In the once-vibrant Kingdom of Groovynham, where joy is a distant memory, Terry stumbles upon a whimsical world that's lost its smile. Joined by Princess Dawn, they embark on a fantastical quest to shatter Grump's curse and rediscover laughter and wonder. Along the way, they'll encounter wacky creatures, learn to adapt to change, and ignite the spark of happiness in this animated adventure.

In the once-vibrant Kingdom of Groovynham, where joy is a distant memory, Terry stumbles upon a whimsical world that's lost its smile. Joined by Princess Dawn, they embark on a fantastical quest to shatter Grump's curse and rediscover laughter and wonder. Along the way, they'll encounter wacky creatures, learn to adapt to change, and ignite the spark of happiness in this animated adventure.

Does A Wizard's Tale have end credit scenes?

No!

A Wizard's Tale does not have end credit scenes.

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8.0 /10

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58

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Movie Quiz


A Wizard's Tale Quiz: Test your knowledge about the mystical adventures in A Wizard's Tale.

What spell does The Grin cast to initially bring joy to Groovingham?

Plot Summary

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In the enchanting realm of Groovingham, a magical realm beyond the grasp of reality, a young wizard known only as The Grin attempts to cast a spell of pure joy. However, this noble endeavor goes awry, leaving the citizens of Groovingham lost without their moral bearings, spiraling into chaos and upheaval. Alarmed by the ensuing disorder, the kingdom’s monarch demands the capture of The Grin. But when surrounded by the elite guards, he cunningly slips away with the aid of his soon-to-be bride, Mary, who plays an essential role in this daring escape.

As The Grin vanishes into the dark corners of the kingdom, he finds comfort in raising a young dragon named Dingo. Unfortunately, Mary is seized by the authorities and banished to the far-off world of Earth. Unbeknownst to The Grin, he has lost his beloved Mary, who is forced to forsake her life in Groovingham for this new and strange environment. Devastated by despair and betrayal, The Grin becomes a social pariah, taking on the moniker of the mysterious Grump.

Meanwhile, in her new world, Mary creates a whimsical amusement park, echoing the magical essence of Groovingham’s landscapes. Her grandson, Terry Dexter, is enchanted by tales spun by his grandmother, growing up amidst the allure of these magical memories. As he matures, he becomes profoundly captivated by Mary’s bestselling book, “Here Comes the Grump,” which chronicles the very events of her exile. Following Mary’s passing, Terry inherits her enchanting amusement park and, as he wanders through its whimsical paths, he begins uncovering the secrets of his family’s fraught history.

One fateful night, while scouring the depths of his grandmother’s beloved attractions, Terry discovers a mysterious handle from an ancient blimp. Reattaching this relic sends him whirling back to the heart of Groovingham, dazzled and perplexed by his surroundings.

As the Grump, filled with resentment toward the king, plots his escape from prison alongside the Grumpies—his small but devoted companions—he seeks revenge against the monarch. Nevertheless, his triumph is short-lived upon discovering that his adversary has long passed, immortalized only in a grand statue commemorating his legacy.

In this new reality, The Grump’s eyes catch a glimpse of a poster heralding the coronation of Princess Dawn. Seizing this opportunity to disrupt the royal festivities, he casts his infamous “gloom spell,” blanketing the celebratory crowd in despair.

Amid the encroaching darkness, Princess Dawn, with the loyal support of her tricky servant Bip and her clever pet, manages to evade The Grump’s malevolence, retreating to a secret chamber tucked beneath her bed. And so, as Groovingham hovers on the brink of ruin, a titanic battle between good and evil looms on the horizon, with Terry unwittingly drawn into this fantastical conflict, destined to play a critical part.

As Terry attempts to pilot the blimp back home, Bip seizes the handle, igniting a high-stakes pursuit through Groovingham’s vibrant landscape. In the midst of chaos, Dawn emerges from her hiding place to plead with Terry for aid to lift the curse afflicting her kingdom. Hesitantly agreeing, Terry yearns for a swift return home, but his path veers off when he confronts The Grump, whose resemblance to the trickster from his grandmother’s stories is uncanny.

As they navigate the castle’s winding corridors, Terry and Dawn find themselves pursued by the Grumpies, leading them to meet G.P. Sparrow, a wizened bird who offers to guide them to the Oracle. The mystical sage reveals that restoring joy to Groovingham requires obtaining a magical key from the enigmatic Cave of Whispering Orchards. However, their ambitions are thwarted when The Grump overhears their plans.

With their blimp rendered immobile, Terry and Dawn seek refuge in the besieged Balloony Kingdom, engaging in a fierce battle against The Grump’s forces. Dawn’s cleverness shines when she unwittingly sends The Grump soaring off Dingo’s back. However, their fleeting victory quickly fades as The Grump casts a spell of gloom upon Dawn before plummeting into obscurity.

In desperation, Terry turns to an alchemist, who insists that only a kiss from someone with genuine affection can shatter the curse that plagues Dawn—but only before sunset. With time slipping away, Terry gathers his courage to confess his feelings, only to be met with embarrassment as he admits his lack of romantic experience with Dawn.

Terry’s quest for the magical key at the Cave of Whispering Orchards results in failure, but The Grump’s strategy of casting a sleep spell on Terry allows him to seize the key for himself. Just when hope appears dim, Dawn’s return and her kiss awaken Terry, thwarting The Grump’s schemes once again.

As they attempt their escape, Terry and Dawn tumble into a hidden pit, their senses fading as they succumb to fatigue. With newfound determination, Dawn challenges Terry’s potential magical abilities, kicking off an adventure that leads to their liberation when Bip comes to their aid. Confronted on the castle rooftop by The Grump, they utilize the mysterious key, unraveling the fabric of happiness woven into Groovingham. As Dawn skillfully handles the Grumpies, Terry gains the upper hand against The Grump, though the key becomes irreparably damaged in the fray.

Instead of fleeing with the blimp, Terry opts to stay and uncover the possibilities of his budding relationship with Dawn. Together, they restore the key’s magic and break The Grump’s spell, initiating a redemption arc for the vexed character. The once-feared Grump retreats to his blimp, vowing vengeance as he charts a course back to Earth.

A poignant reunion at Mary’s beloved amusement park leads The Grump to a moment of reflection. Confronted with the fallout of his misdeeds, he feels remorse for having aimed to bring joy to Groovingham originally. In a twist of fate, Terry reveals a profound truth—he is the Grump’s long-lost grandson. This revelation sparks a series of events that breathe new life into Groovingland, where Terry warmly introduces Dawn to his family and transforms the former inmates of Groovingham into attractions. In a beautiful act of redemption and forgiveness, The Grump receives a chance at making amends, and Groovingham is revitalized, reborn in the spirit of joy and wonder.

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