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Recap[]

Anton Divines S M V 4  Divination Range  0 AoE  Special Casting Time  1 turn Duration  Special Save  None Damage   Materials  ' A divination spell is used to garner a useful piece of advice concerning a specific goal, event, or activity that will occur within a one-week period. This can be as simple as a short phrase, or it might take the form of a cryptic rhyme or omen. Unlike the augury spell, this gives a specific piece of advice.

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

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

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

Anton Writes a letter to his Wife Alyx, explaining where they are going, and that he may never come back, sealing it with a kiss.

Boat Trip Unknown Time[]

Brothers Find a spot where they can talk alone. Tyrael says that the journey will be their most difficult, and they ought to be careful. Lastly, he leaves them off by saying they should have a chain of command which is the brothers voice matters the most, and they are to split into 4 groups:

Johnny is to get 25% of loot, Brothers get Ioun Stones, and 75% of the loot, and decide to give their people magic if there is a lot, or money if there isn't.

Imrik has light stones out, and finds out that many are already out, once they are out they tend to stay out. Antons Crown Fails, and Anton feels like he is a little drunk. Imrik Asks if the town is dangerous and Johnny says all of Glacia is dangerous.

7th April 1513 (Day 1)[]

After many days at sea, land comes into view, there are tall mountain ranges all covered in snow, a town comes into view it is a small town in a half moon bay, there are 2 docks with a frozen river running between them bisecting the town, and they can a large stone wall encompassing the entire town in a circular fashion. The dock on the left has many sunken ships nearby, same with the right, but it is easier. The town seems like it has been preserved in time. Johnny claims he was on one of the ships when it sank.

Arrival to Glacia[]

Tyrael asks the Dragonbane Weapons if they have come this far north and Harbinger says he can not be sure, sometimes there is drift in space, and that he can't be sure if he has ever been in a place like this, but temporal displacement is a function, and I feel uneasy here, it reminds him of an old memory he can not place.

Code is established: One Whistle is "Come, something cool", Two whistles is "Danger, help".

Everyone starts to fan out when Vega and Hans Whistle for them to come and they see a frozen body of Teresa. Teresa is still in the party, and think the other Teresa could be a fake so they ask her some questions and find out she is still her and decide to have a phrase, 1st phrase McGary, 2nd phrase The Dragonslayers. Frost Ranger is clueless about the frozen body, Imrik tries to disbelieve it and it seems real. Hans says they should destroy it and Anton says they should leave it, Imrik loads an arrow, and Tyrael quickly stops him and says that they should cut it softly to see if it affects the living Teresa, it doesn't. Imrik shoots it and Tyrael Detects Evil S V 2  Detect Evil Range  60 yds. AoE  10-ft. path Casting Time  2 Duration  5 rds./level Save  None Damage   Materials  ' This spell discovers emanations of evil (or of good in the case of the reverse spell) from any creature, object, or area. Character alignment is not revealed under most circumstances: characters who are strongly aligned, do not stray from their faith, and who are at least 9th level might radiate good or evil if they are intent upon appropriate actions.

Powerful monsters, such as ki-rin, send forth emanations of evil or good, even if polymorphed.

Aligned undead radiate evil, for it is this power and negative force that enable them to continue existing.

An evilly cursed object or unholy water radiates evil, but a hidden trap or an unintelligent viper does not.

The degree of evil (faint, moderate, strong, overwhelming) can be noted.

Note that priests have a more powerful version of this spell.

The spell has a path of detection ten feet wide in the direction in which the mage is facing. The wizard must concentrate - stop, have quiet, and intently seek to detect the aura - for at least one round to receive a reading.
School  Divination Source  Players Hand Book page 182
with the hammer, its not and Teresa says not to cut it off, but Jack and Imrik says she should leave and Tyrael lobs off its head in one blow.

There are 3 exits to the city: one on this side, 2 on the other - least explored is to the northwest because of the mountain ranges, and a dark forest.

They walk to the gate on their side and see letters carved into the stone saying Felos Magnar. Imrik ties to read it with the glasses they don't translate it, but they are working, so they assume it to be a name of a town/city. They decide to go to the other gates and they see a large narrow bridge, it seems to be 100' long and 10' wide, but after Tyrael steps on it, it bends space so it is mechanically 30' long 30' wide.

They check the other gates and find that the South West gate says Kodia, North West gate says Saladin.

