Stephen Stanton incarnant Magic Peddler / Radio DJ (voice)
Épisodes 26
Pilot
When 12-year-old Dorothy Gale discovers her mother's mysterious journal in her Kansas home, she and her dog, Toto, are transported into a bustling, modern Emerald City. Disoriented and determined to get home, Dorothy embarks on an epic journey with West, a young witch, and Ojo, a giant Munchkin, to seek the magic she needs - as Oz faces its greatest magic crisis.
Lire la suiteDorothy Meets a Lion
In her search for magic to get home, Dorothy goes looking for Glinda the Good, the most powerful witch in Emerald City. But when she crosses paths with Reigh, the Cowardly Lion, he steals her magic travel journal forcing Dorothy to track him down to retrieve it.
Lire la suiteMonkeys Fly
After getting key information from Reigh, Dorothy unravels a puzzle to reveal Glinda's mysterious castle and must outsmart Fitz and the Winged Monkeys to get inside.
Lire la suiteDorothy Meets the Scarecrow
Dorothy enters Glinda's castle only to find out that the good witch is missing! Dorothy sets out to unravel the mystery with the only other inhabitant of the deserted castle, the Scarecrow, whose shoddy memory proves to be less than useful.
Lire la suiteThe Pearl of Pingaree
Dorothy's investigation into Glinda's disappearance leads her to the Munchkin Farm where she discovers a magical pearl that reveals the truth. Before she can use it to get closer to home, however, she's confronted by an emboldened Fitz.
Lire la suiteWake Up, Wake Up, Wake Up!
After Dorothy identifies Fitz as the Crooked Magician, he steals Toto, forcing Dorothy to team up with Agent Pugmill to go on a rescue mission to get him back.
Lire la suiteLittle Black Lies
Langwidere convinces the team to retrieve Glinda's magical pearl, but when Dorothy and West can't agree on what rules they're willing to break to get it, Dorothy finds herself even further from home.
Lire la suiteThe Sticks
Dorothy and West go in search of Langwidere, but come face to face with Glinda herself. The Good Witch has a plan to send Dorothy home... but first they'll have to retrieve the stolen magic of Emerald City.
Lire la suiteDown the Yellow Brick Line
On their way to find the stolen magic, Dorothy, West, Ojo, and Toto are taken prisoner by Fitz. When they're all captured, the whole team is forced to put aside their differences and work together to defeat a renegade band of Growleywogs.
Lire la suiteBogspeed, Little Shanks!
As the team zeroes in on the location of the missing magic, and Dorothy's ticket home, they're forced to enlist the help of the Growleywogs to defeat the Nomes.
Lire la suite11:11
When Langwidere imprisons Dorothy and Toto inside a magical painting, our heroes find a secret portal that leads to an unexpected ally. Together, they must escape their painted prison before Langwidere takes over Emerald City, and makes Dorothy's return home an impossibility.
Lire la suiteWelcome Back, Glinda
Dorothy, Toto, and Glinda must escape their painted prison and rally their friends before Langwidere can magically erase them from everyone's memories, change the course of history in Oz, and leave Dorothy and Toto stranded here forever.
Lire la suiteGo For Kansas
Dorothy and her friends must sneak into Glinda's castle, now occupied by Langwidere, and defeat the wicked witch in order to restore Emerald City's memories and finally send Dorothy home.
Lire la suiteThe Deadly Desert
When Dorothy, Toto, and Scarecrow find themselves stranded in the Deadly Desert, they follow a mysterious beacon in search of help... but will it lead them to friends or foes?
Lire la suiteMagic from Nothing
West struggles to control the powerful magic she's been experiencing ever since she and Dorothy defeated Langwidere. Meanwhile in the Nome Kingdom, Dorothy hatches a plan to escape with Toto and Scarecrow before it's too late.
Lire la suiteThe Still Season
Dorothy finishes building her escape sandboat, but she'll need the wind in order to get back to Emerald City with her friends, and the Still Season is fast approaching. Meanwhile, West discovers the missing ingredient necessary to control her magical powers.
Lire la suiteVilla Roquat
Dorothy, Toto, and Scarecrow sail across the Deadly Desert with their new "frenemy" Roquat along for the ride, but an unexpected detour lands them in serious trouble.
Lire la suiteThe Magic Map
When General Guph sends his fiercest henchman after Dorothy and her friends, our heroes in both Emerald City and the Deadly Desert find themselves on the run.
Lire la suiteShortcut to Emerald City
Dorothy, Toto, Scarecrow, and Roquat find themselves at the entrance to a mysterious tunnel that connects Emerald City and the Deadly Desert, but nothing can prepare them for what they find on the other side.
Lire la suiteGoing Forth
After General Guph fills Dorothy's journal with magic and sends her house flying away on another tornado, she and all her Emerald City friends find themselves lost again.
Lire la suiteKansas Magic
Dorothy and her friends are trapped in Kansas, but with the shocking discovery that magic also exists in Dorothy's world, they may find a way back to Oz.
Lire la suiteThe Eclipse
Dorothy finds all the magic she needs to send her friends back to Oz, but first they'll all have to join forces to save Reigh from Animal Control.
Lire la suiteSaving Cyra
Dorothy and her friends arrive back in Emerald City, where a desperate attempt to save Cyra leads West to seek help from an old foe.
Lire la suiteThe Nome Kings Belt
Dorothy and her friends must find the Nome King's Belt before Guph can get his hands on this magical artifact and take control of the Fairylands.
Lire la suiteEscape from the Nome Kingdom
After Guph swaps the populations of Emerald City and the Nome Kingdom, Dorothy and her friends once again have to escape and find their way home.
Lire la suiteWe Speak Mirror
Outnumbered and out of magic, Dorothy and her friends must outwit Guph to retrieve the Nome King's Belt and save Emerald City.
Lire la suite