them, which causes Anton to casts Hold Person (Priest) S M V 2  Hold Person Range  120 yds. AoE  1d4 persons in 20-ft. cube Casting Time  5 Duration  2 rds./level Save  Negate Damage   Materials  ' This spell holds 1d4 humans, demihumans, or humanoid creatures rigidly immobile and in place for a minimum of six rounds (the spell lasts 2 rounds per caster level, and the priest must be of at least 3rd level to cast the spell).

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

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

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

The spellcaster needs a small, straight piece of iron as the material component of this spell.
School  Enchantment/Charm Source  Players Hand Book page 261
on her, she falls into the water. Tyrael jumps in and drags her out of the water and gathers her things onto the shore. Nothing suspicious in her things.

Anton 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
on her, pretends he thought she was a polymorphed dragons. He says he's a dragon slayer and lets her go. 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 turns into a pegasus to carry them to the dragon. They reach the spot where the dragon is 60 ft. underground. They cover in oil of Acid resistance. Imrik polymorphs into a Bulette, 20 ft down he hits the solid ground. They search around for an entrance. Tyrael spots the entrance to a cave and they go in.

They are ambushed by jungle giants.

Combat start: McGary brothers vs Lair monsters

  • Arrows fly towards Imrik, he loses 2 images of Mirror Image 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
    . Anton casts Righteous Wrath of the Faithful S M V 5  Righteous Wrath of the Faithful Range  0 AoE  30-ft. radius Casting Time  8 Duration  1 rd./level Save  None Damage   Materials  ' When a priest casts this spell, he fires his allies and companions with a divine madness or fury that greatly enhances their combat ability. Allies who are fighting on the side of the priest are affected as if they had received an aid spell, gaining a +1 bonus to attack rolls and saving throws, plus 1d8 additional hit points for the duration of the spell.

    Allies who share the same faith (not just alignment) of the caster are transported into the righteous wrath; they gain one additional melee attack each round and a +2 bonus to saving throws and attack and damage rolls. Creatures under the influence of the righteous wrath gain 1d8 additional hit points, which are the first points lost if the subject sustains any injury (see aid, on page 257 of the PHB). Characters in a state of divine frenzy are difficult to charm or hold. Against spells or effects that target the subject's mind or emotions, the saving throw bonus increases to +3.

    When the spell ends, all remaining additional hit points are lost. Characters who fought under the righteous wrath find themselves extremely fatigued and must rest for one full turn before exerting themselves again; if forced to fight in this state, they are treated as if they were exhausted under the Combat & Tactics fatigue rules. The material component of this spell is the priest's holy symbol.
    School  Enchantment/Charm Source  Spells and Magic page 175
    . Imrik shoots one of the giants 3 times. Anton is hit by 1 arrow.
  • Roper

    Roper

  • Anton approaches a giant and hits it 4 times. 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
    . Tyrael jumps onto a giant's back with his boots and backstabs it, almost killing the giant. Anton is hit, ends up very hurt. Ropers emerge and attack Imrik. Giants miss Tyrael. Tyrael kills the giant. Bowmen miss Tyrael.
  • 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 drinks a potion. Imrik shoots the roper. The other roper grabs Imrik as well. Rust monsters are coming from deeper within the cave. Tyrael kills one more giant. Imrik is shot by an arrow, knocks of 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
    charge. Imrik misses roper 2 times. Tyrael kills the bowmen giant.
  • Rust monsters attack Imrik, roper pulls Imrik 10 feet closer. Roper misses Imrik. Tyrael is attacked by a rust monster, Harbinger crumbles. Anton casts Withdraw S V 2  Withdraw Range  0 AoE  The caster Casting Time  5 Duration  Special Save  None Damage   Materials  ' By means of a withdraw spell, the priest in effect alters the flow of time with regard to himself. While but one round of time passes for those not affected by the spell, the priest is able to spend two rounds, plus one round per level, in contemplation. Thus, a 5th-level priest can withdraw for seven rounds to cogitate on some matter while one round passes for all others. (The DM should allow the player one minute of real time per round withdrawn to ponder some problem or question. No discussion with other players is permitted.) Note that while affected by the withdraw spell, the caster can use only the following spells: any divination spell or any curing or healing spell, the latter on himself only. The casting of any of these spells in different fashion (for example, a cure light wounds spell bestowed upon a companion) negates the withdraw spell. Similarly, the withdrawn caster cannot walk or run, become invisible, or engage in actions other than thinking, reading, and the like. He can be affected by the actions of others, losing any Dexterity or shield bonus. Any successful attack upon the caster breaks the spell. School  Abjuration Source  Players Hand Book page 264 . Tyrael attacks a giant. Imrik turns into a bird, from the grasp of the monster.
  • Rust Monster 2e