Specter

Specter

Ranger directs them to a building with a large basement with enough space for all the people, but not dogs and equipment. They decide to have 4 people on watch outside. As they walk down to the basement they see a Specter of a heavy set woman, Anton bows to it and it pleads with Anton, tapping his amulet, then eventually screaming. He assumes that she was pleading with Velthara to stop the vengeance being wrought against the continent of Glacia. Anton tries to cast Tongues (Priest) 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
, tries to Turn Undead. After much debate Anton decides to go on watch because he has Iron Vigil S V 2  Iron Vigil Range  0 AoE  The caster Casting Time  1 turn Duration  1 week + 1 day/level Save  None Damage   Materials  ' This spell allows the priest to ignore hunger, thirst, and extremes of climate for an extended period of time. While the spell is in effect, the priest requires no food or drink. He is effectively immune to exposure, dehydration, and heat or cold injury, since no naturally occurring climatic condition will cause him harm. (Lightning, floods, tornadoes, earthquakes, and other such hazardous phenomena can still cause physical injury, of course.)

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

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

Dreams[]

Tyrael: He feels like he goes to sleep, but he finds himself in an unusual situation, drifting through a void until he sees a familiar sight the Castle at Wikkthronrarenta, he finds himself as if in a dream in the castle, but only seeing what is happening almost like a vision. He sees and hears The Queen holding court with all high ranking people in the kingdom and an officer states that Scoria is dead. All that stands left for them after conquering Mistrya and Eridon is Akuba - which is weakened by civil war. Sombar states that she saw the final fight, saw Scoria's lair shift, and smoke poured out the top, as if it was a volcano, and a whole flock or creatures rise from it and vanish into the air. If Scoria is slain, the brothers should be back in a day or 2, the people around ask what is next.

The Queen states that

I believe that the useful idiots have played their final cards and are done. I don't think we have any more use for them, would you please take them to the royal hotsprings and when they are unequipped kill them, and then we will reappropriate their equipment, and we can do away with these useful, but annoying fools one and for all. No questions about what is next, are we all agreed?

Dream of The Queen

Arc Sombar is against this notion, saying that she knows they talked about this a long time ago but now that it is happening it seems to be such a shame to discard them at this moment.

Queen Vuularia says "Arc Sombar, you should know by now they are capable of great harm, and you like I have seen into their hearts, Anton in particular is a dangerous man, any one of these could overthrow this kingdom, send everything we worked for into ruin they are too great of a risk to keep alive we should get rid of them, I know it doesn't seem kind, and it doesn't seem and they are my kin, but they are a danger to everyone, it is best to break up that amount of power it shouldn't in the hands of such uneasy headed folks."

Arc Sombar says she has grown fond of them Imrik in particular, The Queen just watches her, and after a while, Arc Arc Sombar begins to shift, and bows her head and says, "but of course if that is what you say we must do, that is what we must do". The Queen dismisses them all and goes to her guards and tells them to watch Arc Sombar, and her apprentice, and to tell her if Sombar seems to be swaying.

Tyrael follows The Queen out of the room, and Tyrael tries to notice if it feels like he is being scried upon, the Dream/Vision feels as if it was more of scrying then a dream.

Tyrael calls out if someone is showing him this and there is no reply. When he feels done with it he returns to normal restful sleep.

Imrik: Wakes up and everyone is gone, there is no gear or anything, only a single note that says "Brother, without your magic we have no use for you. We are going on without you. Please keep an eye and be sure that the town is safe for our return."

Imrik goes up the stairs and it is the same, no gear or anything, with sled tracks going off, away from the keep. Imrik pinches himself and it hurts as much as aspected. He steps out into the open and calls out for them, to no avail.

Yeti 2e

Yeti

He hears a crunching of snow and sees a Yeti. Imrik run into the tavern, says to the Yeti for it to release its grip on his mind and that he does not believe its tricks. It does nothing leaning to get a view of him and grabs around for him. Imrik climbs out a window and makes a loud noise, altering the Yeti to his leaving of the room.

Combat start: Imrik McGary vs Yeti

  • Yeti misses Imrik and hits him once. Imrik tries to slam the Yeti, misses. Imrik dodges the Yeti and leaps through the window inside the tavern.
  • Yeti follows, Imrik tries to 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
    , but no magic. Yeti slams Imrik, he retaliates and criticals the Yeti.
  • Blows are exchanged, as Yeti tries to eat him, Imrik tries to disable the yeti, but fails to escape. The yeti doesn't manage to eat him
  • Imrik's injury to Yeti's head blinds the Yeti, Imrik slays the yeti.

Combat end.

Imrik drifts back to sleep, and wakes up in the morning, the rest of the party present.

8th April 1513 (Day 2)[]

Everyone wakes up and everyone seems shaken severely, and Imrik asks if they would ever leave him, Tyrael says he would be more prone to leaving Anton. Vash, Hans, Lord Konn, and Teresa seem the most shaken. Imrik says, to no one in particular, that the new area and its strange magics are enough to scare anyone. Tyrael asks Anton silently if he killed the Specter and Anton nods.

Imrik checks if there is a note from the dream in his pocket, there is nothing and he isn't hurt. He casts Locate Landmark S M V 2  Locate Landmark Range  1 mile AoE  Current plane Casting Time  1 minute Duration  Instantaneous Save  None Damage   Materials  A compass Casting this spell draws on the knowledge of all creatures within the range, and poses a subconscious question to these creatures: Where is the landmark in question. The answer is then returned to the caster as long as the location is on the current plane of existence, and there is a general consensus from the creatures in the area. Landmarks must be stationary and singular. Should a stationary landmark be moved, perhaps the \"Great Tree of Vitality\" has been cut down and moved, the original location of the landmark as it is known to people in the range of the spell is used. Mobile landmarks, like a King's Crown, automatically fail.

Example: Bobo the diviner casts Locate Landmark, with the landmark in question being the secret burial ground of elves. Bobo is in a human dominated region, where nobody knows the answer to this question, so it returns no answer. Bobo then decides to head to a major port where there are many elves, and casts the spell again. The compass in his hand turns to point North West. Bobo doesn't know how far North West it is, so he travels North West for six days before casting the spell again. This time he is in a small elvan port town that allows human visitors. He casts the spell again, and gets a direction of south west. Bobo knows he's overshot the distance, and can change directions, heading south this time.

A very careful wizard with a compass and map might be able to triangulate the location of a landmark, although this can be tricky since the further the target is from the landmark, the more the compass needle wobbles.
School  Divination Source  2.Neal Spell
, but the spell fizzles. He casts Prying Eyes S M V 5  Prying Eyes Range  1 mile AoE  Creates 1d4+1 eyes/level Casting Time  1 turn Duration  1 hr./level Save  None Damage   Materials  a handful of crystal marbles This spell conjures a small horde of semitangible magical orbs or eyes that can be used to reconnoiter an area at the wizard’s command. Each of the eyes is about the size of a small apple and can see 120 feet (normal vision only) in all directions. In order to report their findings, the eyes must return to the caster’s hand to replay in the caster’s mind everything they have seen during their existence. The eyes are subject to illusions, darkness, fog, and any other factors that would affect the wizard’s ability to receive visual information about his surroundings. The eyes only see as a normal human would—abilities and spell effects including infravision do not alter the eyes’ vision. It only takes the eye one round to replay one hour of recorded images.

The spell conjures 1d4 eyes, plus 1 eye per caster level. The eyes exist for up to 1 hour per caster level, or until they return to the wizard; after relaying its findings, an eye disappears. Each eye is AC 4, flies by levitation at a rate of 12, and has only 1 hit point—a single hit from any weapon or damaging spell destroys it. A successful dispel magic destroys all eyes caught in the area of effect. While the individual eyes are quite fragile, they’re small and difficult to spot, especially in conditions of poor visibility such as darkness, fog, or rain. Of course, if the eye is being sent into darkness, then it’s very possible that it could hit a wall or other similar obstacle and destroy itself.

When the wizard creates the eyes, he can specify any set of instructions or orders that he wishes, up to 25 words. Any knowledge the wizard possesses is assumed to be known by the eyes as well, so if the wizard knows what a typical Jakallian merchant looks like, the eyes do as well. Sample commands might be, “Surround me at a range of 400 yards and return if you spot any dangerous creatures,” or “Spread out and search
School  Divination Source  Spells and Magic page 149
and sends out eyes to see what is happening in the city and they report back. One shows a black-orb-like thing hovering in the air and, after looking the closer to the center, hail falls the slower it goes with everything in the center having completely stopped. ~60' from the center is where the range expands out from, anything within 5' stops completely.