    Rust Monster

  • Roper attacks Tyrael. Five ogre mages come from the cave. Dragonbane Weapons call for brothers to fall back. Tyrael jumps out of range and shoots rust monsters. Anton reappears in the prime material plane. Imrik turns back into himself.
  • Rust monster corrodes ogre mage weapon. 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
    killing all ogre magi. Rust monster attack Tyrael. Roper misses Imrik. Tyrael kills 1 rust monster.
  • Anton casts Dispel Fatigue S M V 1  Dispel Fatigue Range  30 yds AoE  1 creature Casting Time  4 Duration  Instantaneous Save  None Damage   Materials  Blessed spring water This spell removes physical fatigue or exhaustion from the subject by undoing the physiological effects of his exertions. The subject is instantly restored to his normal, fully rested level of endurance or vigor. This spell can be used to negate the penalties of forced marching, long swims, jogging, running, or sprinting, or even accumulated fatigue points from either the Player's Option: Combat & Tactics rules or the magic fatigue rules in Chapter 6. Once this spell has been cast, the subject may start to accumulate fatigue or fatigue-based penalties again, depending on how he continues to exert himself.

    The material component is a sprinkle of fresh, blessed spring water.
    School  Necromancy Source  Spells and Magic page 161
    . 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
    on Rust monsters. Tyrael kills 1 rust monster. 9 two-headed trolls stomp into the swamp.
  • Imrik 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 float 30 ft. above. 1 Troll attacks rust monster. Tyrael attacks the troll. Imrik kills a two-headed troll. Troll misses Tyrael and moves one of the weapons. Anton glides towards the trolls and attacks the trolls with Spear of Rohana, expending 2 chages, stuns 1 troll. Troll misses Anton. Roper moves towards Imrik who hits it twice. Anton and Tyrael attack 1 of the trolls.
  • Anton hits a troll, Imrik hits a roper. Troll misses Anton. Tyrael kills a troll.
  • Roper destroys mirror image, Imrik kills it. Anton is hit. Tyrael kills 1 troll, almost kills another. A troll withdraws back into the swamp.
  • The brothers finish off roper and some rust monsters, 2 rust monsters run back into the cave. They hack trolls to pieces.

Combat end. Harbinger is destroyed.

Brothers heal themselves. They enter the dragon's lair. There is a pit of acid inside, surrounded by luminescent mushrooms. The dragon is underwater, it has moved a bit since they arrived. Imrik reapplies acid resistance and throws a lightstone into the acid, finds no passages. Anton crawls around the edge of the acid and drops in. The elemental inside attacks him.

Combat start: The brothers vs. Acid elemental

  • Anton strikes the monster and swims to the surface. Tyrael leaps and swan dives in attacks the monster. 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
    .Brothers hack the elemental to pieces.

Combat end.

Imrik kills the rest of the rust monsters. Kralfort lets Tyrael know that black dragon can breathe in water.

Whirlwind talks to Imrik for the first time. The bow wants them to use Wish to bring Harbinger back because they cannot defeat Scoria without him. Imrik relays that to the brothers. Tyrael is unsure what will keep them safe. Anton thinks they can defeat Scoria without the weapon. Imrik thinks they need to use it to bring back such a weapon.

I wish for Harbinger to be restored to its full glory.

Imrik casts Wish Scroll

The wish scroll is gone, Harbinger restored. Tyrael talks to Harbinger, he doesn't remember. Imrik asks Tyrael where the dragon is, Imrik tries to scry but fails.