Teresa says that she saw him last night in her dream kill the specter with a sword, which is wrong, and Anton says he only put the thing to rest with his prayer. Vash says to Tyrael they can not trust Teresa and that she will betray them. Tyrael says that the dreams they had were most likely just what they worry about the most of what they fear the most, then tells Imrik about his dream. Tyrael presses him on his idea about them abandoning him, and Imrik says he couldn't believe that they would, and Tyrael says he wonders what Anton would have dreamt. Imrik says that Glacia seems to be malicious and it doesn't seem random.

They spend the day resting.

9th April 1513 (Day 3)[]

Imrik casts Stoneskin S M V 4  Stoneskin Range  Touch AoE  1 creature Casting Time  1 Duration  Special Save  None Damage   Materials  granite and diamond dust When this spell is cast, the affected creature gains a virtual immunity to any attack by cut, blow, projectile, or the like. Even a sword of sharpness cannot affect a creature protected by stoneskin, nor can a rock hurled by a giant, a snake's strike, etc.

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

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

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

The material components of the spell are granite and diamond dust sprinkled on the recipient's skin.
School  Alteration Source  Players Hand Book page 208
and Prying Eyes S M V 5  Prying Eyes Range  1 mile AoE  Creates 1d4+1 eyes/level Casting Time  1 turn Duration  1 hr./level Save  None Damage   Materials  a handful of crystal marbles This spell conjures a small horde of semitangible magical orbs or eyes that can be used to reconnoiter an area at the wizard’s command. Each of the eyes is about the size of a small apple and can see 120 feet (normal vision only) in all directions. In order to report their findings, the eyes must return to the caster’s hand to replay in the caster’s mind everything they have seen during their existence. The eyes are subject to illusions, darkness, fog, and any other factors that would affect the wizard’s ability to receive visual information about his surroundings. The eyes only see as a normal human would—abilities and spell effects including infravision do not alter the eyes’ vision. It only takes the eye one round to replay one hour of recorded images.

The spell conjures 1d4 eyes, plus 1 eye per caster level. The eyes exist for up to 1 hour per caster level, or until they return to the wizard; after relaying its findings, an eye disappears. Each eye is AC 4, flies by levitation at a rate of 12, and has only 1 hit point—a single hit from any weapon or damaging spell destroys it. A successful dispel magic destroys all eyes caught in the area of effect. While the individual eyes are quite fragile, they’re small and difficult to spot, especially in conditions of poor visibility such as darkness, fog, or rain. Of course, if the eye is being sent into darkness, then it’s very possible that it could hit a wall or other similar obstacle and destroy itself.

When the wizard creates the eyes, he can specify any set of instructions or orders that he wishes, up to 25 words. Any knowledge the wizard possesses is assumed to be known by the eyes as well, so if the wizard knows what a typical Jakallian merchant looks like, the eyes do as well. Sample commands might be, “Surround me at a range of 400 yards and return if you spot any dangerous creatures,” or “Spread out and search
School  Divination Source  Spells and Magic page 149
, the black orb shouldn't interfere with their journey.

Hobgoblin 2e

Hobgoblin

Snow is falling, they barely move. They follow the road, but can't see it. As they are traveling, they see Hobgoblins who do not look ready for this weather as if they were teleported here, the group discusses and they decide that they should kill them if only for mercy, or to keep them from following and stealing from them. They make quick work of the hobgoblins, and they surrender but are executed.

After much travel, they see a chimney out in the open and excavate the home and it looks as if it was abandoned in a hurry, but there is no magic, or bodies.

10th April 1513 (Day 4)[]

Clear day, cold and chilly, but they are out of the city and have a clear view of the surrounding areas. To the left and in front of them is a mountain range, from there they would be able to see ~60miles in all directions. Before them is a flat plain that stretches out, and they see a tower. With spyglass they know the tower is ~10miles away from them, the mountain is ~30 miles. Imrik buffs up the Brothers with 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
, and casts Ultravision S M V 4  Ultravision Range  Touch AoE  Creature touched Casting Time  1 round Duration  2 hrs. + 1 hr./level Save  None Damage   Materials  a black agate An improved version of the infravision spell, ultravision allows the spell recipient to see perfectly in normal darkness, starlight, or moonlight to the full range of his unobscured daylight vision. (See Chapter 13 of the Player’s Handbook ; in most outdoor settings, this means that the character can spot movement at 1,500 yards.)