Brothers reapply oil of Acid damage and go through the acid tunnel. They go through the water tunnel ending in a man-carved tunnel that drops 60feet down. Tyrael hears the breathing of a large monster inside. Brothers toss metals inside to see if there are any rust monsters.

Tyrael threatens the dragon in Draconic, and offers it its life for its treasure - Ioun stones. Imrik tosses a lightstone inside and scries on it. The room is massive, with a pit of acid in the center, with a 10x10 platform in the middle. Imrik casts Wizard Eye S M V 4  Wizard Eye Range  0 AoE  Special Casting Time  1 turn Duration  1 rd./level Save  None Damage   Materials  a bit of bat fur When this spell is employed, the wizard creates an invisible sensory organ that sends him visual information. The wizard eye travels at 30 feet per round if viewing an area ahead as a human would (i.e., primarily looking at the floor), or 10 feet per round if examining the ceiling and walls as well as the floor ahead.

The wizard eye can see with infravision up to 10 feet, and with normal vision up to 60 feet away in brightly lit areas. The wizard eye can travel in any direction as long as the spell lasts.

It has substance and a form that can be detected (by a detect invisibility spell, for instance). Solid barriers prevent the passage of a wizard eye, although it can pass through a space no smaller than a small mouse hole (one inch in diameter).

Using the eye requires the wizard to concentrate. However, if his concentration is broken, the spell does not end - the eye merely becomes inert until the wizard again concentrates, subjectto the duration of the spell. The powers of the eye cannot be enhanced by other spells or items. The caster is subject to any gaze attack met by the eye.

A successful dispel cast on the wizard or eye ends the spell. With respect to blindness, magical darkness, and so on, the wizard eye is considered an independent sensory organ of the caster.

The material component of the spell is a bit of bat fur.
School  Alteration Source  Players Hand Book page 209
and looks around the room. The wall opposite the dragon has a set of runes on it. Imrik attempts to misbelieve, nothing.

Dragon calls for them. Imrik flies down and peeks inside the room, the Alarm S M V 1  Alarm Range  10 yds. AoE  Up to a 20-foot cube Casting Time  1 rd. Duration  4 hrs.+ 1/2 hr./level Save  None Damage   Materials  a tiny bell and a piece of very fine silver wire When an alarm spell is cast, the wizard causes a selected area to react to the presence of any creature larger than a normal rat - anything larger than about one-half cubic foot in volume or more than about three pounds in weight. The area of effect can be a portal, a section of floor, stairs, etc. As soon as any creature enters the warded area, touches it, or otherwise contacts it without speaking a password established by the caster, the alarm spell lets out a loud ringing that can be heard clearly within a 60-foott radius. (Reduce the radius by 10 feet for each interposing door and by 20 feet for each substantial interposing wall.)

The sound lasts for one round and then ceases. Ethereal or astrally projected creatures do not trigger an alarm, but flying or levitating creatures, invisible creatures, or incorporeal or gaseous creatures do. The caster can dismiss the alarm with a single word.

The material components of this spell area tiny bell and a piece of very fine silver wire.
School  Abjuration Source  Players Hand Book page 170
rings. The dragon attacks with Breath Weapon. Brothers come down. Runes of the archway light up. Their magic items caese to function.

Combat start: The Brothers versus ?????

  • Anton jumps over the pit, the rest of the floor is not floor, there is a pit. Anton taps around and finds the floor. Tyrael jumps to Anton and charges the dragon, does 28 damage. Imrik manages to jump to the ground and flies up, and shoots the dragon for 17 damage. Acron the Black hits Tyrael. The lights on the portal are all lit and a Copper dragon flies through. Moments later, a Blue dragon walks through, then a Gold one. Anton tells the Gold they have no quarrels with it. Tyrael wonders aloud why a Gold dragon fights along a Black.
  • Shine the Gold 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
    on herself. Anton misses the Blue Dragon. Akron hits Tyrael twice. Zuure the Blue unleashes a bolt of lightning on Anton, damaging the Kal the Copper too, Anton survives. Tyrael swings at the Black and kills it. Imrik flies to Anton. Tyrael jumps to Blue and attacks it for 15 damage. Imrik grabs them both and uses the amulet, teleporting them to Azoron's lair.

Combat end. Only Akron the Black is dead.

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