In underground settings, the spell enables the recipient to see up to 90 feet in nonmagical darkness. Magical darkness, fog, or smoke is less effective than normal against a character using ultravision; the spell permits the recipient to see at least 30 feet in magical darkness, and at least 10 feet in any kind of vaporous, foggy, or smoky atmosphere. Ultravision does not permit the recipient to spot invisible creatures, and it does not function in the presence of strong light sources (lanterns, torches, and so on).

The material component for this spell is a black agate worth at least 50 gold pieces.
School  Alteration Source  Spells and Magic page 147
and Prying Eyes S M V 5  Prying Eyes Range  1 mile AoE  Creates 1d4+1 eyes/level Casting Time  1 turn Duration  1 hr./level Save  None Damage   Materials  a handful of crystal marbles This spell conjures a small horde of semitangible magical orbs or eyes that can be used to reconnoiter an area at the wizard’s command. Each of the eyes is about the size of a small apple and can see 120 feet (normal vision only) in all directions. In order to report their findings, the eyes must return to the caster’s hand to replay in the caster’s mind everything they have seen during their existence. The eyes are subject to illusions, darkness, fog, and any other factors that would affect the wizard’s ability to receive visual information about his surroundings. The eyes only see as a normal human would—abilities and spell effects including infravision do not alter the eyes’ vision. It only takes the eye one round to replay one hour of recorded images.

The spell conjures 1d4 eyes, plus 1 eye per caster level. The eyes exist for up to 1 hour per caster level, or until they return to the wizard; after relaying its findings, an eye disappears. Each eye is AC 4, flies by levitation at a rate of 12, and has only 1 hit point—a single hit from any weapon or damaging spell destroys it. A successful dispel magic destroys all eyes caught in the area of effect. While the individual eyes are quite fragile, they’re small and difficult to spot, especially in conditions of poor visibility such as darkness, fog, or rain. Of course, if the eye is being sent into darkness, then it’s very possible that it could hit a wall or other similar obstacle and destroy itself.

When the wizard creates the eyes, he can specify any set of instructions or orders that he wishes, up to 25 words. Any knowledge the wizard possesses is assumed to be known by the eyes as well, so if the wizard knows what a typical Jakallian merchant looks like, the eyes do as well. Sample commands might be, “Surround me at a range of 400 yards and return if you spot any dangerous creatures,” or “Spread out and search
School  Divination Source  Spells and Magic page 149
.

Troll 2e

Troll (Regular)

Imrik sees the snow move in waves and thinks it's a Snow Elemental. Imrik shoots towards it, but it doesn't react. As they start turning around, they are ambushed by Ice Trolls.

Combat start: The Party vs Ice Trolls

  • A troll group attacks their group, hitting Jack once, Teresa twice, Pola once and one against Neal. Neal crits the troll, Imrik shoots the ones fighting Teresa, hits once. Pola single-handedly beheads a troll. Tyrael provokes 2 trolls and kills one, only Vega is hit. Vaush hits a troll twice, Vega and Montem crits the troll with a torch, incinerating it. Jack and Anton kill the troll each. Lorn Konn 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
    a troll. Imrik almost kills the troll.
  • Tyrael almost kills the troll, Hans finishes it off, Vash kills another. Troll fighting Jack disengages, strange behavior for a troll. Braengaeng is hit once. The frost ranger almost kills the troll, Teresa kills it, Imrik kills the troll, Neal crits a troll and decapitated it. Pola heavily wounds a troll. Jack breaks down a troll and kills it. Anton kills 2 trolls, Konn goes around lighting trolls on fire. A surrounded troll slashes at Montem, taking half his HP with damage of 6. One troll tries to grab Neal, Neal slashes at him but is picked up anyway. Pola is hit. Imrik kills the troll that took Neal and hits another. Jack gets stuck in the snow. Pola drops another troll, Tyrael kills the last one remaining.

Combat end. The trolls don't seem to be regenerating, regardless of torching them.

The brothers and their crew head back out towards the tower, and they get close and can see as the sun sets on a small hill ~60' across and rises 10' the tower itself is 30' in diameter, not attached to a keep. The tower's windows have bars all across them, and the door has bronze-looking bands across it. The door needs 3 keys turned in tandem turned to open.

Tyrael fails one check on the three locks and Montem opens that lock. The group opens the door, uncasing it from its ice coating and it screeches open. The party looks into the frozen tower untouched for untold eons, wondering what could be inside...

Recap by Virstel

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